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*Please let us see utilities in Death Shroud*

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Posted by: Icetrinity.3804

Icetrinity.3804

Am I the only person who has noticed that Druid’s Celestial Avatar (read: Death Shroud) allows them to use utilities (definitely Glyphs, not sure about rest) WHILE TRANSFORMED?

Screens -> Post Most Damange after Match

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Posted by: Icetrinity.3804

Icetrinity.3804

This was from a ranked match tonight. Was very happy with the match overall. Also worth noting that none of my gear provides condition damage.

Not sure how Piotr got 800k+ damage dealth and 700k+ damage received though.

Attachments:

Reve pvp bunker build

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Posted by: Icetrinity.3804

Icetrinity.3804

I worked on this not too long ago. Would love for people to try it and give me some feedback.

https://forum-en.gw2archive.eu/forum/professions/revenant/Build-sPvP-Bunker-Rev-Updated/5412789

- Ice

Don't Let Map Icons Overlap - Suggestion

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Posted by: Icetrinity.3804

Icetrinity.3804

The first idea is definitely the preference, and I agree about having information at a glance. The mouse over was more just an easier (I think) alternative.

7+ minits que solo

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Posted by: Icetrinity.3804

Icetrinity.3804

Like I said, it’s likely the lack of players queuing due to this DC bug. I sure won’t be queuing before its fixed.

7+ minits que solo

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Posted by: Icetrinity.3804

Icetrinity.3804

Maybe because all the <rank 20 players aren’t in queue anymore.

So instead of fixing queue times you’ve actually made them worse?

Brilliant.

You would take faster games over better quality players/matches? I sure wouldn’t. Players that don’t realise only one person needs to stand on point to cap it don’t deserve to be allowed in ranked. It takes time to learn rotation and also develop skill. And players that predominantly WvW that want to join PvP need time to discover the differences and nuances in their build (due to stats), and will reach rank 20 easily enough.

@Evan: I appreciate the rank gating to enter ranked PvP. Never going to please everyone. Queues could be 2 minutes and someone would still complain.

- Ice

7+ minits que solo

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Posted by: Icetrinity.3804

Icetrinity.3804

Likely a lack of players wanting to queue until this disconnect bug has been fixed. Two nights in a row my matches have been plagued by it.

- Ice

Don't Let Map Icons Overlap - Suggestion

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Posted by: Icetrinity.3804

Icetrinity.3804

Maybe arrange them in a circle…The loss of precision doesn’t matter much because the map icons are mainly for people in other areas of the map to get an idea where everyone is. People in the thick of it don’t need to look at the map to know who is where.

I think this would make map icons a bit more useful. Thoughts?

I agree that the minimap should clearly display every known location of allies and enemies, however I disagree that precision is not important.

When I opened this thread I expected to read something like “make the icons have a way of detecting overlap and automatically spread apart with tails on the icon marking their exact location, similar to a pin in Google Maps”. Maybe this would be a good way to have the information you desire without losing out on knowing the precise location of the icons/players.

Another suitable option would be to keep the minimap as is and simply add a function to mouse over which would display the names of all players in the vicinity, assuming their location is known, so that even if the icons are messy and unclear, you can see who is where. The text for each player could be coloured to match their team for clarity (particularly when solo queuing).

- Ice

Minionmancers are saved

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Posted by: Icetrinity.3804

Icetrinity.3804

Yeah I wouldn’t wait too much, moved back to my room for university, and the internet here is complete garbage. Tried to play a game of League yesterday and would spike from 100-300 ping constantly.

I find this amusing as I don’t believe I have ever played an online game below 200 ping. Yay for Australian internet being behind the rest of the world.

[Build] sPvP Bunker Rev (Updated)

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Posted by: Icetrinity.3804

Icetrinity.3804

I’ve taken your feedback on board, and have attempted to find some further synergy within both trait and equipment choices, as well as keep the focus on bunkering rather than confusing myself by having such a focus on group support as well. I have updated the original post with the changes to save duplication and confusion.

Love to get some further feedback.

- Ice

[Build] sPvP Bunker Rev (Updated)

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Posted by: Icetrinity.3804

Icetrinity.3804

@dementedyak: Let me explain my thoughts on each choice and you can go from there. I’m happy to have good feedback, even if it means going back to the drawing board.

Weapons: Staff was taken for the it’s healing (self and group), invulnerability/blinds (skill 3? Tooltip is unclear, and I spent the first BWE playing Reaper) and CC that it provides. I wanted to take shield for the heals and invulnerability, and opted for sword main hand to be able to close gaps (especially with staff as other weapon), increase damage (vuln/might) and apply soft CC through chill.

Amulet/rune/sigils: I opted for clerics to bolster healing provided by staff and shield, as well as traits. It seemed the most obvious choice when creating a durable healing build. Runes of the monk were to further boost both boon duration (reaching 80% with traits and facet of nature) and also provide additional healing. Sigils also provide additional healing as well as additional energy for dodges.

Traits: I chose devestation for the grandmaster siphoning traits. “Attack from back/side” hitboxes are reasonably big, which should allow for further healing (and some additional damage) through this trait. The other choices in devestation were just what seemed to be the best from what was available. I took salvation to further enhance the group healing capabilities of the build. Selfless amplification scales with clerics amulet and monks runes. Alternatively momentary pacification appears to have good synergy with mallyx elite (given no cooldown from what I could tell) and would provide a good source of daze. Herald is taken as the elite spec. Radiant revival counters cleave on downed ally. Shared empowerment gives good sustained might with the 80% boon duration. Soothing bastion provides another clutch survival tool.

Stances: Glint was taken for the team boon application. Group wide sustained protection and fury is a huge benefit, plus potential might (through shared empowerment) and regen. Mallyx was taken for dealing with condition heavy fights. With Herald spec, Mallyx can apply 3.6s resistance with each cast of pain absorption. Empowering misery and embrace the darkness are also desirable for increased heals and copying conditions back at their caster.

I’m writing this on my phone, so I hope I haven’t missed any aspect. Look forward to getting some further feedback.

- Ice

[Build] sPvP Bunker Rev (Updated)

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Posted by: Icetrinity.3804

Icetrinity.3804

Hey guys,

This build has been updated thanks to feedback.

The build:
Staff (Sigils of Blood & Accuracy) & Sword/Shield (Sigils of Blood & Accuracy)
Soldier Amulet with Lyssa Runes
Legendary Dragon Stance & Legendary Dwarf Stance
Herald – Hardening Persistance (or Radiant Revival), Shared Empowerment & Enhanced Bulwark (or Soothing Bastion)
Retribution – Close Quarters, Redeeming Protection & Steadfast Rejuvenation
Invocation – Cleansing Channel (or Cruel Repercussion), Invigorating Flow & Roiling Mists (or Shrouding Mists)

Staff provides a good mixture of sustain (through healing/blinds/invulns(?)/condi clear) and CC. Sword/Shield is taken to close gaps, increase damage (vuln/might), provide soft CC with chill, and provide additional survivability (heals/invulns/protection). Sigil of Blood on both sets helps replenish lost health, while Sigil of Accuracy assists with extra damage. I don’t know for sure, but it seems possible that Roiling Mists may double the bonus from Sigil of Accuracy, for ~60% crit rate with fury.

Soldiers Amulet provides a healthy amount of power to assist with damage, as well as giving both vitality and toughness for withstanding/mitigating damage. Runes of Lyssa provides some extra precision (which allows for ~45% crit rate with fury and Roiling Mists) as well as making Rite of the Great Dwarf an excellent panic button (credit to Demented Yak).

Legendary Dragon Stance provides ‘permanent’ uptime on some very beneficial boons (fury/protection) for all nearby team mates, which should help with team fights as well as sway skirmishes in your favor. Legendary Dwarf Stance provides access to some condition cleansing, stability, team-wide damage reduction, and peels/CC.

Herald traits make use of Glint’s upkeep skills to further boost toughness and provide might to allies damage during team fights. Enhanced Bulwark makes turns Unwavering Avoidance from meh to quite useful. Given the amount of endurance regeneration available to this build, and the boon duration increase of Facet of Nature, it seems quite plausible to maintain a permanent 1 stack of stability through this trait, and pushed me more toward Retribution traits than Salvation traits. . Radiant Revival could also be taken to counter cleave on your downed allies while reviving.

Invocation traits provide a healthy damage increase, mostly through the upkeep of fury, which Glint maintain very easily, and likely permanently. Most notably, Roiling Mists turns your ~12.5% crit rate into ~25% while under fury (45% with fury, and 60% with Sigil of Accuracy). With Glint’s ‘permanent’ fury uptime, you also have a permanent 7% bonus damage.

Retribution traits provide some extra sustain through additional dodges, protection uptime, damage reduction and healing. Synergy with Unwavering Avoidance has already been covered above. Salvation also seemed a plausible option over Retribution for additional group support, with Retribution and Herald offering similar benefits in different forms of application.

Always open to further feedback, and as stated above, this build has grown because of it.

- Ice

(edited by Icetrinity.3804)

Anyone streamed and recorded Reaper fights?

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Posted by: Icetrinity.3804

Icetrinity.3804

I have a video of a single match on YouTube at the moment, and have a good 15-20 videos of matches from the BWE saved to my PC. The video itself is nothing exciting, as it was originally only uploaded for a friend to see since he didn’t get to play the BWE.

https://youtu.be/f1wfSrpFp2M

Match starts at ~1:50, BYO music.

If there is a desire for more videos, I can look at getting them uploaded, however my screen capture software captured the footage at a pretty high quality, with each video being ~1.5GB and I am having trouble reducing the size enough for it to be reasonable enough to upload – open to suggestions at this point (been using HandBrake, but most vids are only reduced to ~900MB).

Anyway, I hope this provides you with what you were looking for. I have also now made the video public for any others looking for similar.

- Ice

Next BWE Theorycrafting.

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Posted by: Icetrinity.3804

Icetrinity.3804

I don’t feel that I can comment on your build ron, as I have 0 experience outside of power necro builds (not keen on playing condi/hybrid builds). One thing I will note for your build though, is that Path of Corruption supposedly only applies to the main target of Shroud 2 (according to Wiki – how reliable that is can be debated).
http://wiki.guildwars2.com/wiki/Path_of_Corruption

In the spirit of the thread, I thought I would throw out my current BWE build while I’m here. I tested this in the last weekend and was quite happy. I have a few changes in mind though, mostly to do with dropping YAAW for either WoC or NCSY (for more boon hate) and Lich form for Flesh golem (since I rarely use Lich – always saving it for that ‘perfect’ moment). I imagine the first thing most people will say is “you will get kited” or “no range”. Once the axe rework hits, I intend to try dropping dagger for axe if it is suitably ‘fixed’. Either way though, I pretty much only run D/W or D/F and carry staff for utility, so a lack of range is not new to me and having the tools Reaper offers I don’t feel this will be too much of an issue for my level of play.
http://gw2skills.net/editor/?vRAQNBhQD7kjGolGsdTwzGgDHsgLYxXxuYYE6qFAaBRbt81HA-TpBFABCcBAe4BAIeZAGOIA1s/AAHBAA

I have also thrown footage of a match played with this build on Youtube so that you can see it in action. It was originally only added for a friend to see Reaper gameplay, so the video itself isn’t all that exciting. Match starts at ~1:50.
https://www.youtube.com/watch?v=f1wfSrpFp2M

- Ice

please help

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Posted by: Icetrinity.3804

Icetrinity.3804

I find calling target to be extremely beneficial in big brawls. Even if your team doesn’t focus your target (they should, or at least you should all focus one together), you have a big target above someone’s head to help you see where your intended target is through the chaos.

Further, if you are a little late to the team fights, hang back for a moment, look at enemies health bars, and what profession they are, and pick a good burst target (or peel for a team mate). Call target on them as you engage. If there is a target called in a team fight, it might help your team to coordinate a burst and down someone. I certainly look for targets if they are called. Also helps with tunnel vision for your teammates then.

P.s. Sorry for any grammar/readability issues, on my phone.

- Ice

Show your rangers here!!

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Posted by: Icetrinity.3804

Icetrinity.3804

Trying to find the right mix of Sylvari Culturals and TA armour was tough, but I think I found a good balance and feel like it paid off. Hope you like.

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Lets see your Warriors!

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Posted by: Icetrinity.3804

Icetrinity.3804

My warrior. Lots of time spent in wardrobe and playing around with different races before I found something I was really happy with. Hope you like.

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Lets see your Necromancers/Reapers!

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Posted by: Icetrinity.3804

Icetrinity.3804

My necro has had many skins over the years. Here’s its current one. Hope you like.

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Would a Warbanner change be OP?

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Posted by: Icetrinity.3804

Icetrinity.3804

This is not a problem; This is a feature, This is a skillshot that makes/breaks the game.

IF you miss it’s your fault. simple as that.

WTB Skillshot on Ranger Spirits….

Ranger spirits have a hitbox. You can interrupt it or kill it.

On my necro, There was one spirit ranger bunker that tried to solo four of us. Unsuprisingly, We downed him, but his wolf feared all of us before we can make a stomp, but the fear doesn’t interrupt doom. So I feared that nature spirit and said, “NO SELF-RESSING ALLOWED!” on his face as I stomp him.

I know that the res can be interrupted – they all can. Spirit res is the only non-skillshot res ability (if I’m not mistaken), so my point is still valid.

Would a Warbanner change be OP?

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Posted by: Icetrinity.3804

Icetrinity.3804

This is not a problem; This is a feature, This is a skillshot that makes/breaks the game.

IF you miss it’s your fault. simple as that.

WTB Skillshot on Ranger Spirits….

Suggestions for Initiative Builds for S/P

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Posted by: Icetrinity.3804

Icetrinity.3804

The reason he wants an initiative regen build is because he burns through it too quickly. Once he gets better at managing initiative he will be fine. I told you I had a decent build for you already Sky.

Roles within tPvP

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Posted by: Icetrinity.3804

Icetrinity.3804

This thread seems to have received a lot of attention while I was sleeping, so I am going to try to address several people’s posts/criticisms (criticism is certainly welcome) in one go.

I think the OP knows this – he didn’t mean that people go and make builds that specialise in fulfilling only ONE of those roles (well, some might). He wasn’t saying “these are all the knids of builds we have” he was saying “these are all the different jobs you can do in a match.” He did specify that he knows that a lot of builds can fulfil more than one of those role.s

I feel as though some people reading this thread have missed what manveruppd (and others) have stated. This thread was never about analysing FOTM/Meta builds, as they are constantly changing with balance patches (however long it may be between them). This thread IS about providing a deeper perspective on the different roles that exist inside of tPvP in its current form (as manveruppd said in another post, some roles would be different within different game modes).

It is easy to say that there are only 3-4 roles, but that doesn’t do this game justice. There are many things to consider during any match, and my hope was to highlight that through this thread. There are many smaller roles that I felt deserved to be highlighted. For example, having someone capable of guaranteeing every downed player is stomped goes a huge way toward winning a match. I developed this list based on what I understand from my experience in tPvP as well as the feedback I have received from others. Everything I listed has already existed (I didn’t stumble upon some new game-changing concept), but I felt much of it went unnoticed or unappreciated.

I want to make it very clear that the roles I have defined should not be focused on individually when creating a build. They should act as a guide to help players in identifying key areas of gameplay, from which they will choose several roles to incorporate into their build depending upon the needs of the player/team and the chosen profession.

Thanks to everyone for their feedback, criticism and support so far.

Roles within tPvP

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Posted by: Icetrinity.3804

Icetrinity.3804

I think there’s a lot of aspects to pvp that aren’t immediately obvious, and you’ve highlighted that well. All these items listed should be considered when designing a build, or more so a team.

My only criticism is that the list seems a little muddled. Some of the roles here are broad, some very specific. Maybe just think about if there’s a way to organize the list a bit, maybe group specific tasks under broader role definitions. I haven’t been able to come up with specific suggestions for that, just something to chew on.

Thanks for the feedback Brigg. I will definitely give it some thought and see what I can do to group them more broadly.

Roles within tPvP

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Posted by: Icetrinity.3804

Icetrinity.3804

This is an awesome thread. Good information and tips here.

Thanks Tyler! Kind of surprised/privileged to see a dev post. Have any feedback, anything to add etc.?

Roles within tPvP

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Posted by: Icetrinity.3804

Icetrinity.3804

That makes sense, I think I will only mention traits if there are specific key traits that strongly contribute to how well a build performs a role. Like you said, there are plenty of build guides available, and this is certainly not a compendium for builds – more of a starting point when considering a build for any given role(s).

Shortbow OP now?

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Posted by: Icetrinity.3804

Icetrinity.3804

I’m stacked power/crit damage, and if I pop steal for fury, I’m usually at 80% crit chance or something like that. Haven’t checked in a while.

But anywho, if I’m stacked bloodlust stacks and guard leech, my cluster bombs crit for over 7k, and it can be spammed 6-8 times, depending on the +1 initiative gain on crit.

It’s pretty close to OP

The damage may be high, but I guarantee your survivability is extremely low, so it isn’t OP, just a build choice that provides strong damage, with a cost. Also, not that it matters too much, but you are contributing from a WvW point, which allows you to stack extra benefits (like Guard Leech), further boosting the damage potential of your build.

To the Original Post – Shortbow is DEFINITELY NOT OP. Unless I am mistaken, shortbow has barely seen any tweaks to it since release, and as others have said before me, people will complain about anything – especially if they lose to it.

Roles within tPvP

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Posted by: Icetrinity.3804

Icetrinity.3804

However, a problem is that newer players don’t really know how strong specific things are in practice (since any class can do literally anything to some degree). Therefore (though you don’t like it) I would suggest to add something like a 1-10 scale for efficiency.

I am happy to account for this and make it more “noob-friendly”. Would something like the following be more suitable?

Elementalist

  • Burst: 9/10 (picked a number)
    Scepter/Dagger with Fresh Air and 10% damage Modifier-Traits (+Scholar-Runes), Arcane Utilities; one of the best (instant) AoE- and Single-Target-Burst but relies somewhat on CC.
  • Point Defense: 6/10 (again, just a number)
    Dagger/Dagger (or staff when defending large areas); 30P Arcane 30P Water + Cantrips; nice heal and boon-generation (stability, protection, regeneration) but low base-health and toughness – prone to immobilize and high burst-damage, therefore inferior to guardians and engis.
  • Roaming: 8/10
    Dagger offhand (Ride the Lightning), Blink and easy access to swiftness creates great mobility.
  • etc.

Note: I feel that the traits that make the greatest impact to a profession fulfilling any given role should be mentioned instead of saying the number of points in a trait line (again, more “noob-friendly”). E.g. Necromancer Sustained Pressure: Dagger, Axe, Spite XII and Soul Reaping XII, etc. (I don’t play elementalist, so I can’t comment on them much).

(edited by Icetrinity.3804)

Roles within tPvP

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Posted by: Icetrinity.3804

Icetrinity.3804

Just wanted to add that I want to avoid categorizing builds, as they tend to change with each balance patch, however a Profession as a whole (weapons/utilities/traits) categorized into the roles I have outlined likely wouldn’t change too much unless substantial buffs/nerfs took place, which is why I have chosen to do it this way thus far.

Roles within tPvP

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Posted by: Icetrinity.3804

Icetrinity.3804

Hey Gorni,

Thanks for the suggestion, it definitely gives me something to consider as I look to incorporate information on the professions into this thread. I will give it some more thought and look to update it soon, possibly over the weekend.

How much detail do you think should be provided? I hadn’t planned to categorize every individual skill, but keep them grouped by Weapon Set or Type (Sword/Shouts/Banners/Glamours/etc.), otherwise the list would become far too long for each role/profession. Do you think it would be too confusing to have the same skill grouping across multiple roles (Warrior Longbow in burst/lockdown/peeler roles).

Should it look like:

Burst
Warrior

  • Greatsword
  • Axe
    * etc.

Thief

  • Dagger
  • etc.

OR

Burst
Warrior

  • Hundred Blades
  • Eviscerate
  • etc.

Thief

  • Backstab
  • Heartseeker
  • etc.

(edited by Icetrinity.3804)

PvP power necro build?

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Posted by: Icetrinity.3804

Icetrinity.3804

Axe isn’t nearly as good as dagger imo for a power necro build. Dagger mainhand hits like a truck on auto and you can generate lots of lifeforce with it. It also has a great immobilize to make your opponent stand in your well.

Here’s my power necro build that I played for a while:

http://gw2skills.net/editor/?fQAQNBIhZakRrSPTzTjePhA949wFnJqwwQ9YdYnPE-TsAg0CnIQShkDJDSSksINo4Yx8DA

I agree that dagger mainhand hits harder than axe when considering auto attacks. The immobilize is also great. However the OP said he would prefer to use Axe/Focus, which isn’t terrible, so that is what I worked around. Don’t neglect Ghastly Claws (axe 2), which offers a decent burst of damage and also generates Life Force, and Unholy Feast is an AoE boon removal and cripple, and gives retaliation based on number of foes struck (the retaliation isn’t huge, but isn’t entirely negligible either, especially on a power build).

Also, when traited with Axe Training, the axe holds the highest Life Blast damage (it becomes stronger than staff, which is typically considered the best), so axe certainly isn’t a terrible option, it just can’t hold a target down and deal the raw DPS of a dagger.

(edited by Icetrinity.3804)

PvP power necro build?

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Posted by: Icetrinity.3804

Icetrinity.3804

Just off the top of my head….

I would swap Blood Fiend for Consume Conditions, it is a much better heal than the Blood Fiend outside of MM builds. It is also another form of condition removal, which is often required in the current meta.

Take at least Well of Suffering (I take Well of Corruption as well). This will give you much more pressure on a node, and is quite good damage in a power build. If you take both of the wells I recommended, your third utility is optional, but I take Signet of Undeath for the res (talking Tournaments now though).

I find Flesh Golem to be the most versatile elite on Necros, but Lich Form is also extremely potent as a power Necro.

As far as traits go, you haven’t done too badly. The point distribution is pretty solid, but some of your chosen traits aren’t as good as they sound.

Taking Spiteful Talisman is not necessary given your need to be at 600 range with axe, and the cooldowns (I find) are usually low enough without the trait that they are available when needed. You could take Reaper’s Might here instead, but it isn’t crucial to change this one.

Spiteful Marks is definitely not as good as taking Close to Death (Grandmaster Spite trait). Having Close to Death increases your damage by a much larger output, and isn’t limited to the weapon set you have equipped/active.

Within Soul Reaping, Unyeilding Blast is a much better choice over Vital Persistence, and rewards good positioning with AoE potential from Life Blast (which hits like a truck in power Necro builds).

Path of Midnight should be swapped for Deathly Perception as the +50% crit chance while in Death Shroud is just huge.

The last 10 points are fairly optional, and taking Staff Mastery isn’t a bad choice, however I find Weakening Shroud (10 points in Curses) is great for mitigating otherwise unavoidable damage through the weakness application (~25% overall damage reduction).

I have been playing power Necro for months now, and have settled with this build. Take what you like from it, but I find it quite versatile and formidable. Note: It has no stability/stun breaks, so you may like to swap Signet of Undeath for Spectral Walk/Armor as it can be punished heavily by Stun Warriors and the like.

Hope that helps,
Ice

(edited by Icetrinity.3804)

Roles within tPvP

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Posted by: Icetrinity.3804

Icetrinity.3804

I’d categorize the roles into support, and assault. Not trying to criticizing the posters, it’s just that newer players would not be able to grasp.

For example

GuardianSupportRoles

  • Point Defense (instead of using the word Bunker, I like your version more)
  • Point Control – See X post/link (then we can refer to the describtion of the role)
  • Resurrection Securing
  • Team Utility

GuardianAssaultRoles

  • Roaming
  • Burst
  • Sustained Pressure

Or something similar. And then perhaps we can a brief description of the build in a particular roles, for example

Roaming
To fulfill this role the profession/build must be capable of quickly moving between parts of the map. This is achieved through swiftness, teleports, leap (and other movement) abilities, and several traits which increase movement speed. Roaming is a role that is often tied to several other roles, and can be combined with most successfully depending on the profession/build. Effective roamers will also often act as “Scouts”, communicating with their team as to the whereabouts of opponents.

  • Guardian – In this role, the guardian often equip a sword for mobility, and focus for defensive maneuvers. etc etc.

Oh boy, I could totally see a website dedicated to this!

Thanks for the feedback! Not sure if you noticed the reserved posts beneath the role breakdown. I plan on doing something similar to what you laid out (though breaking it into assault/support etc. is a good suggestion and something I didn’t think of) with each profession, with a brief explanation of why they fill that role.

E.g.
Guardian
Team Utility
Shouts, Consecrations, Tomes (Elites), Staff, etc.

^ Only an example…

(edited by Icetrinity.3804)

Roles within tPvP

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Posted by: Icetrinity.3804

Icetrinity.3804

Reserved for Profession Breakdown

Roles within tPvP

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Posted by: Icetrinity.3804

Icetrinity.3804

Reserved for Profession Breakdown

(edited by Icetrinity.3804)

Roles within tPvP

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Posted by: Icetrinity.3804

Icetrinity.3804

Reserved for Profession Breakdown

(edited by Icetrinity.3804)

Roles within tPvP

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Posted by: Icetrinity.3804

Icetrinity.3804

Reserved for Profession Breakdown

(edited by Icetrinity.3804)

Roles within tPvP

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Posted by: Icetrinity.3804

Icetrinity.3804

Peeler
To fulfill this role the profession/build must be capable of using Crowd Control, debilitating conditions and/or auras on an opponent to stop them from applying Sustained Pressure, Bursting, or Locking Down an ally.

Lockdown
To fulfill this role the profession/build must be capable of maintaining a relatively continuous stream of Crowd Control and immobilizes to prevent an opponent from escaping/reacting to damage from both the Burst and Sustained Pressure roles.

Team Utility
To fulfill this role the profession/build must be capable of providing meaningful buffs, services (such as portal), or healing to allies. This Area-of-Effect boons and condition removal, warrior banners, guardian consecrations, mesmer glamour abilities and time warp, etc. Resurrection abilities are also considered Team Utility.

Roaming
To fulfill this role the profession/build must be capable of quickly moving between parts of the map. This is achieved through swiftness, teleports, leap (and other movement) abilities, and several traits which increase movement speed. Roaming is a role that is often tied to several other roles, and can be combined with most successfully depending on the profession/build. Effective roamers will also often act as “Scouts”, communicating with their team as to the whereabouts of opponents.

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Posted by: Icetrinity.3804

Icetrinity.3804

Roles Breakdown:

Point Defense
To fulfill this role the profession/build must be capable of defending a node for an extended period of time, sometimes against multiple opponents. This is typically achieved through the use of defensive boons (Protection, Regeneration, Stability) and active defenses such as blocks, blinds, invulnerabilities and dodges.

Point Control
To fulfill this role the profession/build must be capable of neutralising or capturing a node whilst it is defended. This is typically achieved through the use of knockbacks, fears and immobilizes. Boon removal helps in fulfilling this role, but isn’t a prerequisite.

Point Assault
To fulfill this role the profession/build must be capable of quickly inflicting enough damage to the point defender to either kill them or cause them to retreat within a 1v1 scenario. This role ties in with both the Burst and Sustained Pressure roles.

Burst
To fulfill this role the profession/build must be capable of achieving a high amount of damage within a minimal time-frame (usually <2 seconds), typically resulting in an opponent being downed. This can be achieved by both direct damage and condition damage, however direct damage is usually favored for this role.

Sustained Pressure
To fulfill this role the profession/build must be capable of achieving a moderate-high level of sustained damage. This can be achieved with either direct damage or condition damage, however the preferred damage type usually depends on the opponent(s) build vulnerabilities. The pressure can be applied in both Single-Target and Area-of-Effect forms, with the preference again depending on circumstance.

Boon Removal
To fulfill this role the profession/build must be capable of removing a moderate-high amount of boons, particularly at key times, by stripping, corrupting, or stealing them. This role compliments the Stomp Prevention and Resurrection Prevention roles, but doesn’t have to fill either within the same build.

Stomp Securing
To fulfill this role the profession/build must be capable of guaranteeing most, if not all, stomps are successfully completed. This is achieved through to use of blinds, stability, blocks, teleports, stealth and invulnerabilities.

Resurrection Securing
To fulfill this role the profession/build must be capable of successfully resurrecting most, if not every, downed team mate. This is achieved through the use of stealth, teleports, stability, invulnerabilities, blocks, blinds, “On Resurrection” trait procs, and increased resurrection speeds. While this role typically relies on Stomp Prevention, it does not require both to be filled by the same build/player.

Stomp Prevention
To fulfill this role the profession/build must be capable of preventing most, if not all, stomps successfully. This is achieved through the use of Crowd Control, stealth and teleports. Boon removal also plays a part in this role, but doesn’t necessarily have to be filled by the same build/player.

Ressurrection Prevention
To fulfill this role the profession/build must be capable of preventing most, if not all, resurrections successfully. This is achieved through the use of Crowd Control (knockbacks used against the downed player for displacement, and all Crowd Control used against anyone trying to resurrect) and poison. Boon removal and Body cleave both come in to play regarding this role, however neither are required to be fulfilled by the same person/build.

Body Cleave
To fulfill this role the profession/build must be capable of applying a substantial amount of Area-of-Effect and/or Cleave damage to and around a downed opponent, making attempts to resurrect the downed opponent substantially more damaging to other opponents involved. This can be achieved both in melee and at range.

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(edited by Icetrinity.3804)

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Posted by: Icetrinity.3804

Icetrinity.3804

Rachat, thanks heaps for that break-down of the elementalist. I have taken your feedback on board and have spent some time defining and cleaning up my list of roles, they can be found in the following few posts as my OP doesn’t allow enough room for the extra text. Would love to hear your feedback, especially given they are now defined (so you can see how I think they differ).

(edited by Icetrinity.3804)

[List] Necromancer Combos/Rotations

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Posted by: Icetrinity.3804

Icetrinity.3804

Build: Power Wells
Please note: This build is my current tPvP build – it is not ‘Optimised’ for the greatest possible damage output, and is designed as a Sustained damage dealer with some survivability and burst potential.

Situation: Tournament PvP

Rotation: This is dependent upon circumstance, but I have listed the ideal combo.
Switch to DS
Dark Path to target
Tainted Shackles
Leave DS
Reapers Touch
Dark Pact
Well of Suffering
Well of Corruption
Does opponent have stability not likely to be cleared by Well of Corruption?
Yes Spinal Shivers then switch to Axe/Warhorn
No Switch to Axe/Warhorn then Ghastly Claws
Golem Charge
Switch to DS
Life Blast until downed (usually 1-2 shots, if not downed already)
While in DS, if opponent doesn’t down while still CC’d from Golem Charge, use Doom to interrupt heal

Desired effect: This rotation, when performed correctly, can effectively burst most opponents from as much as full health to 0. The key is to time it correctly and look for an opening that will allow as much of the rotation to be completed as possible. I have had great success with this build in tPvP settings.

(edited by Icetrinity.3804)

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Posted by: Icetrinity.3804

Icetrinity.3804

You’ll have to PM one, they’ll never see it here

In regards to the healing role, I have found in spvp that while it’s nice – it is next to useless, some of the biggest group healers do it through aoe fields like well of blood or healing rain, these just tend to not make much impact in spvp as people generaly wont have enough time/freedom to huddle together and spam blasts into it like you can in wvw.

Maybe the exception is a guardian using the healing book elite

Thanks for the feedback. I have PMed a Moderator and am waiting for a response.

I spent some time earlier trying to clarify roles to reduce bloating in my OP, and decided that healing would simply be classed as team utility for reasons similar to yours.

Thanks again to everyone who has contributed so far, I will continue to work on my OP in an attempt to make it as informative and clear/concise as possible.

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Posted by: Icetrinity.3804

Icetrinity.3804

Could I please get a Mod to add a post from me below my OP. I have just gone through and expanded on the roles section, adding definitions and information, but have a feeling my post is too long as it won’t update. I would really appreciate having a post added so that I can keep the OP together as it grows in length.

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Posted by: Icetrinity.3804

Icetrinity.3804

Huge thanks to JMAT and Bsgapollo for their breakdowns of Warrior, Guardian and Elementalist – this is exactly what I was hoping to see.

Bsgapollo, I have thought that there needs to be another “support” role listed which covers AoE heals and the like, but am not sure of what to call it – any suggestions?

I will also continue to work on my OP so that it displays the information given to me by everyone contributing.

Thanks again,
Ice

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Posted by: Icetrinity.3804

Icetrinity.3804

Hey JMAT,

Thanks for the encouragement. It was definitely my hope that this would help both newbies and experienced players when deciding on a build/team comp, as wells as allowing devs to see where professions sit overall in the grand-scheme of “Every profession can fill every role”.

A few questions about the new conditions

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Posted by: Icetrinity.3804

Icetrinity.3804

He is talking about this: https://www.guildwars2.com/en/the-game/releases/october-29-2013/

There have been other posts about it already though. We will really just have to wait and see. I am guessing (and hoping I am right), that the “Toxin” condition will be applied by the PvE Champ/Legendary with the content, and the “Antitoxin” is something to make the content easier, similar to the Infinite Continue Coin for SAB

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Posted by: Icetrinity.3804

Icetrinity.3804

Gorni, I have broken your post apart into separate quotes for clarity within my answers.

Why do you want to differntiate between such a huge amount of categories? Many of them seem to be quite the same.

I feel that there are a number of roles that go unmentioned that I want to bring to light, as well as breaking up roles such as bunker into the roles that actually form it (point defense/boon creation/team utility/point control/res securing/stomp securing/stomp prevention etc.) – yes, I agree that some may be smaller roles, and that some do overlap (e.g. Guardians shouts fit within boon creation, team utility (especially when used as condition clear), and point defense (stability from Stand Your Ground), but still feel that they are different enough to warrant their own category, as they fit different aspects of the game play.

I am happy to take suggestions as to which roles can be grouped to reduce bloating, but still want to differentiate between the various roles instead of just saying “Bunker”. As Azuzephyr stated, there can be defensive builds that can’t “Bunker” and I want to help display why (lacking stability was part of their example).

What’s the difference between Point Defense and Point Control?

Point defense requires stability and a build with high defenses, while point control is about neutralising/capping enemy points (such as an engineer might do with Big Ol’ Bomb, Overcharged Shot, Throw Mine etc.). I agree (as stated in OP), that some builds are capable of both (and more), but they are different aspects of play.

Burst, Direct Damage Pressure and Condition Damage Pressure are also quite the same. I would differntiate between AoE and single-target damage instead.

Burst is exactly that – a burst of high damage in a very short time period, while direct damage/condition damage pressure is more sustained – would it help to group these into a role called sustained damage to help with clarity/reduce bloating?

Boon Removal is usually just one or two specific spells on some classes. I wouldn’t list that as a general strength of any class that can do it, since it happens rarely and boons are replaced very fast. Nobody will judge a class by its ability to remove boons.

But boon removal plays a part within team play. Stripping boons from a Point Defender makes them a whole lot easier to kill or CC off point. It also helps with stomp/res situations like Azuzephyr said. I agree, you wouldn’t take a profession purely for their boon removal, but it is something to consider within a build/team comp.

Stomp Securing, Stomp Prevention, Resurrection Securing and Ressurection Prevention all need mostly the same requirements.

But again are all different. A guardian can secure stomps with stability, but against another profession with stability, can’t prevent them, whereas a necromancer could (they have a number of boon removal abilities), hence the differentiation, but again, I am open to suggestions to reduce bloating.

Don’t know what you mean with Peeler; I only know it from WoW but it’s definition in WoW wouldn’t make sense in GW.

A peeler’s job is to use CC/debilitating conditions/other means to hinder an opposing team members assault on an allied team member. E.g. Aura share elementalist giving Shocking Aura to friendly necromancer who is being locked down by opposing warrior.

Though there are several types of support I think that Boon Creation and Team Utility are also quite the same.

Team Utility covers things such as Portal/Time Warp (just as examples) that certainly don’t fall under the Boon Creation role.

Discussion : How to deal with the Warrior regen signet ?

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Posted by: Icetrinity.3804

Icetrinity.3804

At the moment warriors can just equip their passive regen signet and be unable to be killed. When a warrior is 4v1 and not dropping below 50% health and able to kill the other 4 players, it simply makes PVP unfun. Just had two games where it was impossible to kill any of the opposing team because it was all passive regen warriors.

I’m sorry, but this is an out right exaggeration, or you and your team mates need more practice. Thieves, in my experience, do quite well against them due to being able to boon-strip, blind, maintain high up-time poison, kite/evade/stealth during invulnerabilities, and having a high damage output (my D/P perspective). I know that Phantasm Mesmers also devour warriors, but simply struggle more to hold a place in teams given the amount of conditions encountered in most matches.

TL;DR: Warriors aren’t so strong as to be able to maintain 50%+ HP in a 4v1 unless played against AFKers.

Roles within tPvP

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Posted by: Icetrinity.3804

Icetrinity.3804

Why isn’t meamer in burst sir? You obviously don’t know how to play please put mesmers on. Burst dmg preassure resurrection stomp secure stomp team utility boon removal. Everything gosh

I am still working to determine a set list of roles before I try to elaborate upon them with professions that can fill them with x/y/z.

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Posted by: Icetrinity.3804

Icetrinity.3804

Bunker has to carry utilities for ressing/stomping, but the number one role is point control.

I felt as thought “Bunker” wasn’t really a role, but a group of roles, and the first part of your post helped me to break that down a little, about to update OP to reflect.

The lsit in your OP is very good, but it might be worth noting that just by class design some professions regardless of their role will always be efficient for CC/peeling/ressing, examples being warrior bunker/necro pseudo-bunker are still strong on CC, spike thieves are still good ressing/stomping. So they mix & match

I did mention that I understand different builds are capable of filling multiple roles in my OP. The idea of this thread is to define what roles exist, and then collaboratively determine who fills them and how.

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Posted by: Icetrinity.3804

Icetrinity.3804

A few more questions to spark discussion:
What makes a good bunker?
What roles do they fill?
Is there more than 1 type of bunker?