Garillobot- Ranger * Shilombish Hokoffi- Necro
Ahalaia Afabi Sipi- Thief *
Any tips on coming by these? I’ve done the skritt and dredge bag farming, combining up nuggets, an alt parked at JP chest, and lots more clicking. The only thing standing in the way of my Juggernaut is a pile of 200 more and this item seemingly takes this particular legendary to another level than others.
I have a full time career and family and would appreciate some direction, as this has become a pain. Dedicating my 2-3 hours (if lucky enough)of playtime a day/bi-daily for 4-5 of these is in no way enjoyable, and I’m not paying money to just buy them (or a legendary, which is a complaint of its own)
My preemptive thanks.
WB, Allie.
I didn’t read the entire thread, just the beginning of the first page but I’m here to also say Skyhammer is a trash-tier map and we’d really appreciate it being addressed. No map should be focused around push/pull one shot mechanics, regardless of “positioning”.
It should be removed from solo que, at least, because it’s much nicer as an empty hotjoin map.
A good shortbow/sword,x trap ranger can really get under a team’s skin. Through flat mitigation evade, mobility, optional range, and high condition damage they can be pretty nasty to 1v1 allowing for good space creation.
AR is near required on about any engineer build in spvp. A nerf to that would completely change engineers and how they’re played.
While an overwhelming amount of players seem to lean towards disliking the Skyhammer map, myself included, afking the game mode isn’t the correct way to go about it.
That’s intentionally disrupting another player’s game and should be bannable imo. Not everyone can sit around and play all day. Some of us have careers and families and can only play 3-4 games a day at best, so if we get Skyhammer twice and you afk it twice, you’ve successfully wasted a majority of the hobby time a player may have.
Quit being a child and go about things the right way, your post is little more than a tantrum. Be constructive.
Hello everybody!
I am fairly new to Tpvp, still being within my first 150 games and I have noticed one thing that stands out negatively. Leavers in tournament solo que.
I have been keeping track with my games for the past week to see if it was really as bad as it seems, and to put it bluntly- it is.
Currently, roughly 30% of my games have a leaver with leaves being more likely between the hours of 2am EST and 6am EST and least likely between 11am EST and 3pm EST.
Have any ideas been thrown around to punish leavers? Debuffs to prevent tourney solo que or anything of the such? I am curious and honestly think it would be mutually beneficial to address leaving in tournament games.
WvW compared to SPvP is different than many comparisons. While there is some min/maxing in SPvP, where you’re playing more for the character core mechanics, it is much more expansive in WvW because there are more variables to account for. This makes for seeing a wider range of builds, thus needing more buffs to help maintain some sense of balance. As mentioned above, it’s something everyone has access to, so it’s fair play. You can afford to take some crit out of your gear build, in exchange for health as an example, because you can always make it up with sharpening stones, etc.
This still doesn’t prevent certain specs from facerolling others, but it’s one of those things where the person who steamrolled you (just saying for example) is just as easily wrecked by another player with a counter build.
Sorry, but I don’t agree with a lot of what is being said in this thread. Character role has a lot to do with some of these poor comparisons. Every class has multiple builds you can run, each related to the role you plan to play. Any class is OP if played correctly, it comes down to player knowledge and preferred play style. Obviously, more players will want cookie cutter classes and builds because this is the norm for average players- which is why they’re referred to as “average”.
Do you think thieves and mesmers are OP in roaming? Play a kit engineer (flamethrower lols @ mesmer clones and thieves in stealth) or a condition trap ranger with shortbow and sword/warhorn. Magically, they’re not OP anymore.
I agree, OP. I’m not saying there aren’t minor tweaks to be made, but I’ve been playing MMORPGs since Ultima Online and EQ and must say I think ANET has done a great job with balance- especially when compared side by side to other titles.
Any class is OP when played correctly, and it’s easy to be decent but the dedicated can (and will) be great.
Much of the “this is OP, that’s OP” talk comes from people who don’t seem to understand roles or character builds.
I must be completely out of wvw then. That 40-50 zerg has to be really, really bad at the game.
Those* in reference to being plural.
There are many, many videos of it being demonstrated. Skill and coordination > all.
The beautiful thing about GW2 is that it’s easy to be decent or good, but takes dedication to be great. And great players and groups most definitely stand out.
Things like the down state and aoe caps are mechanisms to cap the effectiveness of player skill. Most people would not want to play a game where a highly skilled 10 man could wipe a zerg of 60. Games that let experienced, skilled players completely dominate never have huge populations. You have to give the lower skilled players a way to make up for their lack of skill/experience, a way they can still ‘win’.
There are serious wvw pvp guilds that run 10-20 man groups that wipe 40-50 man zergs more often than not. While they don’t have the numbers to control the PPT, they most definitely control the PvP.
Most of OP’s points could be moved more specifically to “warriors” instead of heavy armor. Warriors have tons of flat mitigation, healing, mobility, and the highest tier healthpool. Guardians have the lowest tier health pool, low mobility (not even a signet for movement speed, just gs leap, staff 3, and a shout with a considerable cd), yet they die if they don’t preemptively have their consecrations down or their shouts up.
I disagree, and I’d like to be proven wrong. If the ONLY variable (no uplevels, similar buffs, all decent builds/gears) between the 10-20 vs 40-50 zerg is skill, then I’m willing to bet that the 40-50 zerg will win 100% of the time.
Guilds such as WM have videos on youtube of 10-15 man core groups completely wiping 40-50 man zergs multiple times. They’re known for knocking all the walls and gates off of a tower and waiting for other servers to show up so they can wipe them.
For Gvg or organized, guild WvW action I enjoy 0/0/30/20/20 or similar consecration builds with hammer/staff. This allows me to be incredibly tanky while leading group movement with stability and providing movement impairment with hammer/staff 5. I always keep Hallowed Ground as a skill, usually paired with purging flames, wall of reflect, or bubble (mostly for fighting on towers to block gate paired with staff 5). For GvG I will use Hallowed Ground/Stand Your Ground and Purging Flames/Wall of reflect depending on the opposition’s make-up.
Hope this helps!
Things like the down state and aoe caps are mechanisms to cap the effectiveness of player skill. Most people would not want to play a game where a highly skilled 10 man could wipe a zerg of 60. Games that let experienced, skilled players completely dominate never have huge populations. You have to give the lower skilled players a way to make up for their lack of skill/experience, a way they can still ‘win’.
There are serious wvw pvp guilds that run 10-20 man groups that wipe 40-50 man zergs more often than not. While they don’t have the numbers to control the PPT, they most definitely control the PvP.
Most of OP’s points could be moved more specifically to “warriors” instead of heavy armor. Warriors have tons of flat mitigation, healing, mobility, and the highest tier healthpool. Guardians have the lowest tier health pool, low mobility (not even a signet for movement speed, just gs leap, staff 3, and a shout with a considerable cd), yet they die if they don’t preemptively have their consecrations down or their shouts up.
Jang Gun
Since beta he has led both WM and pugs to strongly influence whatever server he has played on. He is responsible for developing much of the strategy and technique we still see and use today, such as stacking and quick combo fields. His 70 man guild has sent 2-300 person guilds into fits of rage from repeatedly wiping.
Most importantly, he treats everyone with respect and is a good sport.
Guardians provide support/space control/ stability, but aren’t really known for putting out damage. Warriors have lots of flat mitigation, cc, and damage.
Yes, both classes are versatile and you see a lot of them. However, the other classes all bring great things to the game and we see lots of them too. I think this is a case of forgetting the good and being more fond or remembering the bad. Kit engineers are great support/utility as well as lots of damage; trap rangers are amazing with controlling space; mesmers provide unmatched group mobility; thieves are great for picking off stragglers and scouting.
I really think it comes to the learning curve for characters and what they bring to the table that influences how we perceive their dominance; guardian and warriors being the lowest, whereas a ranger/engi/ele has a much higher learning curve so we don’t see as many perform as consistently well…. This doesn’t mean they aren’t just as OP if played correctly.
Here comes the big bad War Machine and their amazing night capping skills….you guys are awesome!!!
Perhaps it is you who night caps them?
Very few people in this thread realize that you can successfully cap a tower or keep without causing swords. There are certain things that cause them to pop up on the map. A well disciplined group can knock a gate down on a garrison completely unnoticed, without swords appearing on the map.
No one these days takes the time to study and understand the full of things. They just ask for changes because they don’t know how it works.
Staff is incredibly viable and effective, and a very good weapon. Especially when stacked with altruistic healing with your 3 and 4, learning when and when not to detonate your 2, 5 target aoe for 1 and guardian wall.
It seems very weak at first, but once you have the right template and playstyle the staff becomes a mighty weapon to lead your army with.
Realistically, the time at which servers are most active should be taken into account when creating the matchups.
Say that Team A dominantly caps more nodes between the hours of 2-4am (whatever time, pretend it’s global for example) They should be paired against other servers that share the same trend of capping more nodes around these hours- they’ve already show that they share a stagnant map other “off” hours. This promotes real competition and PvP rather than sweeping a sleeping map.
What’s to stop a “day” crew from coming in and balancing this out? Nothing. However, with transfers eventually not being free it would create a gold sink of sorts, having to pay to move to servers if you wanted to fight uncontested maps. It would also keep the servers shuffling ranks instead of a set 1-2-3. You would have your population that wants to rep their server, being paired accordingly to active hours, and then the population that wants to server hop to a winning team constantly moving to play in uncontested areas.
Something needs to be done to create matchups that fairly reflect rankings in relation to when a server is active.
im not going to sugar coat it.
HOD is properly prepared for the WvW of this game.
they have numbers
they have skillthe simple fact is neither SBI/JQ/ET alone have the ability to field and army the size of HOD combined during off hours. AND THERE IS NOTHING WRONG WITH THAT TACTIC with WvW in its current state, it is he who has the largest army and the greatest coordination. thus HOD is currently the only server prepared to dominate WvW during the week days.
this week is a good fight and it has been interesting and ruin anyway is happy for the fight. we will be seeing you out there this afternoon.
Well it is kinda cheap that HoD relies on cleaning up maps when no one is on. It’s pretty much uncontested at 4am on a weekday. On weekends, the more appropriate rankings were shown. SBI 1st, ET 2nd, HoD 3rd.
HoD can’t go toe to toe with SBI. They’ll get shook. Same goes for ET. It all comes down to HoD capping everything when no one is on, leaving the other 2 teams to dedicating time cleaning up the map come normal hours.
My only problem with WvW is that staves can’t fire upwards.
Outside of hitting people/rams through gates with my staff, I quickly become useless (outside of supporting) when helping with a siege.
And no, I’m not going to carry a scepter. I prefer my mace/torch and staff.
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