[AZRG]
Dragonbrand
If Rangers make any part of a players list, they have lost all credibility in my opinion. The Ranger class in WvW is grossly under powered in almost all play styles. It boggles my mind that some players can continue on about how good the class is in the face of overwhelming disbelief from the majority of WvW players.
uhm, if you want spammage of soft CC in a AOE manner, then rangers are one of the better choices out there. Especially since most pets can easily apply 5-7sec chill and dogs can apply chill+cripple.
Warriors have by far the best CC spam in the game. Even eles and engis have better CC spam than a ranger. Pet abilities are useless in large scale fights. They die too quickly to AoE and their activated ability often takes several seconds to fire off.
People like this and the rest of the majority who think Rangers are underpowered make me lol. I’ll keep chasing groups of 3 or 4 away solo while I think to myself “and Rangers are ‘underpowered’.”
Rangers are fine for solo roaming even though I haven’t lost to one yet. The problem with them is that when you are running with an organized group they have no synergy. Whatever little benefit they can bring, whether it’s offensive/defensive boons, heals, or just pure damage, warriors, eles, guardians, and necros can do so much better.
I am sure you’re talking about ~15-25 man group but in a ~5man they can bring a lot synergy.
Our ranger gives us perma +~27% crit chance, perma swiftness, ~50% protection uptime (big deal for glassy burst make up), 4 AoE immobilizes, the ability to stick to targets with longbow + pierce and good persistent damage, and the ability to draw conditions from the whole group. It’s probably one of the hardest builds to play with all the different micromanaging but once their comfortable it’s quite amazing group synergy.
Hey Guys,
So I was in WvW with my dps guardian and a Mesmer tried to jump me and so I turned to fight and all the sudden he was down. While I do have fairly decent damage I don’t have that high of a burst. When I looked at my combat log it showed my Judge’s Intervention + Mighty Blow hitting twice for a total of over 10K damage (Attached).
Now I just started playing DPS guard about a day or two ago so I don’t know if this is a bug introduced today or has been happening for a while. Also, as far as I am aware hitting a Mesmer’s clones does not show up in the combat log.
Just thought I would bring this to attention because if it is a bug it needs to be fixed as it’s OP. I couldn’t replicate it just teleporting at a mob so I don’t know if there were other factors to trigger it.
Thoughts?
For 1vX, condi engineer is one of the easiest classes to do that with.
If your looking to form a roaming 5 man then at least 1 Mesmer is needed to help dodge or stealth bomb zergs as you move about. However, if you have another Mesmer already an engineer is extremely helpful in 5vX. Engineers, both condi and power/SD, have some of the best sustained pressure and are great for being target callers if there isn’t a warrior in the group. I would recommend power/SD for 5X because that gives you strong sustained pressure, you can burst when required, and with Rife/Tool Kit you can easily control called targeted till they are downed.
It’s important to note that having good sustained pressure allows you to force dodges without having to waste burst potential. Forcing a dodge gives the easiest opportunity to burst the target right when they land if your group can learn the timing of their burst skills so that they hit at the end of the dodge. Counter-dodging>Stun.
Some of us on DB are going to see if we can organize a under 20 upscale zerg to flip all the maps one of these nights.. Should be some fun stuff
Make 20x mesmers that all look the exact same, pop the lvl to 20 scrolls, get greatsword/staff, have fun!
It wont be that bad since you can use it at half health.. then as soon as you hit 25% (if traited) the skill will recharge and you can use it again. meaning your getting two heals and one if them is huge. Will make us engineers harder to kill
There is a risk here though of popping it and then going below 25% health while the 4 second activation period is still active. Since it won’t be on cooldown it won’t insta recharge and since you don’t go below 1% health you don’t get the big heal.
I am really looking forward to trying this skill out. It appears to be high risk high reward.
If you use it and don’t go below 1% health you get a small heal, waste a 32-40s cooldown, and put yourself in an overall bad situation where more then likely you have less health then when you used the skill.
If you do use it at the appropriate time, I imagine it look’s like the Dev’s health in the Edge of the Mists video where he couldn’t drop below like 100 health or so, then after the 4 seconds you get a large heal.
Though the fact that it says “Damage” from enemies can’t kill us does make me wonder about conditions. Endure Pain says “immune to damage” where conditions do still hurt you, so we will have to wait and see.
Also as a power-rifle-sd build I am looking forward to being able to insta-stun someone once I pull them in with magnet.
In case you didn’t know you can also use slick shoes in conjunction with rocket boots, as in you can leave the trail behind you as you jump over a group of people. It’s pretty fun to jump over a zerg knocking everyone down who doesn’t have stability.
For small group roaming, 4-8, this is the best build: http://gw2skills.net/editor/?fIAQJASRjcOtwZPGPMxCEkCNsKMFMiTBlQpwOqjUhwA-jUzAYLI0FABBiQAk+iYCcIrthioxqtxUmJVFLIbvhM5CzujkKFQELAA-w … of course after you get 25 stacks you want to use a Greatsword with Sigil of Impact for the 10% extra damage.
You have 23k health, 3k toughness + an extra 180 toughness from dolyak + an extra 150 toughness from support guardian, totaling ~3.3k toughness.
When you go for burst damage you have 100% crit chance, 2360 power, and 116% critical damage.
You can take out 1-3 people every 10 seconds with this build while taking very little damage and having high survivability/damage escape.
Your role will essentially be the leader, your job is to target the enemy(ies) without stability/protection and start bursting them down with the support of your group while also being able to take the burst of the enemy team.
You also have the role of being able to push back full groups of enemies while allowing your group to catch up on heals or cooldowns with efficient use of endure pain and dolyak signet. Not to mention the banner adds major damage to the whole group and allows a means of movement skills to a support guardian that has access to none.
The latest video showing this build: http://www.youtube.com/watch?v=St8KUpNmu5M, around 1:40 is the first showing of this build, where we 3 v 7 the enemy with this build doing the bulk of the damage.
Really, matching a warriors build with a support guardian build will lead to an extremely effective group.
(edited by aathomas.4638)
The problem with the OP’s picture is how easy-mode Golem Rushing an outmanned opponent is.
Golems should only be able to be used if no one on the map is outmanned.
Martolly, if you want to have fun in WvW I would recommend forming a 4-8 man small roaming group. Generally 3 man and below are more solo builds, while 5 man is the most fun. Solo builds are generally very self reliant and you will probably 80% of the time find zerg players that are trying to get back to their group to fight, in these situations your solo build alone will give you an advantage in a 1v1.
For small group you can make very fun interrelated builds that work with each other allowing you to maximize your damage and take on much greater numbers or other strong small groups, this is where the fun is for me. Anyone can pay attention to and dodge one person, but paying attention to 4 of your teammates, as well as, all the enemies gets your heart racing.
A healing guardian is an essential part of a small roaming group, so if you are willing to play one it should be easy to get a group started.
Though for healing guardian, I mean like this:
http://www.youtube.com/watch?v=St8KUpNmu5M&feature=c4-overview-vl&list=PLiaCYJPD50YV9VRP284miBrb7GgRWXwbG.
His healing through Empower, Virtue of Resolve, Healing Breeze, Selfless Daring, Hold the Line, and OFC Tome of Courage gives our group a lot of sustain allowing us to be more DPS oriented builds that still have group qualities.
Altruistic healing isn’t really a healing guardian more of a solo build or to be used with a dps group build.
I think you have been going about this all wrong.
The best thing you could do is to make Topics explaining why small group play is so fun and rewarding and even make guides and suggestions for those who want to get in to it but don’t know how.
From what I see people who pick up the game and enjoy pvp just go out to wvw and all they see is big wvw guilds so they join one not even aware of other options. Many people might be willing to try and create small man groups if shown how much fun they are. Also, one would need to encourage and coach/guide them even if you wipe them right away or they will just turn back to zergs.
Unfortunately, it seems most of the posts about small man groups made by small man groups seem to give off the wrong attitude that would drive most people away.
5 man goes against the grain of current WvW. You only have 4 people to counteract your so-called “badness” where, in a zerg, you have 50 people to depend on.
Why do people think RG was so good? They were the same 20-25 guys who played together for YEARS if my information about them is correct. If you know exactly what your team is doing, you can accomplish some great things and that’s the beauty of 5-10 man groups.
My best memory of this was when FoE and AGG moved from BG to ET. We held Lake with 2 AC and our melee-train from from 80 SF + 40 FC, we had around 20 AGG and 10 FoE. We play the game the same way, we built our groups almost exactly the same and we all got along really well. This just goes against the grain of WvW and playing for PPT rather than having fun and playing how others think we should but how we find it enjoyable.
PAXA – I think T6 would be were you’d find decent fights, sadly group mentality surrounds WvW like the plague.
I don’t understand why you quoted me, you neither refuted my post or added anything to it.
All I am trying to say is that if you want a culture of small man group, you will need to help create it. That starts with getting people excited about it with posts showing how fun it is, then following up with posts explaining how other people can go about enjoying it themselves.
Making posts that seem like clique lists/giving off the impression that anyone who doesn’t already run small man groups must be bad is not the best way to go about it and will only further alienate small man groups from the “meta” instead of creating a culture to cause more people to want to try to form and create them.
I think you have been going about this all wrong.
The best thing you could do is to make Topics explaining why small group play is so fun and rewarding and even make guides and suggestions for those who want to get in to it but don’t know how.
From what I see people who pick up the game and enjoy pvp just go out to wvw and all they see is big wvw guilds so they join one not even aware of other options. Many people might be willing to try and create small man groups if shown how much fun they are. Also, one would need to encourage and coach/guide them even if you wipe them right away or they will just turn back to zergs.
Unfortunately, it seems most of the posts about small man groups made by small man groups seem to give off the wrong attitude that would drive most people away.
I just hope that if A-Net nerfs this, they return the Mace stun instead of messing with the Trait. This build worked fine before the patch.
If anything from the videos posted they should realize that the ability to stack “minus condition duration” in WvW is op and shouldn’t be allowed just like speed/endurance stacking isn’t. But fortunately they nerf more around sPvP where hopefully this build wont be deemed OP.
Ranger can be really good for small roaming group play. They have water fields. Can keep up swiftness + furry, this well let the rest of your group use a few valkryie/cavalier pieces. Rangers also have a plethora of AoE immobilizes, I think you can have up to 4 at a time from what we’ve tried. AoE immobilize is super important to counter stability. They also are superior at taking down that low health target that is just barley getting out of range of the rest of the group with the longbow, and can be very evasive if focused causing the enemy to waste a lot of cool downs while being hit by your group at the same time.
1v1 builds generally are not very good for small roaming group, so if your running a 1v1 ranger build that is probably why you have that impression. Zerg builds are generally not good for small group play either.
If you want to start a roaming group, which I fully think you should!, you just need to really find people on your server you seem to work well with, the most important thing is that you play in a cohesive way. Once you get a few people you get the fun of theory crafting builds that all work together, and you will see all the ways that Rangers and any class can be useful in a small group.
Just make sure you have at least one Healing Guardian.
I crafted some jewelry as specified by a guildy but it won’t let me mail it to him now. It stills says bind on use so I don’t understand why I can’t.
This is a bad bug because it’s a huge waste of his money and time if I can mail it to him.
Tried to take screenshot but it won’t capture the hover pop-up. They are a full set of Ruby Jewelry with Beryl Jewels in them.
Ya, unfortunately this has been brought up many times, as I’m sure you are aware. It seems it’s Ground Targeting in this game doesn’t actually follow the shape of the ground but instead is always at 0° plane. So on a hill the outer edge of the Ground Target will hit the higher elevation first and the skill thinks it has then hit the ground and goes off at that elevation in a flat plane missing the incline below it. I doubt this is something that can actually be fixed.
Instead, they need to just give Earthshaker the ability to do its damage/stun on the Y axis as well so it can hit the people on an incline.
(edited by aathomas.4638)
The biggest problem with warriors, is not the class itself but the players on it..
While that is true sometimes, I would argue that we do have a gap in our weapons that needs addressing.
Right now we have:
Control/Defensive Weapons:
Hammer
Mace
Shield
Warhorn
Spike-Damage Weapons:
Greatsword
Axe
Rife
Hybrid Damage/Control Weapons:
Longbow
Sword
The problem really is with the Spike-Damage Weapons in that Axe and Rifle are not on par with Greatsword. Greatsword is a go to weapon because it synergizes really well with the Control Weapons. You can use the Burst of the Control Weapons to set up the high spike-damage of a Greatsword. This can not happen with Axe and Rifle due to their spike-damage being the actual Burst skill.
To fix this the current Burst skills of Axe and Rifle need to be swapped on to the actual skill bar.
EX:
Eviscerate should be switched with Cyclone Axe, leave the Eviscerate at a 10 second cooldown but lower its damage by 25% and have a stipulation that it does 25% extra damage to Disabled Foes. Cyclone Axe should have its damage increased slightly and give 5-10-15 stacks of vulnerability.
Kill Shot should be switched with Aimed Shot, nothing should be changed with Kill Shot since it really can only be used at a very few opportune times since the animation is long and obvious. Aimed Shot should cripple for 5-10-15 seconds + a blind.
Moving the Burst skills of Axe and Rifle down will allow us more playable combos between our weapon and open up new builds for PvP.
(edited by aathomas.4638)
I came across a LB warrior in WvW who seemed to be doing well but refused to share his build, he said Anet will nurf the build…
I don’t blame him, now that people are finally starting to realize/share the power of using stun + Unsuspecting Foe + GS/Axe Burst, allowing one to effectively be more tanky while still producing heavy burst, it is probably only a matter of time before the trait is moved to a Master or Grandmaster slot that will ruin builds that people have been using since release.
First off I would change the Adept Trait in Water from Soothing Disruption to Cleansing Wave, this lets you remove a condition from you and allies just by switching to water attunement. This is incredibly useful with Fear, while feared you can simply switch to Water attunement and remove it from you and allies.
Another tip is before casting Meteor Shower always be sure to have Earth attunement ready, this way you can start casting Meteor Shower and immediately switch to Earth Attunement to put up Magnetic Aura, this way you are reflecting projectiles the whole time you are casting it. Any good player will see an ele run up in fire attunement and know they are about to cast meteor and immediately target you, with Magnet Aura you will prevent all but aoe attacks and if someone try’s to pull you they will get pulled into your group instead due to the reflection. You can also then proceed to lay down a cripple field in your meteor shower to keep them there a little longer.
Also, if you like the condition/power focus of your build I would recommend switching out the 100power/70 condition food for 40% condition duration/70 condition food. At your lvl of power, a 100 power increase from food is not better then increasing the duration of all your cripples, bleeds, chills, and burns by 40% duration. Also once you get comfortable being able to position yourself in a safe way during fights and be able get away from thieves that target you, I would switch your jewelry to pure Rampagers (precision/power/condtion damage). This will grant you more condition damage and an extra ~25% crit chance.
I might be happy with an Exotic or Rare aquabreather that I can stick a superior rune into. Can’t get the T6 rune bonus underwater because the breather replaces my helmet.
Oh. Can we get a new WvW map please?
Not that you probably actually care about this, but you can get a lvl 80 masterwork aquabreather from orr for like 4k Karma that can be slotted with a rune or orb.
I min/maxed my warrior build to have exactly 50% crit chance before I stun into burst damage and I have 100% crit chance when I go for burst damage so it does indeed stack. This is even more evident when I 100blade after stun and they all crit. I have been doing this since before January so its has always been like this.
(edited by aathomas.4638)
Guardian is pretty good, equip staff and spam #1. GG
Actually Guardian + Wall of Reflection is the best tagger of any class hands down. Using Wall of Reflection you can literally tag every person in the opposing zerg with 1 skill. It is also an amazing tool for zerg fighting that not enough people utilize.
Punishing risk taking just means people take less risks, FYI, and in the current state of the game that means even more people sitting at structures firing siege over and over and only leaving when there IS a zerg to back them up and rez them. Don’t understand why this is such a complicated concept…the less you punish risk the more people are willing to have fun and run around solo or in small groups or hit keeps they might not be able to take….
I am confused. “Even more people sitting at structures firing siege over and over and only leaving when there IS a zerg to back them up and rez them” is exactly what already happens, except now there is time for them to wait for the zerg to get there. Removing the speed will force the people in the tower to come out to fight to save it since there is more likely of a chance a single zerg wouldn’t be able to get there in time if you remove the out-of-combat speed.
This doesn’t create risk for the small group, it adds a lot less risk for them as mentioned in my statements above, but instead adds risk for a server to form a single blob as opposed to multiple groups.
If you would like to share your thoughts on why this would create risk for a small group I would be happy to hear them, but right now it just seems your immediate unwarranted hostility to the thread lead you to create an ill-thought out response lacking any concerns to back up why this would create risk for the small group.
This will make the maps feel bigger.
no, this would just make me feel reaaally slow
Would rather have bigger maps to make the maps feel bigger…
Theoretically bigger maps vs. removing the Out-of-Combat speed will result in the same thing. With bigger scaled maps it would take you 30% longer to get to the same tower (if scaled that way), while removing the out-of-combat speed will also take you 30% longer to get to the same tower with the current maps.
The feeling of being “slower” is just based off what you know now about how in/out-of combat speed works. This is something that will go away in time, just as if they released new scaled maps you would feel slower at first.
I am not saying having bigger maps is something that we shouldn’t hope for, not being able to siege from tower to tower would be a good thing, but the likely hood of getting bigger maps anytime soon is slim vs. being able to just remove the out-of-combat speed which will have the same net result. Unless, of course the coding makes that impossible.
Either way, there shouldn’t be two split combat speeds, since it generically gives an advantage to the bigger group for no good reason I can think of.
A problem most people have with WvW is that forming a single blob is too effective.
A really simple starter solution would be to make the In-Combat Speed the standard speed and get rid of the out-of-combat speed, so the only way to move faster is through swiftness and movement skills.
This will make the maps feel bigger.
This will make it so a small man has better chance of taking towers, a zerg can’t just ignore a small group and be on the other side of the map then run all the way back when the wall is at 5% because the few people in the tower reporting are just waiting instead of going out to fight.
This will make it so the second half of the zerg that is Out-of-Combat can’t catch up to a small roaming group just because they are stuck In-Combat, which will easily encourage more small group play.
This will keep people from respawning immediately and being able to get back into a nearby camp before you cap it, just to run in circles once again.
This will make tower attacking/defending more intense because if you die it will take you more time to get back to the fight.
This will make positioning of all the players in the map much more important since everyone will be moving across the map much slower.
IE, multiple smaller groups can hit different towers and the one enemy zerg wouldn’t have time to swing through and stop them all.
IE, it will be much riskier to take your full zerg on an offensive push, especially if a small group decides to tag your waypoint.
This will make death feel like death an not a, oh jeez, what an inconvenience, well just give me 30 seconds and I will be back where I was at.
We talked about this on Sunday’s Adrenaline Rising. The conditions should really be cleansed on-cast not on-hit for it to be useful.
That’d be considered too strong I’m sure. It would be wonderful though!
Yeah, I was thinking about that as I was writing it out. I was gonna suggest moving it to Grandmaster but then most Warriors would get pigeonholed into 30 Defense. Maybe make it only cure one condition? I dunno, bros. Help me out here.
I think its perfectly fine how it is. Good players will blind you while your bursting so either removing at cast or after wont make a difference. Blinds that get spammed on you, you can just remove with a dodge role or auto attack before bursting.
The trait really will require one to think during play to use it effectively and probably will take a bit for warriors to get use to. If you use the burst-skill to snare/stun to set up a damage burst then by all means use the burst-skill once you remove blind to remove 3 conditions allowing you an easier follow up damage burst. If you use the axe/rifle burst-skill then just make sure you remove weakness or wait it out before use. If you use traits that increase damage/precision while having full adrenaline, now your choice between keeping that damage/precision or removing a large stack of bleed/torment/burn is that much more interesting. Though it has always been my personal opinion that any builds that saves adrenaline is inherently weak in pvp, even before the patch.
It has good reward for using it appropriately without it being overpowered.
(edited by aathomas.4638)
Little damage.
No sustain.
No Evades/Invulnerabilities.
9.5 second weakness effecting up to 3 people in front of me on a 12 second cooldown is great buffed sustain for my build.
Were you fighting a Mesmer when you use dagger storm? If so the easy explanation is that you reflected a Mesmer projectile the produces a clone. If you reflect projectiles they become your own and since it makes a clone of it at the end, it made a clone of you.
if the leaked patch notes are real:
“Shadow Return is no longer a stun breaker”
This is the only OP thing about thieves and it will now be fixed.
Right now s/tPvP is more a individualized skill/build game with the group play coming from the RTS elements by controlling the points, groups that want to get the depth of both individual character understanding and group development look to WvW. We can only hope that as time progresses more small man roaming groups pop up over time. GW2 is an amazing game with lots of possibilities and depth and I wouldn’t be surprised to see a whole new WvW landscape in the next few months.
Looks like you never play tPvP. If this true, a pug pro player can beat a premade one, which is rarely happen. (I had seen, 1 pug team all lvl 20++ (rank) is being decimated by a premade one (to your surprise, 2 of their member not even rank 10)). In premade team, build is matter. Here your individual skill and your group skill (small) is tested. If you can/your team can, I believe 90% your time will win the game.
In WvW you improve connection between group, not inner group. You can imrpove your inner group connection, but not so that deep in WvW. (You roaming for what ? Looking 1 or 2 player to kill in WvW (1 or 2 vs 5 ? skill ? need cooperation of group ?) ? Killing NPC ? Roaming group in WvW is same as roaming group in PvE)
PvP room for only bunker build ? True and false. Many player believe bunker is the best. But is it ? Its back to player skill. Bunker will be bunker if that player now what they are doing, if not bunker will just be a “bunker” which easily defeated by a berserker build class. (I had seen guardian can bunker a point from 4 people, but I also had seen a bunker guardian can only bunker a point from 2 people.)
Massive zergs in WvW is natural, but it is worsen by the distance between object. WvW maps need to be larger, if they can each BL size need to be fifth time, while EB need to be 10 time. If they cant, just make, if you come into WvW, your movement speed is reduced for 50% (including NPC speed).
The reason a “pug pro” player can’t beat a premade one is because of the RTS strategy that they won’t be able to pull off with their pug group compared to a good premade. Now, if you got a bunch of “pug pro” that joined together and got on a VOIP then they more than likely would be able to win, but then that wouldn’t be a pug would it.
It is true that for s/tPvP is important to have a good team comp to take on the different roles required to effectively use your team’s RTS strategies, but how much your team’s individual builds interrelate to each other is limited by the fact that more then not you’re not fighting 5v5, this means that in general you won’t revolve all your traits and utilities around the other 4 people in your party.
This is however, what small roaming groups in WvW try to do, to the point that where individually, each build is at a handicap to any 1v1 build, which is also why a lot of people complain that 5-mans never 1v1, but that’s not their game. A 5-man that builds so that the 5 players are playing as essentially one, means that to be super effective they all need to be together. Because of this, when a 5v5 happens, the battle is generally over once one of teams has a person fully downed.
I agree that the inner group connection is not deep in WvW yet, but that is simply because, as stated in my earlier post, there isn’t enough 5v5 teams for each one to fight to get the experience to fully understand all that can be done with interconnecting builds, the way that most players are starting to get a full grasp on their individual professions. But this connection that some are trying to do in WvW simply cannot be done in s/tPvP as stated above and in my earlier post, at least not with the game mode that is there right now.
Also, it appears you have a grudge against 5-mans, most of the ones I know wouldn’t chase down 2-3 people unless they were at a camp they went to or just happened to be in route. Either of which you have no right to complain because that will happen whether it’s a 5 man or a 20 man regardless, though a 20 man would more than likely go out of their way to chase you.
Lastly, I agree with you about the speed, I’ve made a couple of posts saying that the in-combat speed should be the only speed with my reasons.
(edited by aathomas.4638)
I am sad I read these changes because I really hope they are true and will be in angst till the real patch notes release. This might be because these will severely buff my build.
Also who is excited for the potential of Axe/Axe making a comeback.
IMO, SPvP is for the competitive side of PvP. WvWvW was designed for casual players to go and get a taste for PvP. I believe that W3 is working exactly the way that ANET designed it.
While you are right, WvW was meant to be casual, the problem with s/tPvP is that it doesn’t provide the full depth of combat that GW2 provides.
s/tPvP is great for mastering a class and people who play this mode are some of the best at it, but, mastering and really understanding how your class works is only one-half of the depth of combat that GW2 offers.
The second-half is the depth that comes from working together with a good five man and building interconnecting builds. This is also why some of the classes seem less “qualified” for s/tPvP compared to others, since most builds are more independent. Where as for a 5-man that picks traits, utilities, and classes that all work together as a single unit, every class can be made to be advantageous, the combinations are endless.
This is what small roaming groups are trying to master, but unfortunately there is just not enough of them to get enough practice and experience to even begin scratching the surface of the depth that can be achieved with interconnecting builds. However, it is still quite fun to try to figure this portion of the combat out.
Right now s/tPvP is more a individualized skill/build game with the group play coming from the RTS elements by controlling the points, groups that want to get the depth of both individual character understanding and group development look to WvW. We can only hope that as time progresses more small man roaming groups pop up over time. GW2 is an amazing game with lots of possibilities and depth and I wouldn’t be surprised to see a whole new WvW landscape in the next few months.
Can we please put an end to this thread.
100B is fine how it is. If you couldn’t land it before you’re not going to be able to land it no matter what changes are made.
If they changed it to let 100B be mobile do you think this means that people will just run away while you chase them instead of dodge/movement skill away? No, people will avoid it the exact same way. So what, you think that because you are mobile you can keep swinging your 100B and chase them down at the same time? No, the only way to catch up to them would be for you to dodge with them or use a movement skill, both of which would break the 100B cast.
100B is perfect, if you can’t land it change your build up or get your team to help.
Perfecting your character is only one-half of the depth of the GW2 pvp, the other is the depth that is found by working together with a good five man and building interconnecting builds. Though unfortunately this second half is what is missing from tPvP and what the 5 man roaming groups in WvW are trying to accomplish, though they honestly haven’t had enough practice and competition to master it the way most players are starting to fully master their classes. Sorry tangent.
Greatsword, and hammer for that matter, are fine. They’re easily the most used weapons in the game which just further shows they don’t need to be changed.
100B is a perfect reward for good teamwork, or paying attention to an opponents dodges/stun breakers. Its an amazing burst that can bring down up to 3 people with one use. As mentioned before, if you make it mobile it will have to have its damage decreased which will in the end hamper the warrior even more. Also, more then likely if you couldn’t land a 100B before then you wouldn’t be able to hit with it while mobile either.
None of the greatsword (or hammer) skills need to be changed in the way they function.
Ya, losing conditions and becoming invulnerable for a second when you first go down are the only two things that need to be changed about the downed system.
On a side note, I don’t know if you run with a structured group or not but a good strat is when you’re in a group fight and you get the first guy down your group doesn’t finish the guy instead you start stacking conditions on him and then actually use epidemic on the downed guy so there is no chance of missing.
You can switch weapons immediately after starting Flurry without needing to sheath. Sheathing is only needed if you want to use other skills on the same weapon bar.
The one skill I wish we could cancel/sheath is Rush, would make it such a great utility.
While I am not sure, probably something like block, reflect, dodge, etc.., but the new 10th mastery that gives you 50 vitality per guard killed up to a stack of 5, thus giving you 2,500 extra health is an amazing buff for any roaming/non-siege using player.
The Defense Against Guards trait is easily the best one for open field fighters just because of that.
The way simpler method would be to make the In-Combat Speed the standard speed and get rid of the out-of-combat speed, so the only way to move faster is through swiftness and movement skills.
This will make the maps feel bigger.
This will make it so a small man has better chance of taking towers, a zerg can’t just ignore a small group and be on the other side of the map then run all the way back when the wall is at 5% because the 5 people in the tower reporting are just waiting instead of going out to fight.
This will make it so the second half of the zerg that is Out-of-Combat can’t catch up to a small roaming group just because they are stuck In-Combat, which will easily encourage more small group play.
This will keep people from respawning immediately and being able to get back into a nearby camp before you cap it, just to run in circles once again.
This will make positioning of all the players in the map much more important since everyone will be moving across the map much slower.
IE, multiple smaller groups can hit different towers and the one enemy zerg wouldn’t have time to swing through and stop them all.
IE, it will be much riskier to take your full zerg on an offensive push, especially if a small group decides to tag your waypoint.
Simple, make the In-Combat Speed the standard speed and get rid of the out-of-combat speed, so the only way to move faster is through swiftness and movement skills.
This will make the maps feel bigger.
This will make it so a small man has better chance of taking towers, a zerg can’t just ignore a small group and be on the other side of the map then run all the way back when the wall is at 5% because the 5 people in the tower reporting are just waiting instead of going out to fight.
This will make it so the second half of the zerg that is Out-of-Combat can’t catch up to a small roaming group just because they are stuck In-Combat.
This will make positioning of all the players in the map much more important since everyone will be moving across the map much slower.
I would like to chime in by saying if you reflect a Pull , the enemy will be pulled to you instead. It use to be if you reflected an ele’s magnetic grasp you would be pulled to them but they changed that skill.
Either way using reflect at appropriate times can be very fun.
Unfortunately, the problem here is not Mobile Strikes, but the ridiculous way Entangle works.
If you notice, you used your movement skill right when Entangle refreshes. That means Mobile Strikes doesn’t take effect and you become re-immobilized since Mobile Strikes doesn’t prevent one from being immobilized. Ultimately when Entangled you have to watch the timmer closely and use your movement skill right after it refreshes to work (while you are still considered immobilized), yes it’s dumb and hard to do in most situations.
Another thing I am trying to figure out, is if using dogged march or other condition duration reducers actually causes Entangle to refresh faster, thus making it hard to use our movement skills appropriately. Theoretically, Entangle is suppose to last ~1.5sec and reapply every second so if you can cut it down by 33-50% you should be able to just walk out of there. Your video actually does make it appear that it refreshes faster.
That last part about not using skills after you fail a Mobile Strikes or dodge or jump, yeah that is a huge bug.
For small group you want at least 1 Healing Guardian and the rest as more DPS builds, as long as you know how to play together.
Bunker Ele is not a good idea for a small man group, most of the time they are just ignored.
No bunker builds, you’ll take to long to kill when outnumbered to the point where the enemy will be growing faster then you finish them and when you fight another 5 small group you won’t do enough to splash damage to out damage the healing Guardian.
Just wanted to second this. Mobile strikes does not always work, sometimes I will be rooted and use both whirlwind and rush but stay in place.
I don’t understand all this urge to remove the aoe limit. Do you not even consider retaliation?
They need to fix retaliation before they remove the aoe cap. If it was removed eles and those with aoe that hits mutliple times would kill themselves with one cast.
Right now the aoe limit actually protects us. Remove the limit and the big zergs will abuse having retaliation and smaller group will just kill themselves with no need for the zerg to even press 1.
The only change that needs to be made for WvW is that you don’t do damage in the downed state.
People should only be able to rally from either their team helping them up or their team killing people they had previously tagged before going in to downed state. This will keep people from rallying off of PVE mobs unless you yourself aren’t smart enough to not kill the mob before finishing the downed player. This will also make it not feel like you’re fighting the same person twice when outnumbered. It’s utterly ridiculous that while trying to finish someone off that person can spam 1k-3k attacks every second to you while you are also being hit from behind by other players. The 2-4 abilites should stay and have the CC effects but none should do damage.
You can use any “instant skill” in the middle of any “cast time” skill, for instance if you start casting meteor shower you can immediately switch to earth and put up magnetic aura so you are reflecting ranged attacks the whole time you are casting it.
Backbreaker is really easy to hit if you get the timming right. You gotta start doing it when you are not facing the enemy so they can not see the telegraph, then turn around at the exact moment it lands to knock them down to start your chain CC spam.
For instance if I get all 5 ranks of siege bunker is that 15% damage reduction or just 5%?
Since the patch whenever an Elementalist goes into their Tornado they are invisible while doing it. I have seen this twice now. Its just a name tag running around blowing people away without being able to see the Tornado or any animation. Both times my settings for WvW culling were on Low, for both categories. I have seen this with both a big zerg and small man trying to hold a tower.
I think they did an amazing job with the WvW armor. If you solely lvled your toon in WvW by the time you hit lvl 80 you would easily have enough badges and gold to instantly buy a full set of exotic armor. Also its a good way to get access to previously dungeon only armor stats you can’t craft. The badge cost of the armor is also greatly reduced from before the patch.
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