Showing Posts For LunarFault.6780:

Thanks for the WvW season 1 living world

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Posted by: LunarFault.6780

LunarFault.6780

I am presuming the original poster is from Dragon Brand. There is a reason all the wvw guilds left Dragon Brand… The Dragon Brand original community is a bunch procrastinators who spent every command meeting giving every topic a few minutes then passing it off to be further discussed at the next week meeting. Nothing ever got done. That’s why they all left.

A lot of the WvW guilds recruited hard and did their best to raise the server up. It was a failed effort due to the core community. The pugs had no discipline and refused to stack. We tried very hard to get people into team speak and hold their hand. Only a very few commanders became abusive after the complete and utter lack of discipline.

When I was on DB I would pin up all the time and try to help the server. I quit pinning up because of how frustrating it was to run without my guild.

You had dreams of making it into Teir 1. The server had the numbers. It just did not have the support from the community. Teir 5 server that got powered up into Teir 2 by a few hard charging guilds.

Servers are where they are because of their community. If you are not happy with your server, move to one that has the community that fits you. If you don’t believe me look at #beastgate’s server history. Came from the bottom now at the top. All because the community isn’t messing around when it comes to wvw.

(edited by LunarFault.6780)

Solution for WvW server balancing

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Posted by: LunarFault.6780

LunarFault.6780

It would be nice if a dev could chime in on if Anet has even considered the concept stated in the op.

Solution for WvW server balancing

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Posted by: LunarFault.6780

LunarFault.6780

I don’t think people really want challenging match ups, except the GvG guilds. Without a proper GvG system similar to SPvP there is no way to have a real match up, with the buffs in wvw.

Long ques is what will make people transfer to lower populated servers. Overtime the servers will even themselves out. The problem fixes itself, through que frustration.

Using magic find buffs etc on low wvw participation servers is a carrot. When what we need is a stick.

This game would be a lot better if...

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Posted by: LunarFault.6780

LunarFault.6780

Role a human 0/20/20/0/30 death shroud fear necro. You wont have that problem… Eat thieves for lunch. Little kittens can’t even get into stealth before they are torn apart by the hounds of balthazar and 6 seconds of fear and every condition in the game.

Solution for WvW server balancing

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Posted by: LunarFault.6780

LunarFault.6780

There is a hard cap in the game already. It called queue. From lower tier server, queue don’t exist. So how is it going to help low tier server?

I answered it in my statement about setting the hard-cap to a number below skill lag. That is an issue in T1 servers. All you can do is press 1 because no other skill will work when blobs collide. The soft-cap addresses the problem with lowered tier servers being over-run by sheer numbers alone, and not skill. It also addresses the issue of server stacking. Which became worse with the league system. WvW is large team competitive game play and the number of players on a map should be relatively even. Ie a soft-cap before players are starting to be put in que. The cap could be even as low kitten .

Devs want easy solutions that are based on upon already implemented game mechanics. It’s the most cost effective way to solve problems. It’s also one of the best ways to get community input implemented quickly. They do not have to redesign the wheel. They just have to adjust it.

There will be crying everywhere. The number different between lower tier is actually quite big. And ppl can leave to “defend” their land.

Again this was addressed in my statement about a soft-cap. A soft-cap creates it so you can’t a) map hop your blob and b) you do not have the time-zone coverage issues, providing the cap is a low number like 20.

Macro allow player to have "fake "activity

You can’t stop people from doing things that they shouldn’t be doing, such as macroing. It’s a part of MMOs. Just report them when you see it.

What makes you think guild will transfer down? From what I know, they are transferring up

Guilds already transfer down because they want different fights. Those are mainly GvG guilds. Guilds will transfer off the stacked servers because on high wvw populated servers like t1 and t2 you will have 3 hour long ques. Nobody is going to deal with that. They will move themselves to a less populated server.

My solution is actually quite simple:
1)You can’t que for your server, only WvW, meaning you will join red,green or blue team.
2)After joining, everyone is relocated so that the team number is equal
3)To be fair,everyone in the same group can be together
Let be honest, ppl join WvW to have fun and reward. Server pride is dead.

You destroy the very heart of guild wars with that. You take the guild completely out of it….

Solution for WvW server balancing

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Posted by: LunarFault.6780

LunarFault.6780

After much thought I have come up with a solution to balance WvW on all servers regardless of Time-Zone. To eliminate servers recruiting for coverage, and force guilds on stacked servers to transfer to other servers.

The solution is a soft-cap and a hard-cap. Queuing based on the numbers in que across all 3 servers, per borderland.

If a soft-cap was set at 20 people per borderland and EB. It would stop massive influx of enemy players into a borderland. It would force more defensive play and promote commanders to rely upon their minds instead of the size of their zerg.

Every wvw zone should have a hard cap based upon what the servers can handle. If the servers can only handle 240 simultaneous players then the hard cap should be 80 per world. I suspect the servers ability is much lower. It feels like they can only handle 120 players on the world before players start experiencing skill lag.

WvW queuing should be based upon the total number of players in a borderland relative to the world with the lowest number of players currently in that wvw zone. Example: If world 1 has 19 people in green borderland and world 2 and world 3 have 20 then players form world 2 and 3 will start entering que. Once world 1 has 20 people in the borderland and 1 more player wishing to enter the que it will allow the first player in que from each world into the borderland. This will continue till either the hardcap is reached or there is no longer any players in que for one of the worlds.

To combat inactivity or players taking up spots in a borderland the afk timer should start after 3 minutes. If a player has not moved a relative amount of distance, within that period of time, then they are considered afk. The crafting stations should be removed, to stop crafters from taking wvw slots. You may ask what about sentries. With a lower amount of players your sentry should be moving from point to point within a keep or tower and therefore they will not be considered afk.

Free server transfers for 1 month after it has been implemented. To encourage guilds to move server transfers should be free for a period of one month. This will allow wvw guilds to distribute themselves to different servers, without the 92gold drama. That is how much it cost me to transfer Saturday 9/21/13.

If this was implemented every server would be on even ground in terms of coverage. There would be no time slot that any server did not have at least 20 players wishing to wvw in each borderland. Guilds would transfer to those servers that have lower ques freeing up the ques on stacked servers and then even themselves out, over that month period of free transfers. Zergs would become a thing of the past and highly coordinated havoc teams would rule wvw. The only time you would see a zerg is in peak hours where all 3 servers have a bunch of people wanting to wvw. If the scores were also reset every 3 months. You can implement seasons. Summer, Fall, Winter, Spring you get the point. Whichever server does the best will of done so based on the merits of commanders and it’s people, not due to stacking it’s coverage. I feel this would encourage an extremely competitive form of wvw game play.

Please chime in with your thoughts.

5/31 DragonWagon/Magummybears/SBI

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Posted by: LunarFault.6780

LunarFault.6780

It’s not a hate DB thing I have, it’s a hate that the playerbase all stacked onto a fraction servers.

Look dude. Guilds went to different servers because their former server did not offer them what they wanted. People migrate cities players migrate servers. They are trying to have a more enjoyable experience, in the game. If their former server was not giving them the WvW nor server community experience they wanted, it is in their best interest to move. A lot of those who moved were on the verge of just quitting the game and good guilds with good players would of crumbled. Which would of left the former server in the same bad situation, it is in.

In some cases it was a failure in the server community. That allowed toxic power hungry players to destroy them, from within. With others it was a slow decline in people in WvW that was creating match ups that was not enjoyable. I know it’s rough on the people who stayed on the server and they are angry about the constant loosing streaks.

SBI had it bad. To go from Tier 1 to a kitten SBI fest every week. It really sucks for these guys. You can be mad about it all you want. The bottom line is this, though. The fault ultimately does not lie with the guilds who moved nor the servers they moved to. They changed for the betterment of their guild. That is who they are ultimately responsible to. They have no accountability to the servers they left. A server is your city and the guild is your family. Family comes first. Don’t be mad that they made a tough decision for the good of their family.

5/31 DragonWagon/Magummybears/SBI

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Posted by: LunarFault.6780

LunarFault.6780

Someone posted this on one of my YouTube videos and it really hurt my feelings. :’(

That was just uncalled for. Teasing each other all in good fun is great. A little big talk is fine too. That is there was just low class. Embarrassing to me was the people camping SBI at their spawn on EB. I am really sorry guys that some of our people were doing that to you.

Any Lower Rank Servers winning?

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Posted by: LunarFault.6780

LunarFault.6780

‘What changed’ at least for me was seeing fewer and fewer DB in the times they would previously swarm and overrun us (Oceania/SEA prime). It became easier to hold them off with the stuff the NA shift had capped and upgraded, and (maybe because it wasn’t futile any longer) we seemed to have more people appear at those times to do it.

Also, while it’s sometimes just logical to attack the greater threat to you, I can’t say I personally saw that level of co-operation. It sounds to me more like ‘oh hey they’ve broken in, let’s go look… nope, too many in there, we’ll camp stragglers at the gates’. I might occasionally not attack one or two players (if they look like they’re duelling for instance, or doing some environmental thing) but you can’t trust large groups. Even if a majority agreed not to attack you for some reason, they can’t actually stop the rest from doing it.

You are right about the SEA coverage. WvW is about coverage and DB does have holes it needs to patch. We depend on our SEA coverage because our morning EST and EU, is not so high, and NA is respectable but needs some reinforcement. The people you have been seeing during SEA, are mostly EST people. I play during SEA time and most people so far seems to be on the east coast. NNK and TFV have been out and you do see them. But it is a pale shadow of the numbers they were fielding prior to the recent transfers.

As for the double teaming I have witnessed this for the past few weeks. I did not transfer to DB until two weeks ago, but from talking to DB natives it was not like that, till the recent transfers. While nobody will admit it is a purposeful 2v1 the maps don’t lie. TC doesn’t hardly mess with FA. FA doesn’t hardly mess with TC. FA and TC constantly push DB.

TC or FA members have stated in previous threads, on this subject, that they got annoyed at DB, and they were just fighting each other before kinda ignoring us. Stating that is the reason why DB dominated Tier 2, until the last 2 weeks. I can not comment on this because I was not here during that time. I can only state my own observations of what is going on all 4 maps.

It probably is a mixture of all the things stated. Our Taiwanese guilds taking a recess to probably see what the new transfers do. The fact FA and TC will push DBBL and DB on EB before they hit each other on the DB or EB map. I do not see really much other than supply camps being taken on FA or TCBL by the other respective servers.

I just wish the Taiwanese guilds understood that the transfers are mostly reinforcing NA prime time. We need them to cover SEA because it is a server effort, NA can’t carry 24/7.

As it stands now we have very good match ups during NA time and dwindle away during SEA, PST, and EU. This is even during a blatant 2v1 all week. DB has done quite well under this situation. The previous time spent in tier 2, paints a different story on what this server is capable of, compared to the crap trolls are talking about DB’s performance the past 3 weeks.

http://mos.millenium.org/servers/history/35

As you can see we did quite well the first 2 weeks we entered Tier 2. After that our SEA coverage went away.

5/31 DragonWagon/Magummybears/SBI

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Posted by: LunarFault.6780

LunarFault.6780

Guys it’s been stated over and over. It’s camera angles. In some cases it’s running the game in “eyefinity or nvidia surround”. Both of which are programed features by Arena.net.

Trebbing from suicide cliffs is a common spot. The counter is to place an ac right below the trib on the ground. Turn your camera angle all the way up so you are staring straight up. Place the cursor on the top of the cliff till it turns green. You will hit the trebs in that location. Everything has a counter and it is not hacks it is smart use of camera angles. It would be op if you could just siege from any location with no way of countering it.

Nobody has been getting lessons in hacks. They have been getting lessons in how to counter siege. It surprises me that you all are unaware of this counter.

Any Lower Rank Servers winning?

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Posted by: LunarFault.6780

LunarFault.6780

The system does allow for a faster escalation or lowering of rating to place a server in it’s proper rating. I don’t know how it is on other servers but DB was climbing extremely fast and dominating tier 2 until a few weeks ago. What changed? FA and TC decided to ignore each others maps and push only DB. They keep their own border lands and constantly push DB’s border land and pushing DB on EB. While aiding each other in capturing major objectives. Such as FA hits a keep TC stands guard against reinforcements at the gate. Or they push together against the keep then once inner is broken the other goes and guards the entry points. So freaking tired of that crap. The old system allowed servers to make an informal agreement to hold down another server, and ignore each other.

The new system makes it a bit harder because of the lack of history between the servers. It also allows lower tier servers to gain points quicker by facing higher tier servers and preforming against them. But also punishes higher tier servers when they are placed against servers that have no business fighting against.

Any Lower Rank Servers winning?

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Posted by: LunarFault.6780

LunarFault.6780

Otherwise, the match ups will just be worse and very unenjoyable for the lower tier server Since WvW pve favors numbers over skill.

I disagree with that. WvW favor skilled players, with tactically sound commanders, in constant voice communication, over mindless zergs. The only time numbers has an overwhelming effect is when a combination of the for-mentioned factors are in play with the overwhelmingly larger numbers.

If you have a group of “free lance players”;aka pugs, that know how to do these basic things. Stack, quickly build, get supply when out, and push on commander’s pin. You will have the foundation to overcome a larger number. When this is combined with a large number on Team Speak following a tactically sound and experienced commander, you will over come a force twice your size in open field.

As a commander the size of my people is only a factor to me when I know that I can not rely on those people to follow my direction. When I am leading my guild Firebat or our ally Red Essence I don’t care what I am facing. We will overcome and wipe anybody on the field up to our size. If the enemy zerg we are facing is clearly disorganized we will wipe you outnumbered two and a half to one. Originzation > raw numbers.

5/31 DragonWagon/Magummybears/SBI

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Posted by: LunarFault.6780

LunarFault.6780

[img]http://i44.tinypic.com/bf16co.jpg[/img]

This is during our no coverage hours. Wait till Omen rolls in. Then our monster called NNK + TFV come in.

Guess that means we have negative coverage

We just painted EB green. Maguma kiss your Garri good bye because we are bored as hell and you are all that stands between us and a 695 tick.

5/31 DragonWagon/Magummybears/SBI

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Posted by: LunarFault.6780

LunarFault.6780

[img]http://i44.tinypic.com/bf16co.jpg[/img]

This is during our no coverage hours. Wait till Omen rolls in. Then our monster called NNK + TFV come in.

(edited by LunarFault.6780)

5/31 DragonWagon/Magummybears/SBI

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Posted by: LunarFault.6780

LunarFault.6780

Considering we have a fraction of the WvW population of the other two servers I was really enjoying holding the bottom half of BD borderlands…

I knew it would come to an end but I didn’t expect the late night crew to blatantly exploit.

Just fought about 50 DB on their borderlands, 1:40 am eastern time.

Can you explain to me how you were able to shoot past our bridge with arrow carts in hills?

If I’m wrong just show me where you place carts to do that, and how you AOE the Tower Lord from on the ground as well.

Running the game in ultra high resolutions such as surround will, give you a higher depth of targeting area. Also there are points that allow you to target past the gate and not have the arrow cart shoot on the gate.

If you are talking about arrow carts coming from hills when we took lake. We didn’t have any ac built. We trebbed all your siege, inside lake, from hills, while 3 catas decimated your gate from the tunnel.

It was actually when DB was taking Hills. The long bridge leading to the lords hall was getting ac’d to the entrance. Inside was also getting ac’d before DB even broke through the inner gate. Others took screen shots, I’m sure they’ll be up soon. Unfortunately I was too busy healing to grab any screens.

That is because the person on the AC was either running in surround across multiple monitors. You can also target the very corners to place the cursor onto that part of the bridge to the entrance to the lords room. It’s a tricky placement but it’s very much legit.

5/31 DragonWagon/Magummybears/SBI

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Posted by: LunarFault.6780

LunarFault.6780

Are there any players on DB or SBI that don’t run from fights? At first it was cute now it’s just boring.

You obviously were not on DBBL. Not once did we run from a fight. We would lead our folks into situations where we were clearly outnumbered and were in a bad situation. FIRE and RE had a lot of fun tonight.

My hats off to you guys who gave us a fun fight for the first 4 hours on DBBL

Some of you all are taking this a bit too personal. Relax have fun and just enjoy the week. I don’t believe it is a fair match up but it hurts DB the most because it will be extremely hard for us to raise our rating.

5/31 DragonWagon/Magummybears/SBI

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Posted by: LunarFault.6780

LunarFault.6780

Considering we have a fraction of the WvW population of the other two servers I was really enjoying holding the bottom half of BD borderlands…

I knew it would come to an end but I didn’t expect the late night crew to blatantly exploit.

Just fought about 50 DB on their borderlands, 1:40 am eastern time.

Can you explain to me how you were able to shoot past our bridge with arrow carts in hills?

If I’m wrong just show me where you place carts to do that, and how you AOE the Tower Lord from on the ground as well.

Running the game in ultra high resolutions such as surround will, give you a higher depth of targeting area. Also there are points that allow you to target past the gate and not have the arrow cart shoot on the gate.

If you are talking about arrow carts coming from hills when we took lake. We didn’t have any ac built. We trebbed all your siege, inside lake, from hills, while 3 catas decimated your gate from the tunnel.

100% Condition Duration Terror/Wells Build

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Posted by: LunarFault.6780

LunarFault.6780

Proxy you seem to have lost sight of the point of the build. Condition duration is not just about damage it’s about all the conditions. We have more conditions than bleed. If you notice I use Superior Sigil of Ice. Chill is -66% movement speed and -66% skill recharge rate.

I can put this on someone extremely fast. 19.8% of all auto attacks from scepter will inflict a 4% second chill. It equates to roughly 1 chill every 3 seconds keeping an opponent permanently chilled while you kite him around. While people are stacking bleeds to put out more damage I am putting out chills keeping the other person from doing damage, while my guild is killing him and his friends.

This is very wvw focused and I have turned a zerg rush into a churning pile of bags placing well of darkness at the end of the choke, by being traited for chill on blind. They dodge roll through the initial aoes at the choke and come right up into the well of darkness to be chilled and blinded. Ground targeted wells is 900 range while most of the aoes at a choke are mainly focused at the 1200 range. Now taking into the ridiculousness range of the arrow carts they are now rolling sooner and come up in the aoes to be slowed down for more aoes.

The points in spite are only for the condition duration to focus on increasing blindness, chill, fear, and cripple to their maximum potential. It is a build focused purely on CC. It’s not glamorous it’s not going to have you brag about how bursty you are. BUT, you are a bigger asset to your team over if you had went the other way. WvW is a team sport and you should be working to turn a large number of people into bags or defend your keep. Btw 3 seconds of retaliation in death shroud works great when caught off guard, by a gap closer. It’s not long but death shroud is our ohh kitten button to survive just a little bit longer to re-position. I agree with you though that Spite is a lack luster trait line, and needs drastic improvement, but I did not take the line for the traits but for the maximization of condition duration to spread across all our cc conditions.

It has all the beauty of the Terror build, by Nemesis, with the ability to switch traits over to give ground target wells, decrease recharge rate of staff, and apply additional chills through blindness.

Survivability is not a concern I really have. If I die it’s because I the player made a mistake and had put myself out of position. I deserved to die and there is not a trait that would of saved me from being ran over by 50 people, because of bad positioning. I rarely die in a 1v1 match up or in zerg situations but when I do die I did so because of my positioning and lack of awareness of the current state of the map.

100% Condition Duration Terror/Wells Build

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Posted by: LunarFault.6780

LunarFault.6780

People may also be wondering why I did not go 97% condition duration in favor of the 30 in spite for 130% increase in condition duration on scepter skills. The reason is Fear does damage. You don’t get the last tick at 97% but will with 100%. But for those who favor it your build would look like this.

http://gw2skills.net/editor/?fQAQNAW7YjMah7xbub87JAJFPDNkid1N6RwGnMA-jADBINwYNDRjWAmqIZ0FBKHqIaslgRr8MsVRBRzATliIq2HoIa1A-e

When running with the zerg you focus on staff and wells. The build is switched out to this, Rampager gear and trinkets.

http://gw2skills.net/editor/?fQAQNAW7YjMaV6Zaia87JAJFPfNMjd1NmRxDD-jADBIMwYNDRjWAmuYIa5PFRjtEMalnhtKKIaGYaTER1OEER1+AYA-e

100% Condition Duration Terror/Wells Build

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Posted by: LunarFault.6780

LunarFault.6780

Whats your Axe power build?

This is my power build. I am sure I could change the runes, instead of using orbs.

http://gw2skills.net/editor/?fQAQRBHbhG2IjW4e3m1GDnCYSB3eDVY3IFHrMlC4XH-jUyAYsioRTQCNVZIaJwiox2IKiGrmBTdSEV7PIiq9BYA-w

It is my go to build when I am roaming EB for kills. I love it in 1v1.

100% Condition Duration Terror/Wells Build

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Posted by: LunarFault.6780

LunarFault.6780

To answer a few thoughts.

Why did I modify the terror build in this way? Wells are more powerful when running in a zerg. Terror works great in all situations but it can be out shined, by wells when assaulting. I feel that as a necromancer you should take advantage of the classes versatility. I love the 100% fear duration from Terror and the ability to cc people with fear. But I also love being able to keep somebody perma slowed. I made the trade off for being able to easily kite. Also chill is just as annoying as fear and this build gives you BOTH.

20 points into Soul Reaping is too much for 50% fear increase and a 2sec fear when downed. It never saves you so it’s a waste of points. You can put 25 into Spite gain 25% across the board condition duration and more damage in your auto attacks. That required me to sacrifice 5 points in curses and 33% condition duration on scepter. The duration on scepter is negated by using Giver’s weapons. While you can reach 133% bleeding duration it’s impact is only seen in PVE and not PVP. Therefore we have recovered the 5 point loss. While it is less condition damage the points are few enough to only lower the DPS of this build by a little. It can add up though with a high stack but due to the prevalence of condition removal and healing bunker it’s impact is minimal.

100% Condition Duration build
Bleeding 99 per tick
Poison 193 per tick

Terror Build
Bleeding 115 per tick
Poison 226 per tick

100% Condition Duration Terror/Wells Build

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Posted by: LunarFault.6780

LunarFault.6780

I am mainly a WvW player. I normally run 3 different builds in WvW. I run Terror, Power Axe, or Wells. In my well’s build I have focused on blindness chill and 100% chill duration. I wanted to see if I could make 1 build that would take the best of Terror and have on the fly of my Well’s build for tower sieges. In my experimentation I have come up with this. This build give’s 100% condition duration with Raw Veggie Pizza. It in my opinion is the ultimate conditionmancer.

Armor
Rabid – 2 Superior Runes of Lyssa, 2 Superior Runes of the Mad King, 2 Major Runes of Lyssa

Trinkets – Rabid Trinkets – Crest of the Rabid

Weapons – Giver’s Staff – Superior Sigil of Ice
Giver’s Scepter – Superior Sigil of Ice
Rabid Dagger – Superior Sigil of Corruption

Traits: 25/25/20 V,VII/VI,VII/II,VIII
Traits can be switched out to give well’s ground targeting and chill on blind when defending or assaulting. I prefer Rabid gear because of the ability to survive. But a very valid high dps alternate is Rampager trinkets and gear. Person choice on the player. I do run both depending on the situation. Rabid for roaming and Rampager to assault.

http://gw2skills.net/editor/?fQAQNAW7YjMah7xbub87JAJFPDNMjd1NmRwGD-jADBINwYNDRjWAmqIZ0FBKHqIaslgRr8MsVRBRzATliIq2HoIa1A-e

Comment and enjoy.

large guild looking to move

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Posted by: LunarFault.6780

LunarFault.6780

join Fort Aspenwood we has cookies

join JQ, they need all the help they can get now

No and No. These two servers have perfectly fine North American timezone, and don’t need more.
True and fair people will advice servers other than their own.
My advice is to go Crystal Desert, they have bad NA and need a big improvement, or Dragonbrand.

JQ needs more wvw NA guilds. JQ is mostly a PVE server with awesome commanders who can win fights out manned. That’s how we have been #1. Our tactics on that server are superior. But, right now with all the transfers to Blackgate by HUGE ZERG guilds we can’t keep up. There rarely is a que on any map during any time zone. When there is a que it’s only 5 min.

Necromancer: Patch Notes

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Posted by: LunarFault.6780

LunarFault.6780

the buff to the signet is useless. Now if they halved the cool down I would consider taking it. With 100% condition duration it would be viable.

Sentinel Gear for Necro

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Posted by: LunarFault.6780

LunarFault.6780

this gear has been available for a long time as Invader gear purchased via wvw tokens.

Advice on a Well build for WvW

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Posted by: LunarFault.6780

LunarFault.6780

I done the DPS build for wells and marks, it takes all traits who concerns them

http://en.gw2skills.net/editor/?fQAQNArdWjQaV6daia8bKApCPPpo7xhUsruRKKeYA;TsAAzCooEyIkQIrQOhkCtMYYw8CA

I have looked at the build and the choice in runes are excellent. I also like the trait setup. I do not get why you would use rabid over knight, because this is not a condition damage focused build.

Advice on a Well build for WvW

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Posted by: LunarFault.6780

LunarFault.6780

The main suggestion I have is to take 10 points out of spite and put them in death for staff mastery. Retaliation is getting nerfed, and more marks means more badges.

You may also consider taking 10 points from blood and putting them in curses. I don’t think well siphoning is especially strong, and you could pick up the curses grandmaster minor and get another useful ability like weakening shroud. I also like axe/dagger over scepter/dagger in power wells, but I could just be blinded by my pretty Frostfang.

I am aware of the visual identifier being added to players who have retaliation. There are a few reasons why I picked retaliation over staff mastery. I do not consider it much of a nerf and I find wombo combo d/d players will just mash out their combo with no regards to the entire situation. Staff’s cool downs are plenty for me because after I combo with staff in an area I will switch to scepter dagger for the aoe cripple and weakness. In cases I have a few conditions on me, while in that weapon set, I will transfer 3 of them over with the 4th dagger skill.

Since I will be middle to front with this build, I want to still be able to provide a little support to our front lines. I also find that this is the optimal place to be to place Reaper’s Mark in areas I want to break up, or land a critical Corrupt Boon + Epidemic combo. Utilities to me are very very situational and should be picked before you engage.

Thank you for your input.

Advice on a Well build for WvW

in Necromancer

Posted by: LunarFault.6780

LunarFault.6780

I am currently running Nemesis’s terror build. And I have been running it with great success. I do not have a problem in 1v1, 1v2, or in zerg on zerg.

I am wanting to increase my bag farming rate and am considering switching over to a wells power build. The current power build I use is Talentless’s build and enjoy that quite a bit for 1v1 vs rogues and ele’s. But I find it not so good for running with a large group.

I am in a hard core wvw guild, on Jade Quarry, and most of my time is spent running in a 5 man gank squad, 20 man havoc group, or 40+ zerg. If I am solo I will always be in either the Terror build or Talentless’s axe/focus build. It depends on what play style I feel like playing, at the time.

Here is the build I have in mind on using for zerg bag farming. Please critique and offer suggestions. I don’t want to simply just switch out a trait, to make well’s ground target-able, so I am going for a full build around wells, just to add a little support to my team, and bring out the damage potential, while remaining tanky.

http://gw2skills.net/editor/?fQAQNAW7YjMaV6haib8bKApCPP9w7xFHqwuRKKeYA-jUyAYLioZCCMVRRjIBkALiGbttIasqFM1JRUt3oIa1A-w