Showing Posts For Haqiang.6480:

Not a Thief? Reroll.

in WvW

Posted by: Haqiang.6480

Haqiang.6480

Trying to kill a permstealthed thief reminds me of trying to counter Dark Templar in Starcraft without any anti-cloaking unit/tech..haha.

T6 (5/24) DHvsIoJvsSF

in Match-ups

Posted by: Haqiang.6480

Haqiang.6480

Placing siege was working the DH borderland. Fun times 3 on 3 and 5 on 5 down in the Southwest.

Going to miss this matchup, even tho IoJ hasn’t won one yet.

IoJ always play for 2nd place, it’s no surprise that IoJ hasnt won one yet.

T6 (5/24) DHvsIoJvsSF

in Match-ups

Posted by: Haqiang.6480

Haqiang.6480

Whoa [HARD] you made a big mistake overextending from your tower but KING appreciates all the bags

i love how all servers think the other servers are just sources for bags. i use to think that too until i realized that all servers have baddies. ioj/sf/dh are full of upleveled 80s who are nothing but cannonfodder. there are also level 80s who are in yellows/greens and die frequently.

wtb spvp gear in WvW, I’m still wearing yellow/78 exotics.

but again, WvW isnt about gear, you are forgetting that we are playing Siege War 2 atm. zerg vs zerg is about who has more numbers and arrowcarts. I’d take an upleveled player with supply and prints than a PvDoor zergling any day.

Thieves uncatchable?

in Thief

Posted by: Haqiang.6480

Haqiang.6480

He was on the outer why would you bother with him..?? And if you say that he wanted to res a mesmer then place a stealth trap on the dead mesmer and camp..
Sometimes judge a situation and go on.. hes in outer not in inner, he cant do much than harras some people intil he gets borred and jump off.

Yeah dude, you should just move on like the devs said. It’s not like they can kill any siege you have to protect the outer walls after you have moved on.

Well, if they are good at it, they could kill the siege even if you stay. Unless you leave 2-3 people who know how to fight a perma-stealth thief camping each piece of siege.

Also, if there are at least 3 thieves doing this and you leave, they can drop a ram and take the keep (well, maybe not SM, but I bet 5-6 could, given the proper circumstances). I guess you could supply trap all the inner doors, but that’s still a lot of badges and supply for a couple dudes cheesing stealth.

That’s the real issue, the amount of resources/time/players it takes to counter even a few players running perma-stealth builds is disproportionate to the amount of effort required to play these builds, as well as to the effort required to counter any tactic by a similar number of players running any other class/build.

Permanent stealth and long duration CC were things this game was supposed to not have, as they are “un-fun” for people on the receiving end. Neither exactly ended up as discussed during beta, but at least it takes a bit of coordination to run a hammer train or similar chain-CC group, tons more involved to pull it off than one player pressing 2 buttons repeatedly (I have both thief and warrior, before anyone starts on the “it’s hard/easy to play a thief/warrior” jive, I’m quite familiar with both).

In the open field this type of thief isn’t much issue, unless you’re alone, but then any thief build played well will be (and should be). I don’t really see a reason to nerf the stealth stacking.

What I’d like to see is a server-side script that kicks enemy players from intact structures, which aren’t under assault by siege weapons, after a reasonable time to allow tactical maneuvers such as mesmer portals and siege placement (3-5 minutes after all walls/gates are closed and no siege weapon has attacked a wall/gate should be sufficient). It would have to be fairly complex to avoid exploitation, but I think it could be done.

if you really hate theives, you can try out a rifle warrior for these thieves. 10k volley channel and 12-14k kill shot will definitely get them dead if they try to shadow your group.

volley will still hit even if they go into stealth, same thing with killshot if you started channeling the skill when they are still targetable.

Maybe you didn’t notice, but at no time were the thieves targetable.

Also, a thief running that type of build can have 18-20k HP, around 2.5k armor, regenerate health and lose conditions in stealth, be able to dodge 3-4 times in a row, has ranged and melee blinds up all the time, 2-4 teleport skills/stunbreakers. ANNNNND can be built to have over 100% crit damage without food and have every attack from stealth crit automatically, so that glass cannon rife warrior will die, fast, like really really fast, sorry homey.

L2Read?

In no where did I mention that rifle warriors are meant to 1v1 thief , the OP was complaining about not being able to burst thief down with an entire group of 10-15.
Rifle warrior has THE highest ranged class in the game, and can blow up a thief up in the time he is revealed.

Thieves uncatchable?

in Thief

Posted by: Haqiang.6480

Haqiang.6480

if you really hate theives, you can try out a rifle warrior for these thieves. 10k volley channel and 12-14k kill shot will definitely get them dead if they try to shadow your group.

volley will still hit even if they go into stealth, same thing with killshot if you started channeling the skill when they are still targetable.

remove resurrection/rally from WvW

in WvW

Posted by: Haqiang.6480

Haqiang.6480

The reason that large zergfest is favored in WvW is because when people die in it, they don’t need to run back, a revive at the end of a won fight will get them back up and running. 60 vs 30 will result in 30 being mostly wiped and 60 being up and running at all time. This gets worse with rally as the larger zerg will just aoe everything and not be afraid of dying…..chances are, you’ll rally within 5-10 second you went down.

Removing resurrection will allow small groups to whittle down large zergs with homefield advantages (closer spawn point), which make sense because the defender is suppose to have an advantage.

Of course this will also mean that Anet need to remove the 3 minute instant WP on a contested keep, just to balance the reinforcement.

Update on Arrow Carts in WvW

in WvW

Posted by: Haqiang.6480

Haqiang.6480

I see couple things coming out to Arrowcart:
-Increase range of arrowcart to 10000, (who needs treb anyway)
-Allowing arrow cart to do half *chuckle*damage to gate and walls (again, catapult, ram, golem, pfft)
-Increase AoE radius (pffft, we hate zerg, might as well wipe them)
-Remove minimal range (pfft, you’ll die anyway even if you get close)
-Make supply cost 10 (one AC for everyone!!)
-E-Ray vision, allow you to target through walls………….w00t

…..if WvW is already not enough about Cart vs Cart, seriously, after two weeks of hoping Anet would balance this load of crap, what we get is this kitten?

Why is the tier 1 total score so much higher

in WvW

Posted by: Haqiang.6480

Haqiang.6480

oh I see, I got the score from Millenium, I guess the update time was what’s causing it.

Edit. But 4 hour difference still don’t explain the 23k point difference, there are about 700? potential point total? thats 2.8k/hour, resulting in 11k points in about 4 hours. Tier 1 still got 10-12 k extra points.

Just doing math on top of my head.

(edited by Haqiang.6480)

Why is the tier 1 total score so much higher

in WvW

Posted by: Haqiang.6480

Haqiang.6480

While I was looking up the scores, i noticed that higher tier seem to have much higher total score. ATM, Tier 1 has 191 716 + 168 727 +148 177 = 508620 point, while my tier, T6 has 182 147 +145 480 + 158 386 = 486013 points, thats about 22-23k points higher.

Does this mean that tier 1 had 7k Innocent Yaks death over the course of the week? 3 points each I think.

o.0

Official T6 Matchup: DH|SF|IoJ

in Match-ups

Posted by: Haqiang.6480

Haqiang.6480

Isle of Dark Furnace

Also, looks like the furnace is burning with rage…..SF BL got a queue on it……… prepare to be zerged

Official T6 Matchup: DH|SF|IoJ

in Match-ups

Posted by: Haqiang.6480

Haqiang.6480

Been telling my SF peers for week now, attack IoJ at NA prime time……………
But again, they tunnel vision on DH, so we really can’t blame IoJ tunneling vision on us, right?

Also from what I have seen, DH players are a lot more skilled in deploy/using siege weapons. Other than placing like 9000 AC everywhere, you guys are great at fielding AC/ballistas in the middle of a Zerg vs Zerg fight. It’s a well deserved win imo.

SF…….I’m more or less disappointed most the time, its mostly about:
-20 man zerg have no supply for 3 ram for speedy gate take down (usually get 1 up, 2 is a luxury).
-5 unmanned AC on the wall, people choose to jump down to fight.
-People staring each other to throw prints out
-counter AC? what’s that? lets just zerg the door/wall

(edited by Haqiang.6480)

Arrowcarts [merged]

in WvW

Posted by: Haqiang.6480

Haqiang.6480

Hmmm arrowcart, zergs……..Am I the only one thinking of Starcraft 1????

Siege Tank (Arrowcart), Choke point, zergling (players, obviously if you call it a zerg) ? pools of zergling blood on the ground.

So to counter Siege Tank, cough… cough AC, we’ll need
-air unit (unpossible….duh),
-charging zealots (which Siege tank do half damage to),
-Ultralisk (huge hp pool, move fast, not golem obviously),
-or…. just other Siege Tanks like in Terran vs Terran (what we are currently doing right now)

4/26 T6: DH/IoJ/SF

in Match-ups

Posted by: Haqiang.6480

Haqiang.6480

while you were sleeping sf

I was in the SF BL crafting, pastby to check on you guys at the garrison. Saw the golem train, the zerg, the outmanned buff (on me), went back to crafting.

4/26 T6: DH/IoJ/SF

in Match-ups

Posted by: Haqiang.6480

Haqiang.6480

do IoJ night time crew ever touch the DH borderland?

Sigh……the irony of 3 way fight, IoJ is going to lose, but their action determines who wins………..