(edited by Crius.5487)
Personally I think it is legit. You cut the head of and the rest die with it.
Unless your guild is a hydra—cut off one head and two more shall grow.
Siege decay also helps to promote scouting.
Check out this section of the forums
You’re still using guardian tomes?
When you drop a fiery greatsword, not only are you wielding one but you leave one on the ground for someone like a necromancer to pick up who would normally have zero mobility. This is why you might hear a smart commander say only necros pick them up or “eles, drop fgs for necros.”
the gw2 score still updates the PPK
The “not from tick” score also includes yaks, sentries, and bloodlust stomps—it was impossible to judge how much of that included PPK during the sneak attack event.
Destroyer warriors run zerker
shatter mesmers run zerk
d/d and d/p thieves run zerk
medi-guards run zerk
power rangers run zerk
I don’t know why you would run zerk with dolyak runes but you have tools available to deal with people’s burst damage. The problem with running a burst build is it requires perfect timing of chaining together multiple skills. If you block/dodge/interrupt a ranger’s rapid fire their burst is on CD for 8 seconds. If you dodge or block a warrior’s evis, their burst is on CD for at least 8 seconds and whatever else it takes to rebuild adrenaline. Shatter mesmers often rely on dodges to build clones among other skills, if you destroy their clones before they can shatter you reduced the effectiveness that mesmer has against you. If for some reason you can’t prevent your opponent’s burst damage, you have an invul, a block, easy access to swiftness and this magical thing called a supply crate which will make any glass cannon think twice about what he or she is doing. Take a look into condi double kit builds, it counters many burst damage builds.
PPK is one point per kill and two per stomp if your server has bloodlust. The PPK system encouraged earning points through PvP rather than PvD.
I don’t recall anyone, regardless of which server they were on, complaining about PPK.
Players > 5, run AH Frontline build (especially if you have more than 1 guardian). Can go glassier than the build I posted, swap out knights for more zerk.
Players < 5, just run a medi-build
Running a shout staff build without AH is asking to die. When you put six points into Virtues you do not run tomes, Renewed Focus is the center piece of a virtues build. Renewed Focus is also your primary invul if you get stuck inside a necro bomb. Healing Breeze is not that great, you won’t be able to dodge while channeling and you lack the block of shelter to negate damage. It will be very difficult to finish channeling this skill when it’s needed the most. Healing power itself scales horribly with everything except Selfless Daring. The radius of selfless daring is the size of an untraited necro mark which means you would have to keep up with your frontline and dodge when it’s needed most. The lack of self sustain from this build would make it very difficult to keep up and use your dodge rolls efficiently.
Standard AH Frontline “Support” build
Support your party by:
Giving boons such as stability, protection, might, swiftness, aegis, and retaliation
Healing through Virtue of Resolve, Empower, and Detonate Orb of Light
More AOE healing through blasting water fields with Mighty Blow
Clear conditions with Virtue of Resolve and Purging Flames
Immobilize the enemy so they can sit in the damage from your backline
Proper use of medi skills, blinds, blocks, and dodge rolls should be good enough to avoid and mitigate damage. You also have condi removal through Virtue of Resolve which is also another burst heal. Shelter is a 2-second block and Renewed Focus (which is now a meditation skill) will refresh your virtues.
Here’s one with increased hp and less precision (will still be at 50% with fury which you gain from every meditation skill)
There are many ways to stat itemize a meditation guardian, first get the traits and skill use down—then you can start changing your stats to be more offensive.
I wonder if the “body double” meta will become a thing.
It has. It’s of limited effectiveness due to the difficulty in getting players who are exactly the same rank, however. Still easy to tell which blue haired Charr is driving.
What? No way!
Necros should generally try to get into parties with guardians and warriors. Then you get stability and fury. Stability from guardians negates the need for using Foot In The Grave and gaining fury from warriors allows you to only need to gear for 30% crit chance. With 30% crit chance from gear, fury, and Death Perception you will have 100% crit chance while in Death Shroud.
The higher base weapon damage of a staff more than makes up for an axe with the Axe Training trait. The staff should be your primary weapon as a “zerg” necro and you only use your axe/* or dagger/* if you are getting focused by a pick team and need to defend yourself. Notice the build I linked has bloodlust sigil on the axe instead of staff.
Staff 3→Wells→DS5→DS4→Spam DS1→Lich when able
Your staff 3 mark is a very important cooldown because it does AOE chill. Don’t waste this by spreading this mark around randomly. Always reserve your staff 3 to use right before the well bomb so enemies are chilled when your wells are dropped.
Viable replacement utilities for Spectral Armor:
Spectral Wall: Place in front of your melee on a push so they get protection, they can also blast for chaos armor.
Corrupt Boon: Use on random melee in your wells
Well of Darkness: Use when your melee goes to engage the enemy melee.
Poison Cloud: Toss on enemy single downs, poison stops them from being bannered.
How exactly announcing seasons would help with anything?
That’s when the Guild Auction House opens up and the bidding begins.
The amount of groups I see in T1 that rely on pin snipe to win a fight is amazing. A proper timed veiled push negates their pin snipe.
Why would you not detonate the orb? It’s a good clutch burst heal.
With some minor randomization (which rarely happens) your color is generally determined by your server’s placement within your tier.
T1 is like a giant dysfunctional family.
Against some terrible pug group, maybe. Against any half decent guild group, PoV builds probably won’t work.
PPT Scaling: The amount of PPT earned by an objective is determined by the current upgrade status.
Currently, objectives are worth a flat value at the end of each tick. A keep that was captured right before the tick rolls over is worth just as much as a keep which has been upgraded and defended for days. Why should a keep with no upgrades hold the same value as one that is fully upgraded?
As an example, instead of every tower being worth 10 points the base value of towers can be 5. Each upgrade completed on the tower is worth 2 points. This means a fully upgraded tower would be worth 29 points of PPT under the new system. Another idea instead of having each upgrade be worth a flat amount of points, each category is worth points once it’s completed.
This lowers the starting value of an objective but considerably raises it above what is used currently if it’s upgraded.
Another idea to further add dynamic to PPT scaling is for an objective to only count as PPT if it has been held for at least one complete tick. Capturing an objective will remove it from the enemy’s PPT, but does not generate PPT for your server until the following tick.
I feel like these two systems would help to encourage defending and upgrading objectives and put more of an emphasis on needing to capture enemy structures which have been upgraded. Hours spent trying to break a garrison would actually mean something towards the score even if you don’t gain any PPT from it since it’s a PPT loss to the enemy.
PoV has priority over Soldier (Trooper) runes. So PoV will convert a condition into a boon, then the rune will remove a condition.
This is true.
Trooper runes with PoV is actually a very old WvW frontline meta that is rarely used anymore.
EotM’s intended purpose was an overflow for WvW to give people in queue for WvW something like WvW to do which did not affect the outcome of the weekly match. If your server does not have a queue on all four maps then get in WvW and help them out. If enough people on your server did this maybe you too could join the ranks of OG in EotM—if you still care about EotM by then.
The amount of extra healing you get off of running full clerics is about the same as two guardians without heal power. Beside that, I explained why you would have trouble keeping up with a fast moving melee train and still be able to pull off a well dump in this build.
Also, one healer guardian can outheal many water blast finishers. That argument has always been nonsense as far as I’m aware of.
This is not true. Blast finishers do not have a target limitation unlike most skills such as symbols which affect allies. A single blast finisher done by a person without healing power will heal for more than a full cleric guard’s traited symbol. Those symbols only affect up to 5 people. A blast finisher inside a water field will affect everyone within a 360 radius (little more than a dodge roll) of the blast. On top of that, the symbol healing is pulse and the blast is a burst heal.
The only thing which actually scales well with healing power is Selfless Daring which scales on a one to one ratio with healing power.
However, theory crafting is still just theory until proven in combat. Show me a video of this build sustaining a party and being able to survive and I’ll change me mind.
Here’s my video of hammer/staff running typical double stabo AH in action:
The might nerf affects all professions. I don’t understand buffing a skill for a single profession based on a nerf which affects all professions. The trait as of now is already amazing due to having no internal cool down.
“Guild Wars” has more to do with the back story of the game and not warring between player created guilds.
Yes, a GvG game mode which allows guilds to fight other guilds regardless of which server either are on would allow guilds to transfer to the server they want to be on instead of transferring just to fight a specific guild on a specific server.
However, trying to forcibly balance the WvW population would only drive people away from the game. There is not viable solution to the population issue. Instead we need some sort of handicap system better than the current Outnumbered buff so a lesser populated server can still compete regardless of numbers.
Instead of stacking all the serious WvW people on one or two servers we need to spread them out. There’s probably enough of a WvW population left for “big battle” servers.
Not a solution either. Guilds often transfer to X server so they can fight against Y guild on Z server. This is why T2 NA is currently booming with GvG guilds. If my guild group of 20 can one push a group of 40-50 casuals the fights become dull. We aren’t going to one push an experienced guild group with an equal number composition which makes for a much more enjoyable fight.
People who absolutely enjoy fighting are going to go to where the fights are.
Terrible idea. If your goal is to heal the melee train, which you will only be able to do to your own party leaving the rest of the melee groups unaffected, you will have to be with the melee.
Now, you take away one person who can do damage. If everybody had a “guardian healbot” you just crippled 1/5 of your comp.
You don’t have any condition reduction. Conditions such as chill, cripple, and immobilize will leave you trailing behind in a well bomb.
Your only source of stability is on a 70 second cool down.
Your only source of protection is not reliable.
You don’t have an invul (Renewed Focus) to pull off a well bomb.
You don’t have shelter to use as a block if your health is low and you need to pull off a hit.
Virtue of Resolve, Hold the Line, and Elementalists who know what they are doing can keep almost complete up time on regeneration. The bulk of healing done comes from using blast finishers inside water combo fields.
Guild Wars 2 combat system was designed around group synergy instead of the infamous “holy trinity” system. This is why there are no such things as dedicated healers and tanks in GW2.
T2 servers are more stacked on NA prime players than T1 servers. Word.
This is actually true. T1 (NA) just has most of the OCX, SEA, and EU populations.
I’m often confused when people are talking about population issues. Are they having trouble finding fights in their tier and want people to transfer to opposing servers because they don’t want to transfer? Are they constantly outmatched within their own tier?
WvW armor is the same as temple armor, can’t be salvaged but you can change runes and skin as much as you want. Just make a judgement call, if you purchase expensive runes such as strength or hoelbrak you might want to think about buying crafted armor so you can salvage it later on. If you plan to use cheap runes like undead or balth for some cancerous condi build, go ahead and buy the rabid pieces from WvW vendors.
Guardian PoV in WvW https://www.youtube.com/watch?v=Cy-AdTa27JA
This build is not the most optimized but it’s a good starter for people just getting into playing a frontline guard in WvW. The alternative, and actually more preferred rune set, is Hoelbrak. However, Melandru is cheaper and more defensive which is why I recommend it to new players.
Ensure at least one guardian in your party is using Strength In Numbers instead of Glacial Heart.
It’s important to maintain at least 28 percent crit but no more than 32 percent. You should always have at least one shout warrior in your melee party to give you fury. The most optimal amount of critical strike chance before precision starts to lose its value over other stats is 50 percent.
A combination of both condition reduction and condition removal is important to survive. Both Hoelbrak and Melandru rune sets combined with Lemongrass food give you 60 to 65 percent condition reduction. Purging Flames is used for condition removal and further adds to passive condition reduction while standing in its AoE field.
Both shouts should be on a rotation within your party, this requires at least one other guardian to be in a party with you. Proper stability rotations using Stand Your Ground and Virtue of Courage should give you ample stability up time during a fight.
Landing the third hit of the hammer auto-attack chain, rotating through Hold the Line and Virtue of Courage should give you near permanent up time on Protection.
The build linked previously is known as the Double Stability AH build. Just about everything you do with this build also affects your party. Virtues, shouts, purging, landing hammer auto-attack symbols, blasting waters, detonating staff orbs, and empowers.
When all guardians crit 4-5k mighty blows inside a water field that’s on top of the enemy, you both deal massive burst damage and healing at the same time. You do not need healing power on gear with the exception to your staff.
Remember, frontline guard isn’t about you, it’s how you work together as a team to survive and kill the enemy.
Check out http://www.metabattle.com and look at examples of meditation builds. Just be warned, medi builds are designed for small scale combat (5 or less players) and not “zerg” play.
Yeah I really hope they address it in some way. Currently the only way to deal with the population imbalance is to go to a stacked server which then causes the problem to continue in this iterative process.
Depends if you’re talking about population differences between tiers or population differences of servers within the same tier.
Throw up a wall of reflect in a choke and watch as all the rangers kill themselves.
Also, be careful when you mention “hacks”. In game, I’ve seen a player say “this thief ported away and then back to me to finish the stomp, what a hacker”, even though the thief has at least two ways to do it. Try to play a thief, come back and tell us it’s OP. PU mesmer is way stronger at the moment, but still not OP. Sure, people are annoyed because they can leave and reset the fight, but so can warriors and bomb engineers, and you don’t see anyone complaining about them.
People use to complain about warriors resetting fights all the time then adrenaline got nerf’d. Now if you reset a fight you lose all your adrenaline when previously you could GS 3-5 away, reset, come back with full adrenaline and Evis crit.
// 15 chars
one does not simply run full zerk on wvw
Unless you’re a crit thief, or a shatter mes, or a hammer warrior, or a meditation guard.
Or you’re a well necro, or longbow ranger, or fully glassed up ele who can’t get a forward static off.
Heartseeker is an execution skill, it’s damage coefficient is higher the lower the health of the target.
Ether Blast is a condition skill with a low damage coefficient.
Damage sounds about right.
Guardians and Warriors are both equally important in WvW. Guardians provide most of the boons and warriors do most of the crowd-control.
An ideal melee party consists of two guardians, two warriors, and one necromancer. The necro only being there to leech stability.
Two guardians are needed for ample stability and protection uptime.
Two warriors are needed for ample fury uptime. Most guilds include the critical chance gained through fury when optimizing their builds.
I play both frontline guardian and warrior and warrior is much easier. Guardian has many more cool downs to manage and is less forgiving if you make a mistake over warrior.
For roaming in WvW, it’s a matter of personal preference. There’s a few different viable roaming builds for both professions. When comparing two common roaming builds, Meditation Guard vs Destroyer Warrior, my honest opinion is that medi-guard has a much higher learning curve over destro-warr.
If you plan to play frontline in WvW, my personal suggestion would be guardian. It is much easier for a party to be short a warrior than to be short a guardian. However, to understand both professions and how they work together you need to be able to play both.
Outside of GvG’s where people don’t (shouldn’t) use stacking sigils, Bloodlust and Energy are the only way to go.
You need the added 250 power.
You need the extra dodge roll on disengage when you swap from hammer/greatsword to staff going into a restack.
I don’t PVE so I can’t comment on this.
For WvW, when it comes to roaming it’s a matter of personal preference. Guardian has a smaller health pool but at the same time blinds and blocks which a warrior doesn’t have. Meditation builds are the most common for guardian roamers and has a higher learning curve over typical destroyer warrior builds.
In larger scale combat (15+) guardians are requested more than warriors because of skills which provide might, stability, and protection. Even though both are equally important, it’s harder to fight if a party is short a guardian than being short a warrior. Even in this type of combat style guardians also have a higher learning curve over warrior because of the increased number of cool downs you have to manage.
Provide stability, protection, might, and regen
Small amount of AOE healing
Short cooldown on blast finisher for waters
Provides might and fury
Clears soft CC’s
Two different blast finishers for waters
Can revive downed allies
Two guardians are needed in melee parties for amble stabo/prot uptime and max might stacks on empower
Two warriors are needed per party for amble fury uptime. Most competitive guilds include the fury gained from For Great Justice in their builds when optimizing their stats.
If you don’t like the meta and you’re trying to play a class such as Guardian which is an integral part of the meta you will find yourself having a lot of trouble.
Altruistic Healing should only be used with a Staff. (AH procs should heal for about 3,500 for an empower.)
Shelter is the only heal skill you should use so you can block attacks while pulling off a hit or getting through chokes. The block from Shelter can negate more damage than the healing of Signet of Resolve. The condition removal from Signet of Resolve is not needed since you should have passive condition reduction and active condition cleansing. You also gain might when blocking attacks with Shelter.
Double energy sigils are a must for melee, they give you an extra dodge roll every time you weapon swap into and out of a hit.
Mace/Focus have no place in the current guardian meta; only use staff, greatsword, and hammer.
Consecrated Ground is one of those almost never used situational skills which should only be used if requested by your commander.
Hold The Line is crucial to help maintain Protection uptime in your party. The 33% damage reduction from Protection is important for sustain and staying alive.
Condition reduction runes are a must when playing frontline and there’s only two choices, Melandru and Hoelbrak. Hoelbrak is preferred because stun reduction isn’t needed with good stability uptime and the might duration makes your empowers last longer. Hoelbrak is also the choice for most of the top GvG guilds.
Condition reduction food is also a must, if Lemongrass is too expensive try Poultry and Leek Soup.
Condition reduction is still required even though most backline are in power builds. The reason is because of soft CC’s such as chill, cripple, and immobilize. It’s also common practice for Necromancers and Elementalists to use increased condition duration food as well even if they are in power builds.
Too much Crit Chance, 30% is optimal but any range between 28% to 32% would suffice. This is because you gain an extra 20% from shout warriors in your party and 50% crit chance is when precision starts to lose its value over other stats.
Healing Power is generally a wasted stat however Cleric’s staff is perfectly acceptable.
20 man groups are considered small fights in T1. Many people in T1 leave in search of those 20v20’s and are sick of the massive leg infested 60v60 blubs or not finding opponents to fight against who aren’t running 40+ on pin. Not sure what’s considered “large” and “small” in other tiers.
I believe the main issue stems from the lack of a GvG game mode. Many guilds move to a server so they can fight against specific guilds in that tier. This eventually causes an imbalance and you are left with the current T2/T3 situation.
Look what you made me do…
Reference build: http://gw2skills.net/editor/?fRAQNBIhZwEAAA0IKUDA-TRRDgAJKB73fU+9q+DoeAAzfAA-e
No food, oils, guard stacks, bloodlust sigils, invulnerability calculated
Dagger #2 total channel duration
If it wasn’t for the 5% damage bonus Citadel runes would have won, calculating in the 5% damage bonus though does bring Rage runes slightly above citadel.
I meant Citadel runes over Rage if you use Furious Demise, they only cost 3-4 silver each.
Superior Rune of the Citadel
(1): +25 Power
(2): +10% Fury Duration
(3): +50 Power
(4): 25% chance when struck to gain Fury for 15s. (Cooldown: 30s)
(5): +100 Power
(6): 20% Fury duration; 50% chance when struck to summon a bomb. (Cooldown: 15s)
Next Sneak Attack:
PPK makes a return
White Swords are still around
PPT scales with the upgrade level of the objective. E.g. paper keeps are 15 points and fully upgraded keeps are 35.
Outnumbered Buff is determined by the population of all maps instead of a single map
Players who are under the effect of Outnumbered are not worth PPK but kills they make are worth double
Objectives must be held for a complete tick before they are worth PPT. e.g. Capturing a tower right before tick removes that PPT from the opposing server but does not generate PPT for your server until the following tick.
(edited by Crius.5487)
Renewing Blast is horrible.
It should be something much more exciting, like:
Boons you apply to yourself while in Death Shroud are applied to nearby allies as well.
Combined with Reaper’s Might—trying to mimic phalanx strength?
Ogre and Pack runes are okay.
For rage runes you should have a minimum of 3 points in curses for furious demise to get fury on death shroud. However, Rage runes have ferocity instead of power and you should never sacrifice power for ferocity. You’d be better off using Citadel runes over Rage.
Ranger runes are terrible unless you’re running an MM build—which are often terrible.
If ogre runes are too expensive and you don’t have 3 point in curses to receive the benefits of citadel runes, just use vampirism or centaur runes.
Conditions on necromancer are actually very weak compared to other classes. If you’re going to be fighting against groups of ten or more I suggest power builds.
Here’s an example of a 62006 power build using all exotics.
The third utility is optional and left up to personal preference. The warhorn off hand weapon can also be switched to focus or dagger depending on personal preference. Your primary weapon is your staff and you should have your staff equipped when dropping wells and going into death shroud. Condition duration food is still used even when in a power build for chill bombs. Lich can be swapped to plague if you need to get through chokes or play a bit more defensively. Lich is still preferred for its damage over plague form. This build can also be used for smaller group play with different utilities and swapping focused rituals to a different trait.
Necromancer’s aren’t known for their group utility but their AOE damage.
minor trait and utility change for roaming and small group gameplay
Warhorn + Spectral Walk for swiftness
Summon Flesh Wurm + Teleport for mobility
Elite: Plague/Lich/Flesh Golem up to personal preference
If using flesh golem, make sure you don’t charge if your opponent has stability.
Possible rune changes:
Axe/* (always bloodlust on OH)
Hydromancy (chill any thief on you before swapping to axe for #2)
Doom (swap from staff to apply poison on any single downs)
In smaller groups you can optionally put your stacking sigil on staff and run dagger main hand over axe.
Condition builds are still viable in small groups if you are going to corrupt boon+spite followed up by burst damage skills from other members of your party. For the most part, power builds are much better and more versatile over conditions.
For the OP’s build: You’d be better off getting rid of those crests of rabid in your trinkets because they are rare quality and not exotic. Replacements can be level 80 exotic coral or chrysocola jewels. Fire sigils should not be used with condition builds since the damage from the sigil scales with the raw damage of the attack it proc’d off of. Try Sigil of Earth or Sigil of Torment instead.
There was actually a time that EotM did not exist. During the first WvW season tournament many servers had large map queue times—some people claimed to have been in queue for over six hours. This is why EotM was created, to give people in QUEUE for WvW something to do which was similar to WvW but didn’t affect the score of the weekly match.
Solution: Lock EotM unless all four WvW maps have a queue. This will force EotM to be used for its original intent and purpose; as an overflow for WvW.
Cons: Can no longer farm massive amounts of uplevels for lowbie mats to be used in crafting ascended items.