Showing Highly Rated Posts By Django.5923:

July 1st - anet's last chance for you?

in Guild Wars 2 Discussion

Posted by: Django.5923

Django.5923

I wish for much but I expect they will implement nothing.

my prediction:

- tooltips of various kittens now use the correct verb to better display the current state

- new shiny awesome weapons for 10 lion tickets

- new armors for 800 gems (light, medium, heavy)

- 5 new awesome minis who all use the same model but have different shaders

- 2 new fuzzy hats (rabbit and moa)

- Bartender outfit

- new colours: something blue, something dark blue, something light blue, something something blue

- Boss in asuranfalls has a new name and isn’t stuck anymore. Also he is happy

- engineer autoattacks now deal no dmg anymore (because it was op). Warrior healsignet buffed.

- pirate runes now spawn 2 birds

A Guide to sPvP (0. Beginners Guide)

in PvP

Posted by: Django.5923

Django.5923

5.1 Stomping and rezzing

This is such a crucial part of spvp. If you go down you go downed. You may know this from pve. You then need to be “stomped” to be killed entirely.

- Rezzing your teammates (and knowing when to rezz)
- Interrupting stomps
- Stomping opponents

Are crucial things for all fights!

Bring skills to save rezz your teammates! Bring skills to savestomp opponents (stability, invulnerability, blind)

Mind the downedstate abilities from all the classes to know how to “savestomp”.

Guard: A bubble which knocks everything in a radius. —> you need stability, invulnerability, to blind him when he does the attack, block or to port away and port back (shadowstep) after he did the bubble

Warrior: A projectile which interrupts you. You need stability, invulnerability, blind, projectileblock, block works. (port works if you are lucky)

Necromancer: A long fear. All of the above work (except port)

Ranger: A AOE interrupt. All of the above work (except port)

Engineer: A pull which interrupts you. Also a projectile. So all work including projectile hate.

Elementalist: Nothing works. You can only stomp after the mistform. So do dmg until he mistforms. Only stomp if you want him to mistform (to interrupt the rezzing for example)

Thief: Also nothing works, he can port and then stealth (if you start the stomp animation after he ported you can stomp him). Try damage!

Mesmer: He has a port. But you can fake the stomp (start the animation) interrupt yourself by moving wasd and then start stomping again. Most mesmers port themselves and then they spawn as soon as your stomp finishes and they are stomped (use stability to not get interrupted by other foes).

Know when you are able to rezz! Usually all the damage sits at the downed ally. Sometimes it’s better to take out damage than to join rezzing (or interrupting stomps). And sometimes you just can’t rezz because you would die also. Now when you can rezz! But ALWAYS try as fast as possible.


6. The maps

6.1 Forest of Niflhel

http://wiki.guildwars2.com/wiki/Forest_of_Niflhel

The map consits of 3 points. Like every map. The midpoint (keep) is accessible via stairs and the highground trough the paths below the keep. As not melee class you always want to get up there.

The 2 NPCs, Svanir and Chieftain spawn all 3 minutes after being killed. The team who gets the last hit on them is rewarded for 25 points! If you are a fast roaming class with an instant skill (thief, ele) you should try to “steal” these npcs!
You can see if they are attacked by watching the minimap. When the icon moves they are attacked.

Please also mind the highgrounds on Mine and Henge! use them to your advantage. Also have in mind that the distance between these points and the bases are very short. So it’s a rather disadvantageous situation to push farpoint.

6.2 Legacy of the foefire

http://wiki.guildwars2.com/wiki/Legacy_of_the_Foefire

This map has a HUGE midpoint, that’s why fights are always pretty long on this map (you can kite really well). Also keep in mind the highground and try to kite the dmg

If you kill the Lord (destroy the gates first. Most of it is explained well enough in the wiki) you will get 150 points!.

Don’t EVER attack BEFORE your team has reached 350! it’s just a waste of time. In the time you attack your opponent will triplecap you and you will probably loose. The time it takes to do lord and get the 150 points almost always gets you a disadvantage because they can cap all points and defend (gives them more than 150 points probably).

6.3 Battle of Khylo

http://wiki.guildwars2.com/wiki/Battle_of_Kyhlo

Mind the shift in Z-axis on this map. This provides very nice kiting abilities (knockdown, ports, etc.)

The trebuchet is crucial on this map! if you are a warrior, thief, ele or just see that nobody of your team is killing the opponent trebuchet go for it!

Letting your opponent shoot is always bad. Team who can shoot more usually wins the game.

Trebuchet shots can be dodged.

Common tactics is that a Mesmer with portal fixes the treb fast using the repkit.

6.4 Temple of the silent storm

http://wiki.guildwars2.com/wiki/Temple_of_the_Silent_Storm

Probably the most difficult map for beginners.

Think about the midbuffs as 4th and 5th point. They are crucial!!

The upper midbuffs doubles the points you receive from nodes. So if you have 2 and cap it you have 4 points for a brief amount of time!

the wiki explains the other basics really well.

I will talk about more advanced tactics in another thread, which I will write a few days from now. (will then be linked here)

(edited by Django.5923)

A Guide to sPvP (0. Beginners Guide)

in PvP

Posted by: Django.5923

Django.5923

Introduction

This guide is aimed at absolute beginners of spvp. I will explain basics, what your goal is, what you have to do , explain the map layouts and show builds.


1. The mists or; How to get started

Open your PvP tab (the two swords on the top) and click on “go to the mists”.
You are now in the PvP Area of Guild Wars. In this area you always are level 80 and armor is purely cosmetic. Runes are bought at a rune vendor (for free) and sigils at the weaponsmith.
The Amulet vendor sells amulets. In pvp you don’t have earrings, etc. Only 1 amulet with 1 stone.
You now have several options. At first I recommend you search yourself a good build to start pvping.

On my stream I always list all the current spvp meta builds:

http://de.twitch.tv/djangogw2

Now that you have built your build, I would try you test it on a golem until you feel somewhat safe.

Then open your PvP tab and click on the third called “game browser”. This is called “hot join”. If you just want to kill something and not really play the “real” pvp this is the place for you. I would recommend that you test your build here until you are about rank 10.

Please join a map with 5/5 teams not a map with 8/8 because then you can prepare for playing soloqueue and teamqueues. 8v8 is just stupid zerging and you will learn nothing.


2. rank? glory?

when you win you get rank and glorypoints. Glory is a currency spent on the gloryvendors in the mists for new armorskins or salvageable items.
Rankpoints give you a new rank with the time, which is displayed after a game. Each 10 rankpoints you will get a finisher.

I will link to wiki for more detailed information:

http://wiki.guildwars2.com/wiki/PvP_Rank
______________________________________________

3. The basics

“what to do on the maps other than killing people?”

Always remember; Play to win not to kill! Zerging is for wvw. You get more points, if your team wins.

The game mode is Conquest. The rules are:

- One point is gained every two seconds per captured point.
- Player kills award 5 points.
- The team who reaches 500 points first, wins.
- A game is 15 minutes, after the time runs out the team with more points wins.
- Every map has only 3 Points. 1 close to your “base” the “closepoint”. One close to their base the “farpoint” and the “mid”.
- Every map has secondary objectives, which we will see later in the map section.

These points are essential for winning a game. Some rules regarding capture points:

- you capture a point in 10 seconds if no opponent stands on it. If an opponent stands on it nothing will happen as you stand on the point.
- you decapture a point in 4 seconds if no opponent stands on it. If an opponent defends it you have to knock him off or defeat him to decapture it.

This said your primary objectives should always be:

- decapping points
- capping points
- defending points

To do all the above you have to win fights. So fight on/at points not somewhere on the map. You should only zerg the map if your team has more node points and you are winning.


4. “How and where should I move?”

You ALWAYS have to think like this:

“If I move there now, will my team have a disadvantage? Do I really need to move? Or does the opponent need to react on us rather than we on him?”

This said, always keep in mind that you are fighting 5v5. And there are 3 points on every map, what means you only need to have 2 points to win.
Helping your teammates winning a fight is always better then going somewhere else and pushing on 3 points (unless you know they loose even with you in the fight). Because if you go farpoint and they loose mid because of you (they had a 4v3 thus were outnumbered) you will get farpoint. But the map is empty! you are 2v5 at best on the map and they will overrun and “triplecap” you (capping all 3 points). So that 1 farpush from you could have cost your team the win.

Always think before you move


5. "But what is my role in the team?

As stated above you have to do 3 things:

- kill stuff (help defending/capping)
- Defend
- Decap

- If you want to kill stuff you should play a roamer (thief, engi, necro, warrior, ele, mesmer, dmgguardian)
- If you want to defend you should play a bunker (guardian for mid, ranger for sidepoints)
- If you want to decap play either a dedicated decap bunker (engineer, elementalist) or a really fast roamer to decap when nothing is on the point (thief and possibliy mesmer/ele)

Please read my second Guide for more information on what to do in your team

sPvP roles and teamcompilations

(edited by Django.5923)

A Guide to sPvP (1. Teamcomps and roles)

in PvP

Posted by: Django.5923

Django.5923

Introduction

This guide is aimed at spvp veterans and a little more advanced players to learn about and discuss teamcompilations. I will explain the roles in spvp and how a good teamcomp looks. I would like to see a discussion about the “best” teamcompilations below

(I will write another absolutely basic/beginner guide, where I explain the map layouts and the terms like “bunker” etc. and another guide regarding tactics for each map. This thread is only aimed at teamcompilations).


Chapters

  • 1. General Strategies regarding capturepoints
  • 2. General Strategies regarding fights/damage
  • 3. Roles in a team

1. GENERAL STRATEGIES REGARDING CAPTUREPOINTS

All the strategies for teamcompilations are based to effectively play on the 3-point-capture-system-maps (thanks captain obvious).
But actually think of it: You have 3 points (+ secondary objectives..) which give you points per second. So the team who has more points (nodes) over time wins the game. Simple as that.
All the teamcompilations come from different mindsets regarding the 3 point principle.

1.1 Play safe on 2 points


“we just win the fights on 2 points”
This strategy usually involves 2 Bunkers. One on closepoint and one on the midpoint (usually). The last 3 players are Roamers. The idea behind this strategy is, that you have 2 ppl for each node, who defend it, while your damage dealers roam and you just win every fight.
If you manage to win teamfights well, this strategy proves very successful and is the most used strategy by teams in my opinion.
The whole teambuild should be based on teamfights. And you will only push far, after you won the fight for decapping it quickly and play safe on 2 points again.

1.2 Play safe on 2 while annoying them on far


“We outnumber the enemy and win the fight due to our decapper”
You also play 2 bunkers (one watches mid, one close) but only 2 roamers for the teamfight. You have 1 class who is dedicated to decapping the opponents point
(NOT a thief who just leaves midfight to decap quickly).
This class is ususally a hardcore bunker and the opponent team has to send at least 2 people to their node (2v1) to get it capped. While you have a 1v2 on farpoint your team should win the midfight because you outnumber the enemy.

1.3 Annoy them on far while winning fast


“We outnumber the enemy and win the fight due to our decapper”
Basically the same tactics as above. You just play without a dedicated closepoint defender. The idea is to play on 2 points, while the 3rd points ticks for your team. Meaning: Someone takes closepoint, you inc the midfight while your decapper holds them on far. If everything works out well, the enemy can’t really push your close (because they have to send 2 ppl to kill your decapper and then have problems in the midfight).

1.4 Just win fast


“We just win the fights on 2 points”
You play only one midbunker, no dedicated closepoint defender and no dedicated decapper. You decap after you won the fights (or after somebody died, or your thief is low). You have 4 dmg roamers, move fast and win fights fast.

1.5 Bunker them


“We just bunker everything”
There are teams out there who play with 4 or more bunkers (usually the 5th is a decapper which is also a bunkerish class.) The idea behind this is, that you inc every point. Keep them decapped and cap over time using knockbacks.