Showing Posts For fenim.2395:
I believe necros have always been the counter to huge stacks of boons……. too bad no one plays them in WvW.
Titles do deserve their place in WvW. They were just implemented poorly.
The option to toggle enemy/ally titles on/off needs to be there for people who don’t care but I think Anet must also provide incentive to get/progress to the title other than the title itself.
I personally think ANET should create unique skins for titles that can only be unlocked when you have achieved the certain title. Thus people who want to show off can show off their title and skins. This means that people who turn off titles will eventually recognize the skins as Captain Armor… or Squire Armor or Warlord Armor. regardless if the title is showing or not.
This will make people love titles, love Anet and provide REAL progression that you can show off.
There you have it folks. Someone from TC generously helped a guild to have a better experience in WvW and in the game, so that they could fight the enemies they look up to.
Money Route
1800 Gem transfer rate per person. $50.00 for 4000 Gems. Say we have a decent sized guild of 20. 20*1800 = 36000 gems /4000 = 9
9*50=
$450.00 to transfer 20 people to TC.
20 people would make a mild difference to TC’s current population in WvW.
or
In-game Farming Route
2g 77s 100 gems average price taken today.
36000/100 = 360*2.77
$997.20 Gold (Which can be achieved by selling 1 Legendary weapon)
Gold Farmer Route
I checked the price for 1000g at google top gw2gold farmer site and its $473.00 which is more than going through Arenanet.
A TC lannister always pays his debts.
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All I see are bad guilds who jump to a server to win. Not FA or TC’s fault.
TC paid for those guilds to jump to their server.
Why does this make you angry? Some TC smuck probably paid real money for someone else in a game. I wonder how much it costs to transfer entire guilds to a high population server. Must be a pretty penny…
I’m going to calculate this.
Also i would like to see proof of this accusation.
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What is the purpose of this game? All it does is reward you with lines of code and fakeness. Games are played to have fun.
All I see are bad guilds who jump to a server to win. Not FA or TC’s fault.
If it isn’t OP please explain why Anet reduced the damage of it in SPVP?
I’m a necro though with a staff so I dont’ really have problems with giving back your confusion to you. I just feel sorry for the other classes.
While I appreciate the OP’s enthusiasm I have doubts as to the results of the proposed changes.
I would think, instead, that the larger a group becomes the slower it becomes. This would encourage very large groups to split up to move more quickly.
The thing is, you’ll never eliminate zerging. Numbers matter in battles. The more troops one side has the better for them.
The way to counter the zerg would be to increase the AoE limit to groups. Allow AoEs to impact 40 people – that’ll spread people out.
You could provide incentives to smaller groups and more penalties for being in a big group but… why?
What exactly are you looking to do with this? Are zergs really an issue as such or is it just something that you are bored with?
The reality of people is that they group up. The larger the group the more people join in. We do this in our every day life all the time – if a shop is empty no one wants to be the first to go in but if a shop is full there is a human desire to check it out as well.
Street performers do everything they can to get a ‘seed’ audience so they can grow it knowing that the larger the gathered audience the more likely more people will join it without even knowing what’s going on.
Zerging (crowding together) is a human thing. I don’t think you’ll ever ‘code’ it out of a game. Instead, I think the focus should be on being able to provide more organization for a zerg and some sort of mechanism to make being in a zerg more interesting.
Zergs/blobbing are an issue because of the skill lag they introduce. Even if skill lag was resolved, however, zergs trivialize the game. Right now, the way to win is to run around in the largest group possible, knowing that you can surf around the map without fear of ever being caught out of position (except for a massive golem rush, perhaps).
I’m fine with people playing together. I’m fine with larger map populations beating smaller map populations…
Here’s my complaint. Imagine two scenarios:
A) Group of 60 rolling around in one big zerg
B) Three groups of 20, operating independently geographically most of the time, but working together as a coordinated forceIn the current state of wvwvw, option A dominates. I think that’s a major shortcoming of the game.
wrong 20 people working as a coordinated force is always better than 60 people
These people may be the exception, properly place arrow cart, reflect, and aoe
will make those 20 people a formidable force.You can’t write off the problem with a “L2P” argument. Imagine the scenario I outlined, but with every single person on both sides of the exact same skill level. Do you still believe option B prevails? No chance.
With the exact same skill level, Option B will prevail. Why is that you may ask?
Offensively
Can hit three targets hypothetically at the same time while the enemy blob can only defend one target at a time. This means the enemy zerg either has to be incredibly fast wiping up the offensive strike or split their zerg to defend three points.
This means the Zerg will lose either 1 or 2 points depending on scouts and intel.
Defensively
The three 20 man groups only have to defend one point because their is a massive blob. We can assume defending is easier than attacking and that the three 20 man groups would all be called to defend that point thus making a 60 vs 60 with the exact same skill level making it 50/50 and even.
The reason why most see A win is because I have never seen B ever occur in WvW and also B is more centered on PPT where A is more centered on Incentives. Running in one big blob doesn’t guarantee Server PPT but it does guarantee Incentives for individuals. Another factor is that it is a lot easier to form one big blob then have smaller coordinated groups.
Now imagine your scenario but with 4, 5man groups and and 4, 10man groups which still equals 60 men. When you attack you can effectively take 4 supply camps and siege 4 towers at the same time. Lets see one blob zerg defend against that.
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How to beat a bigger zerg. Have better trained people.
Perhaps it isn’t ANETS fault for the zerg mentaliity. Perhaps its ours. As shown above a well coordinated group can effectively hold a zerg at bay. Yes maybe all the players in the zerg were bad or they were scared or they suck but it is still possible.
The fact is maybe the players are playing WVW wrong because all they have known is Zerging. This is why I vote people should start making guilds or even small based groups that can effectively assist a larger zerg on a map. A force like that could effectively ninja things, or divert the zerg which with the case of the new culling can be easily retreated from. The greatest strategy for defeating a zerg that you can’t kill head on is to divert and separate their forces until you can kill it. Although I still see commanders charging head first trying to bang their heads against a bigger zerg and fail multiple times and then they get angry. Start commanding better and perhaps your men won’t die.
Yes there are incentives to running with a zerg but when people start realizing that it is a lot more fun to be outmanned and win, then mindlessly pressing 1 and having a false sense of accomplishment, then people will start running in smaller groups. Of course bigger groups will always exist.
The Player is playing WVW wrong.
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Most played Classes: Elementalist, thief, mesmer, Guardian, Warrior
Medium Played Classes: Ranger
Least Played classes: Engineer and Necromancer.
With all being said skill level varies upon players. There can be good and bads of all these classes however the entry of skill level are different for each. You would have to put a lot more effort playing a necromancer than you would a thief or a elementalist.
I think people have noticed this and that is why you see people who want an easier class they can handle that has a predestined amazing build that has already been found.
IMO, I find Necromancer’s extremely undervalued in zerg vs zerg because there aren’t a lot of them. In theory 4 necros can effectively make a 20 man zerg miss attacks for 20 seconds, have poison which decreases healing for 20 seconds. This would effectively make zergs useless. The reason people haven’t bothered with this is that its hard to get four necros together in wvwvw because there are so few of us. Also I run a power build because I found condition spreading isn’t as effective due to the zerg’s capability of cleansing every second.
I also have a D/D ele specced with the famous DAphoenix build. Its pretty easy once you know rotations. However for some odd reason I find my necromancer a lot more fun even though its more demanding. Go figure.
Lol, i found it borderline embarrassing. TC and FA took turns over 1-2hrs trying to cap the keep. At no point did you guys engage each other and neither came close to capping it as well. Hell, i doubt TC would’ve made it into the outer courtyard by themselves if it wasn’t for FA golem rush breaking down the outer gate.
Nothing personal really, you think you did well and i managed to pickup a tonne load of badges from FA and TC. Overall great fun and props to RISE and CO (impossible to put in any order), for organizing the defenses.
Btw my opinions are my own and have nothing to do with the server.
“Lol I found it Borderline Embarassing”
“Hell I doubt TC could have made into courtyard by themselves….”
“You think you did well.”
“Nothing personal really”
RULE #1: When someone says nothing personal really or no offense, prepare to take it personally or be offended.
To all those FA who believe in 2v1. It happens to everyone. You guys sure don’t seem to care about Kaineng.
You had some pretty epic downed state wins. :P
Close this Thread, TC WINS NA and PIKEN WINS EU
Funny that they are both Unofficial Roleplaying Servers
I don’t like these kind of videos. Its just a mess of people and isn’t entertaining to watch except for the people who actually are in it.
People like underdogs, for example the 5 v zerg videos and the 1 v 1 or smaller group videos because they can see whats actually going on.
To be a bandwagoner you have to be from another server and bandwagon off to another one. TC naturally had a high population due to the organization of mass roleplayer exodus to this game via guildwars2roleplayers.com
During pre game launch two servers were chosen for unofficial Roleplayer havens. [EU] PikenSquare and [NA] Tarnished Coast. Due to the high population of roleplayers it is somewhat difficult to transfer or bandwagon to TC thus TC remains the least bandwagoned server among the three tiers.
Also I find Highly competitive players steer clear of roleplayers due to the misconception that they are terrible at every aspect of the game except roleplaying. Thus making highly competitive guilds steer clear of transferring to TC.. which means less chances of bandwagoners.
This is my two cents.
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The actual skill mist form normally can’t be immobilized but the downed state one can. If they are in downed state mist form already, yes it can be immobilized.
Vapor form or mist form in downed state can be immobilized! <—— the key to kill those pesky ele’s near keeps/towers.
In short the answer is, NO.
Think of it as a business side rather than fairness or individual. WvWers have asked for progession to make thier WvW more fun and rewarding. If ANET was to release this already giving veteran players titles then there is no point to this progression update. This update is to keep players in the WvW Universe and to invite new people who might be interested not to hand veteran players all their progression and therefore making progression useless. ( I might see them giving us a little head start though.)
If you are a veteran of WvW then you already know all the things about it and so you have an advantage to people just joining. Think of it as practicing before a big race.
ANET is a business and must think like a business. If thier existing consumers complain though then they might implement a head start for those existing WvW consumers.
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Invite me too! Always good talking with fellow necros and new setups to test.
Mobility
The only mobility we have is warhorn 2 which gives a 15s swiftness.
Other Notes
Our fears do damage and also we fear when we get dazed/stun/feared/immobilized/whatever. This disrupts peoples combos or instant gibs. Also our elite can be interchanged, I like our flesh golem for 1v1 but like the plague form for zerg v zerg. Also our traits in our line for our precision tree we can use wells use ground targeting for when we need to defend on walls. I usually have time to change my traits when inside defending or when im following a commander for zvz.
closing
This build has everything as I took things from the hybrid’s condtion/power to the juggers toughness and the fearomancers dmg fears. When you know what classes you are up against and how they are playing you can adapt easily. For example a guardian you want to use staff at long range and then when they get close to spin to win pop your deatshrouds retaliation and they go down quick.
Sorry to any non charr necros… :P
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After trying out the juggermancer, and the conditionmancer and the hybridmancer trying to find the best build. I have found the build that fits perfectly with my way of playing.
This build can be used all around from 1v1 to zerg vs zerg. The only thing lacking is mobility, but you usually won’t need it as you will kill everything unless you are grouped up on. Why do I call it the charr build…. because I use one charr utility battle roar.
Link to build:
http://gw2skills.net/editor/?fQIQNBIhZqkRTl2MNm2o3mIke8MeBNIFvfXRKC2yA
Armor: Power Vitality Toughness (Crest of soldiers)
Weapons: Dagger/warhorn Knights (crest of soldiers), Rampager Staff (sigil of corruption)
Jewelry: Power/Precision/toughness except for back and necklace which are P/V/T (All crest of soldiers)
Unbuffed
Attack: 3165
Crit Chance: 30%
Armor: 3022
Condition bonus: 352-600
Healing bonus: 104
Health: 23600
Charr build vs Glass cannon
Most WvWvW roamers are thieves… aka thief wars 2. Most are dagger/dagger or something of the like, their all the same with high dps. (except for the p/d thief but ill come to him) The traits Spiteful Vigor and Spiteful spirit are the counter to any high dps/burst people you will come across. This along with your high toughness+ health and second lifebar from deathshroud makes anyone trying to attack you kill themselves.
Conditions
When running my other builds I had problems with the p/d thief. With the charr build I have increased staff mark area so I know I will make the hit. Condition removal is easy as healing removes them or staff 4 will put all the conditions on you back to your enemy. P/d Thieves are no problem.
Bursting.
The crit chance is at 30% for a reason in the charr build. When i want to burst I will use my well of sufffering and corruption and lock the target with immobilize. I then have two sources of getting to 50% crit chance and that is with fury ffrom entering deathshroud(5s) or the charr utility battle roar fury(8s) and also two stacks of might.
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Definately powermancer. Why? because conditions are easily removed in zerg fights in wvwvw and you end up doing nothing. Also I find powermancers easier for smaller fights as well.
I would suggest Tailoring for gear and jewelcrafting. Tailoring can cover all your armor for endgame also multiple sets if you role different builds and also jewelcrafting for all the stuff you wear like trinkets and earrings and rings.
Artificer only makes staff/scepter and blacksmith only makes dagger/axe and other useless weapons that necros can’t use.
2 Conditionmancers and 3 powermancers would be awesome. Conditonmacers would stand in back and spread stuff while the powermancers ether jugg build for tanking or wellomancer for massive well aoes and burst. Anymore than 2 conditionmancers though and its useless.
Necro has some amazing aoe skills and conditions when trained for it. They can also spread those conditions with epidemic so if one person can’t take their mass conditions off then the whole group is going to get a burst of conditions on them. Not only do we have that but we also can be used as a blinding machine. If another Zerg charges and hopefully yours doesn’t run away then well of blindness and the plague mist form with blind can really mitigate the damage. Well of blindness is also a combo field that can cause blindness with shots and stuff. IMO necro is the least underplayed class but is extremely useful to zergs…… We are also a very good counter to theifs and strip boons like a mofo.
Your mother is a quaggan! sticks out tongue
The Golem Gods of TC liked our sacrifice at Garrison so he decided to disconnect you all so we could reclaim what is ours. Praise to the Golem Gods!
How do we know they don’t have nipples? If we go by the character models with the glitch… neither do the female human models….. We live in a nippleless Tyria.
Sea of Sorrows sits upon their throne as Jade Quarry continues to thrash upon their very walls, will they eventually succeed?
Will Blackgate drop out to tier 2 as the Rise of Sanctum Of Rall comes even closer or will Tarnished Coast be able to block SOR from their goals for one more match just long enough for the looming threat of Maguuma or Fort Aspenwood forces to replace SBI.
Will the remnants of the mighty SBI empire stabalize?
Is the rising Kaineng forces a threat to the throne or will they be blocked by a tier coming up?
THIS IS North American WvWvW GAME OF THRONES!
Tarnished Coast, we have priorities next match. SOR wants to make it into tier 1 then let them earn it. We must Tier block them for one more round and hopefully the looming threat of either MAGUUMA or FA will replace SBI and then further block SOR’s rise. Once SOR is stuck here, their numbers will decrease slowly.
We are the last defense of Tier 2 WE MUST HOLD OUT one match longer! Let them regret throwing a match.
I wish you luck SOR but our defense will hold strong.
Don’t listen to them. Making gold not only helps you but they can buy dsicounted siege weapons to further aid their servers benefit. It is a WIN WIN situation.
Also call yourself the Official TC ArmsDealer… people like shows(RP) hence the golem god. ;P
I run a hybrid condtion/power dmg necro close to the FERAL NECRO build on these forums with basis on condtions. I also have 30 in soulreaping and I can say that if your going to be a dmg or glass cannon then this trait is necessary for up to 2 full health bars or more depending on if you use selected traits. Makes your glass canno survive a lot more. I haven’t tried it on a full tank though….. but I’m sure you would be unkillable but your damage really lacks.
Wait for them to max their buffs then rip them from them and watch them die. Key is the timing in corrupt boons to take off their protection. Also works for Tank guardians.
Once boonless the DnD ele is weak.
Also if you see them switch to water, and you have conditions on them, pop all your fears for more time for your conditions ( Since ele’s remove condtions in water form) before reapplying.
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IS THERE NO ONE ELSE
Are you saying BG Oceanics don’t give you a good point lead and cap three BL’s fully during oceanic?
Are you saying that TC/SOR has amazing Oceanic defense?
As for BG NA you are par with our servers but you have it labeled as your weakness in your recruitment forum and thats why you recruit NA players. I only listed the strong primetime zones of each server and was wondering what SBI’s was.
Sorry if you were offended but I hope you don’t have your panties in a twist.
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Is SBI oceanic primetime too? Because it sucks when NA primetime has SOR/TC fightning and then when Oceanic comes around BG gets a free pass.
Depends on your playstyle in WVW. If you want to take on zergs with turrets then your practically useless and WVW is zerg based 70% of the time.
A turret engineer can do pretty kitten well though being stationary defending points against small numbers. (Which usually zergs come to cap).
Pro: Defending/attacking against 1-2 at a stationary locale
Cons: Not viable with zergs because of mass aoe destruction of turrets , Slow cooldowns so make sure you dont move from turrets. Mobility restrictions.
The TankCat build(Potions, Shields, Utility) is awesome for tank + Retaliation and makes the enemy kill themself.
Pro: Good Survivability, Good damage if they attack you and have high dps.
Cons: Your damage is terrible without retaliation , Tank Vs Tank is long fight
Nades and Flamethrower are your AOE so if you spec into these you will most likely be useful against zergs since its all about blasting mobs of people. Spec Accordingly.
Pro: Depends on Spec dmg/survivability/crits/utility/mobility
con: Depends on Spec dmg/survivability/crits/utility/mobility
If you know how to use your tools and spec into them properly and know when you will not be useful and when you will be, then you will have no trouble in WvWvW.
My server, TC got utterly destroyed last night why? Because our Oceanic defenders have only known to defend TCBL. As soon as EB became all green I knew all those EB players would either swarm TC or SOR BL and eventually it ended up with us.
Our people tried to defend to the best of the capacity but we couldn’t hold onto our BL with the EB+TCBL zergs of BG.
I think during that time if that ever happens again, yes we do need some defenders but how do you seperate a larger force and make the tick not reach an all time low? Guerilla warfare. Go where the zerg is not and capture points. We needed some people in EB running capture and runs just to seperate a big force into small groups of coverage.
Sadly our force piled up in TCBL and got romped head on. I am not a commander but I wish I had that book at that time. To any commanders on TC reading this we needed to change up our Defensive night strat next time that happens.
The hotkey in your Language bar for switching languages is left alt+ shift. If you start typing chinese characters its because you accidentally pressed these. Either press the hotkey again or go to your Language bar (bottom right of screen says EN or whatever language) Open it and delete chinese simplified all together.
Reserved for further class thingies and further stufff for DEM NECRO GUIDES
This thread is to compile all the possible counters when facing all other classes with the necromancer in WvWvW. Please feel free to add suggestions so that all necromancers may benefit to playing better.
I run:
Juggermancer Build
My counters are viewed on those but some counters apply to just our main class and aren’t needed to spec.
Thief Counters
Thieves
thieves usually rely on heavy initial burst damage. The longer you drag out the fight the better the chances of survival.
1. Retaliation: Retaliation is the bane for all burst dmg dps. We have two traits in the spite trait line called Spiteful spirit and spiteful vigor. Both apply retaliation either on deathsrhoud or healing.
2. Deathshroud: Practically our “Oh Kitten” button. Use it to take most of the hits initially and as above if it gains retaliaition you will dish out dmg.
3. Staff Circle standing: As soon as you see a thief stealth put down all your marks in one spot and sit on them.
4. Fears+daze(Dagger 4): When you see a thief low on health they will most likely try to stealth. This is when you will daze them with dagger 4 or pop your staff fear and deathshroud fear to give your conditions time to hit them for more.
5. Stealth bubble Whenever a stealth bubble/house pops up the thief will be waiting in there until its gone for the buff. This is the time you place all your marks on it and pop deathshrouds life transfer.
6. Condition theif: Consume Conditions heal + Transfer condtions with Staff 3 and sometimes use Deathshroud to absorb condition dmg.
Guardian Counters
The guardian is usually a beast of a tank and will absorb pretty much anything with its +healing abilities and boons. Damage can still be reasonable but not much to worry about.
1. Removal of boons: This is key to fightning a guardian. If you can’t remove the boons then your in for a tough fight. Spinal Shivers (Focus 5) removes three boons, well of corruption does Dmg and removes a boon with a tick and corrupt boons removes all boons and poisons you. All are viable counters.
2. Conditions don’t help: If it all possible do not apply conditions on the guardian as they can convert said conditions into boons. If you are doing so make sure you can corrupt them back so that his condition to boons is on Cooldown. Which means open up with conditions and if you see all your conditions removed and the guardian buffed, pop your corruptions.
Engineers
I haven’t seen many engineers in WvWvW but there is really only one you need to worry about or that you might have troubles with and this is the TANKCAT build.
1. Retaliation is not your friend: Simply put if you see retaliation on the engineer , corrupt it, remove it or stop attacking. This engineer is usually built for tanking and uses retaliation so that you kill yourself.
Elementalist
Another class that most people hate fightning. Elementalists usually run a Dagger and Dagger build with boon coverage and healing power.
1. Removal of boons: Removing the elementalist bunker build’s boons will utterly make them squishy.
2. Interrupt their chains: A elementalist will purely hate you if you interrupt their combos. This can be easily achieved with fears/daze. This also will throw off the timing of changing their earth/water/fire/lightning.
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The theif speciality AKA stealth is going to be nerfed anyways if they ever fix it (Fix culling will nerf the stealth they have or if they nerf stealth itself). In this thread I’m talking about balancing thieves and the problem with culling not about any other classes.
The fact that in any other game with stealth if you take damage you come out of stealth is viable. Not only does this make thieves have to be concious about conditions on them but also about timing and this also makes the opposing side non-thieves have to think where they might be in order to knock them out. Quite simple really.
Dunno, a thief that can kill one person fast. But a mesmer can portal in a whole zerg that can kill 20 people fast and take a whole tower/keep.
I would argue that a mesmers portal ability is more powerful than a thiefs ability to beat someone in a duel.
Thread isn’t about mesmers. It is about thief stealth.
Build a Ram on the corpse and take a picture and post it in your WvWvW thread saying " You got rammed by insert server here"
Best thing to do. See how many people you can ram.