Hmm… did you miss the SR 15 pt at all? I love my auto spectral armor…
I have tried 10/20/25/0/15.. That has worked pretty well, although as always, I miss my Blood traits.
I didn’t notice it, actually…then again I am just getting back into the game after a long break. I forgot that trait even existed, heh. I’ll play my current build some while aware of the difference, then give 10/0/25/20/15 a shot. I will miss Chill of Death, though.
So many good traits, and I can’t have them all…argh!
That’s almost the same as what I run. 0/20/0/20/30 with mostly Knights but a mix of Berserker and Cavalier. I love the build but I was thinking there must be some way to improve it with the patch but I’m not sure yet. I really want 10 Spite but don’t want to give up anything.
Try the buffed Grandmaster minors in Death and Blood, they are pretty nice now.
Last night, I decided to go crazy and mix it up…switched to 20/0/25/25/0, same everything else. Turns out I like it a bit more! It just feels…free-er, or something. My overall damage and survivability actually increased (despite the loss of stability) thanks to those minors and the buffed Reaper’s Protection. Pretty weird but it ended up working out…give it a shot and see what you think.
I wanted to try a build that has 100% crit with high armor and see if I could sustain my health via siphons that way.
The only thing is if it wasn’t useful I didn’t want to waste my laurels so I haven’t tried it yet.
Simple answer – No it isnt, No need to waste time and Laurels as it simply isnt. The Siphons scale poorly with stats such as Healing power as well which really doesnt help.
I would never use healing power, it gimps damage too much…
My idea was to use the Knights gear that has precision as a main stats plus runes and traits and food to reach 100% crit(with Fury), and thus proccing Vampiric Precision on EVERY attack. Auto attacking with the dagger would heal for roughly 300 per second from vampiric precision+vampiric, and then you add on blood sigil, lifesteal food, regen boon, etc.
I thought maybe it would be enough to build around but meh.
My current power necro build does this, you can only get up to around 80% crit with Fury though. I do 0/20/0/20/30, knight’s armor and weps with those ascended trinkets that are like Berserker’s but have a tad bit of Vitality on them too. Condi mesmers can screw it over pretty hard, and it’s missing some of the really nice Spite traits, but otherwise it works pretty well and is excellent in duels.
I thought that the new siphon signet would power the build up a bit, but in practice I have found that CC still works better due to its full condi clear. If you don’t use CC then you have to slot something like Well of Power, which is nice but kind of breaks the build’s flow a bit.
I had just came across this same idea after realizing my current runes were terrible (a hodgepodge of the cheapest-thing-I-could-find).
So, I logged in to check and Pack runes are ~1g10s atm, which was considerably more than I was hoping for =\
I blame this thread for a sudden increase in demand.
Plot twist: I bought out the entire supply below 1.1g before posting this thread! Bwahaha!
To attempt to get this thread back on topic: I really like the downed state system. It creates this tactical mini-game within the larger pvp experience. Then again I main a necro and always carry plenty of interrupts, so I may be biased, but to me interrupting a key revive and capping a point because of it is a nice little thrill.
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Motoko, the attached photo is how I like to imagine you.
I always try to treat arguments as a learning experience. I think that in proper debate both parties have something to offer the other. However, it’s pretty clear at this point that nothing good would come of this discussion. The tone of your posts implies that you are not interested having a conversation, you are only interested in expressing and defending your own opinion. Nothing wrong about that, but I will not waste my time with it.
I wish you many happy returns.
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That is an interesting question to ask me – and unique as no one as actually asked me that other than just defending the hell out of GW2 and attacking GW1.
What the kitten?
This is a thread about what things people like about gw2 pvp. Obviously we’re going to be talking about things we like about gw2 pvp. No one is “defending” gw2 pvp because there’s nothing to defend it against; we’re just talking about what we like about it.
Even more ridiculous – no one was “attacking” gw1 pvp, no one even mentioned it until you did. You came in here and interpreted our statements as fanboyism and “attacking” gw1 pvp for no reason at all. lol
And yes, I did play gw1 pvp for several months at a variety of skill levels. I stopped because it didn’t really appeal to me. You seem to have this attitude that if someone likes something you don’t like, or that if someone looks at the same data as you and comes to a different conclusion, that person is automatically wrong. I would advise against pursuing that fallacious line of reasoning. It might make you a tough guy on the internet but it won’t count for much else.
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Hey all.
Permanent swiftness is a very important part of any WvW necromancer build. We need all the mobility we can get, and in the huge battle landscapes of WvW the ability to get from one place to another a bit more quickly is very valuable. I’ve been achieving this in my WvW power build by putting 20 points in Curses for Banshee’s Wail and 10 in SR for Spectral Mastery (getting some boon duration would also work but I don’t want to put any points into DM).
Recently though I’ve been tweaking the build. I have not been happy with my Runes of Vampirism as of late. They work fine, but ever since Mist Form was nerfed so you can’t cast heals in it anymore it has lost a huge amount of its value. The last straw was when I was in the middle of my healing cast and the runes triggered, canceling the cast and I died to condition damage as a result. So I went looking for another set of power runes and came across the Runes of the Pack. Here are the bonuses:
(1) +25 power
(2) +20% swiftness duration
(3) +50 power
(4) Chance to gain and grant might, fury, and swiftness to nearby allies when struck. (10s ICD)
(5) +90 power
(6) +100 precision
Let’s look at what this means:
- +20% swiftness duration means that you don’t need both Banshee’s Wail and Spectral Mastery to have permanent swiftness! So you can save those trait points or slots for something else and further diversify your build.
- +100 precision helps offset the loss of crit % from removing points from curses since you don’t need Banshee’s Wail anymore.
- The 4th bonus is another source of swiftness and also gives you fury and might – important boons for any power build.
-They’re cheap! IIRC they were like 30 silver a few days ago. Apparently they’re now around 1.1g.
For my build, I was able to take 20 points out of Curses and spread them around. I’ve rounded out my build a bit more and haven’t noticed any negative gameplay differences. I wanted to share this discovery with you guys, hopefully some of you will be able to make use of it.
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I’ve been running several variants on a vampire necro since release and I disagree.
1) The healing you get from it means you don’t necessarily have to dodge any damage coming your way. If you’re worried about getting interrupted, just toggle DS for stability before using it.
2) It deals “crap damage” because it heals you at the same time. See Axe 2, which does more damage faster but doesn’t heal you.
3) Mine heals me for 5k max while dealing 4-5k in WvW after factoring in all my siphon bonuses. That’s close to as much healing as CC, except dagger 2 is on a 12s cooldown. Given that, I think it needs to be harder to pull off than an actual heal spell, hence the channeling time.
If you want to do as much damage as fast as possible then just use dagger 1, it’s a tradeoff.
I guess I couldn’t complain if it got buffed since I use it so much already. However I disagree with your evaluation of the skill in its current form.
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Combat system is second to none. Dodging is such a cool mechanic, it adds a new layer of tactics to fights. The various boons and conditions create a lot of different battle situations to consider. And being able to max out a tree with less than half of your spec points means there’s lots of build diversity within a class.
Yes, but that’s really not the intended use. Now that you’ve told the developer about it, I’m sure they’ll put it at the top of their priority list of things to fix for the next patch, thus further reducing Necromancer survivability.
I don’t think that will happen. They knew about this back when they killed gaining swiftness for free by doing the switch trick with Spectral Walk. Since then it’s been months and they haven’t removed it; in addition, necros who stream have been doing it before every match for longer than they were doing the walk-swiftness thing.
At this point, either they don’t care, or the fix is rather complex and thus gets low priority.
Terror does extra damage per tick if there’s another condition on the target. However since Torment wasn’t added until recently, it seems like the code to check for extra damage wasn’t considering Torment. So if you had Torment and Fear on the same target, you wouldn’t get the extra Terror damage even though you should. The bolded part is saying that this has now been fixed and the bonus Terror damage will work no matter what other conditions are on your target.
Just want to point out that you can already start a match with 30% life force. Before the 10-second countdown, switch 2 of your slot skills to Bone Fiend and Shadow Fiend, and switch your elite to Flesh Golem. After the countdown starts, summon each of the minions, then change the slots back to what you really want. When each minion is despawned (as a result of you switching out of those skills), you’ll get 10% life force, more if you have Gluttony, and the skills you switch to won’t be on cooldown.
If you’re worried about not being coordinated to switch all the slots back in time you can do it with just 2 of the slots. Doing all 4 slots might be possible but I haven’t tried it.
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How much damage they’re doing per hit isn’t directly relevent, the fact is, the old system is much more effective against multiple hits, which is very common, whereas the new system is only more effective in situation where you’re getting hit rather slowly. The most obvious case in point s a 1vX situation compared to a 1v1 situation: the 1v1 might give comparable or even favorable results for the new system, but in 1vX, the old system wins hands down every time.
Also why did they reduce the amount given by spectral walk on top of the ICD…
A good point, I’ll concede it. So given this change it looks like necros would be better as back point bunkers (1v1 and occasionally 2v1) than in mid. Getting assist-trained in WvW still sucks, possibly more than before depending on how severe the extra-damage-while-in-DS bug was. Thanks for the discussion.
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But in the majority of situations it’s a nerf to spectral skills. Spectral walk is nerfed in every situation, so won’t even bother there, but even with spectral armor going up to 8% lf per hit, because of the ICD, it’s only more effective if you’re getting hit less then 2.6 times per second. Now i don’t know about you, but I see an awful lot of fights were I’m getting hit more often then that.
That makes sense, but it also depends on how much damage those hits are doing. If you’re running Rabid or Soldier amulet, it’s likely that even 3 or 4 hits in a second won’t deplete all that life force before you get it back. Most of the direct damage sources in the game are less than 1k damage per hit (think mesmer clones, thief dagger autos, flamethrower, guardian hammer hits).
Unless your opponent chooses to use their 2-3 attack burst combo on your death shroud bar, which is silly, I think it will be comparable if not better. We’ll have to see it in practice though, I concede that it could go either way.
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I for one don’t understand how death shroud was nerfed. At most, the change means that you will take full damage from one attack if that attack puts your DS over the edge. The way Nemesis and others are talking – getting beat on by multiple players at once – it really won’t matter that much due to the large number of attacks. Being able to “block” a single thief backstab when you’re out of dodges and low on LF and DS is off cooldown is an incredibly specific situation anyway.
Not to mention that a good number of our life force generating abilities were buffed, especially Spectral Armor. Has anyone else played around with a DS-bunker build since the last patch? It’s hilarious, you can stay in DS for a full 30 seconds now, while people are attacking you…
If your argument is that necros can’t escape like other classes, then yes, you’re right. But if you’re saying that DS will be worse off after this patch I really don’t see it.
EDIT: there’s also the bug fix where we were/are taking more direct damage than we should while in DS, that could be significant.
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Just want to point out that you can already start a match with 30% life force. Before the 10-second countdown, switch 2 of your slot skills to Bone Fiend and Shadow Fiend, and switch your elite to Flesh Golem. After the countdown starts, summon each of the minions, then change the slots back to what you really want. When each minion is despawned (as a result of you switching out of those skills), you’ll get 10% life force, more if you have Gluttony.
On topic: I think this patch was a wash overall for necromancers. Lower damage, more survivability, evens out. Only significant change will be increased build diversity due to not being force to take Greater Marks to make staff usable.
In my opinion this patch was a wash in terms of buffs/nerfs.
Good
-Staff is now usable without 10 points in DM, frees up 10 points for many, many builds
-Life force gain buffed in lots of places, especially on Spectral Armor. Any build with 15 in SR got a good survivability bump
-Spiteful Vigor down to Adept
Bad
-Can’t survive a fall from any height without penalty anymore (can still survive higher falls than all other professions)
-Greater Marks up to Master, who cares, not necessary anymore
-Spectral Walk LF gain nerfed, could be noticeable during play
-Terror damage reduced to balance out Dhuumfire condition builds, expected, builds won’t change because of this
The only significant gameplay change I see coming out of this is more build diversity due to increased default mark radius.
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Each stack of might is equivalent to 35 power at level 80. Do da maff.
I was experimenting with a well/siphon build a while ago. Check my sig for the “watch the health bar” link. It’s very effective at staying alive, but like Mammoth said it lacks stability so at higher levels of play (which I don’t play in atm) it could be difficult to hold the point. There are a few clips where I get bounced around quite a bit.
If I ever try it again I would ditch the 10/0/30/30/0 build for something like 0/0/10/30/30, get boon duration runes, and flash DS while siphoning as much as possible. Solider or Cleric ammy.
Anyway, give the vid a watch and see if it helps you.
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I run a 0/20/0/20/30 vampire spectral WvW build. Full knights but I have some ascended trinkets that are berserker or cavalier. It works very well in duels and roaming around but it’s difficult to do much in huge zerg fights due to the short range of our power weapons.
Depends on what you want to be doing in wvw tbh. If roaming around and duels is your thing then knight’s armor will serve you very well.
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I will just stick to my old well build. I really need my 20 points in death magic and blood magic… I tried running without and no way.. i love my well CD ruduction and health siphoning to much. Feel to squishy without
*secret blood magic high five *
I tend to agree with Nemesis. In any competitive game there are certain abilities or effects that make you excited just to read them. Things like guardians’ new AoE stunbreak (whaaaaaaaaaaat) or mesmers’ vigor on crit, or thieves’ 100% crit from stealth. Even if these things are balanced, they still just seem so powerful that it makes you excited to think about using them, which makes you want to play that class.
The GW2 community at large just sort of expects that necromancers are a bad class. However now we have some exclusive cool stuff that is exciting to read because you can picture the possibilities in your head. So people are taking notice and reacting.
Give it a month or two to see how it plays out. My prediction is that there will be a surge in popularity for a bit then it will drop back down to slightly-higher-than-before levels.
say whaaaaaaaaat
Yeah, the Shielded Mind trait makes Virtue of Courage break stun and grant stability to everyone it affects now.
aaaaaaaaaaaaaaaat
say whaaaaaaaaat
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All other stunbreaks happen right when the skill is used, so for consistency I don’t think the well pulses it. Even guardians don’t get AoE stunbreaks.
I mean, yea, it’s disappointing, but given everything else we got I’m willing to overlook it for another month or two.
Since you have Rabid gear, you’re not going to get much use out of power. Go with the second build. Take Terror. Use the necro runes if you think you need the extra fear duration, otherwise use undead.
Builds that have high healing power get that trait anyway, there’s no extra investment required.
Did they change Vampiric Precision too or just Vampiric? I know the notes just say Vampiric but it seems strange to change one and not the other.
So the burning says it applies for 4 seconds, but to get it, you have to have 30 trait points in the Spite line. Does that mean that the base amount will be 5.2 seconds? Also, do crits from life transfer apply burning?
Yes, yes but the internal cooldown means that you’ll only get the burning on one target.
I agree with that interpretation, but also haven’t tested it. I’m interested in how much bonus power/healing is needed for each point increase.
Roaming as a necromancer is pretty hit-or-miss because we don’t have a good way to disengage from multiple opponents. Some days you’ll wreck fools and others you’ll get run over. Doesn’t stop me from roaming, though, it can be pretty fun.
Since you’re doing a full berserker build I would recommend using defensive utilities (like well of power or spectral wall) and lifesteal food + traits + sigils. You already have plenty of offensive stats from your gear so you can afford to invest in defensive traits. I would suggest 20 in Curses for Banshee’s Wail and slot Spectral Walk so you can get perma-swiftness. Throw 20 in Blood Magic, take II and V, and your dagger 2 channel will deal over 5k damage while healing you for 5k. Finally put 30 points in Soul Reaping for the stability on entering DS, you’ll need it. Good luck!
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If these are true, we’re going to be considerably overpowered. Though I don’t know a single person whom would take “Dhuumfire” over “Close to Death” having to spend 30 points in Spite. It should be a minor trait.
I’d use Dhuumfire over Close to Death in my Facemelter build, for sure. Any hybrid build would get good use out of it.
Complete leaked list of changes for all classes here: http://pastebin.com/2rrFg9pS
Notes marked WTF are so good that they make me think this leak is fake. Others listed I think are worth commenting on.
Corrupt Boon: Reduced the maximum amount of boons converted to 5. sadface
Spectral Wall: Normalized the amount of protection gained to 7s for allies. Replaced the Vulnerability with a 1s fear when enemies try to cross the wall. Added 4% life force gain on hit. WTF
Well of Power: This ability now breaks stuns. Added 1s of stability. Cooldown reduced to 50 seconds. amazing buff for the build I’m running right now
Well cooldown reductions WTF
Unholy Feast: This ability now removes 1 boon from each target hit. WTF
Spectral Armor: Reduced the recharge to 60s. woooooooooo
Signet of Spite: Now applies 2 stacks of bleeding for 10s, blind for 5s, Cripple for 10s, Poison for 10s, 5 stacks of vulnerability for 10s, and weakness for 10s. Recharge reduced to 60s. woooooooooo
Death Shroud: No longer removes the Spectral Armor buff.
Death Shroud: No longer removes the Spectral Walk buff. WTFFFFFFFFFFFFFFFF
Signet of Undeath: Increased cast time to 3s. boooo
Locust Swarm: Increased the radius to 210. Increased animation size to better reflect it’s attack area. yay
Putrid Mark: This ability will now transfer Blind to enemies it strikes, instead of missing. thank allah
Death shroud: New ability #5 – Dark Binding: You tether all enemies within a 600 range, constantly dealing Torment to them over time. At the end of the cast, Dark Binding immobilizes all affected enemies still within the radius. WTF
Death Shiver: Vulnerability applied every 3 seconds while in Death Shroud has been increased to 3 stacks for 10 seconds, up from 1 stack. WTF
Everything in Soul Reaping WHAT THE ACTUAL KITTENING KITTEN WTFFFFF WHAT THE WHAT KITTEN THE WHAT
Everything in Spite awesome! huge buff to my Facemelter build
DS bunkers are gonna be insane……like really insane….kitten
They’ve certainly achieved their goal of increasing build viability if this is true…
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•Spectral Grasp: •This ability will now pull the full 1200 range, instead of 900.
•Spiteful Talisman: •This trait now works with Reaper’s Touch in PvE.
HOLY KITTEN, YES, THANK BUDDHA, FINALLY
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I use Sirlin’s definition of viable: a strategic choice (in this case, a build) is viable if it is reasonable to pick or play at a high level, or if a player or team that makes that choice has a reasonable chance of winning high-level games.
Viable does not mean “as good as the best thing”.
Dark Path was made unblockable last patch. Did you notice CB and Epi not going through blocks in WvW? Like I posted above, CB went through a block in sPvP for me yesterday.
… which is better than nothing at all…
Ahh the new found mantra of A-net. If you continue down this path, all of these little choices of “better than nothing” will lead inevitably to people taking the choice of nothing and moving on.
Like I said, we needed this technology anyways. It’s great that it can fill some of the roles of observer mode before we actually have observer mode
So is this then confirmation that a full observer mode with a higher limit of concurrent viewers is actively being designed/developed/tested?
It must be a disconnect in communication. I assumed, his original comment meant that there were technical limitations preventing observer mode. Now it sounds like it is something they are working on…Clarification please.
There are definitely technical limitations we have not solved.
I understand that, my question is still there though – is the plan TO solve them and release a full observer mode?
I hope you realize that he can’t answer this question if he wants to keep his job.
Didn’t know you signed his paychecks…
I don’t have to – it’s like a standard clause in most any employment contract.
Who is going to actually pay for those?
If only other multiplayer games had dedicated servers…we could look at those and see however many hundreds of them there are…the historical precedent would be useful…oh well. /sarcasm
GW2 is an MMO, are those other games? oh they aren’t?
A dedicated server is a dedicated server, it doesn’t matter what game uses them. There are dozens of multiplayer PvP games – mostly shooters, but not all – that rely on some people paying for servers for the rest of the community to play on. This has been going on for decades.
If you are trying to argue that there will not be sufficient people renting servers for everyone to play, that’s fine, that’s your opinion. But I am letting you know that historical evidence contradicts your opinion. The nature of the game in question does not matter. The only thing that matters is that you have a good game and you provide the means for your players to perpetuate it – and so far, every single game community has chosen to do so (if the game’s good, for several years). I see no reason why GW2 would be any different.
I’m interested if you want to explain yourself further, though, so tell me: what property do MMOs have that shooters do not have that would result in players not paying for dedicated servers?
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… which is better than nothing at all…
Ahh the new found mantra of A-net. If you continue down this path, all of these little choices of “better than nothing” will lead inevitably to people taking the choice of nothing and moving on.
Like I said, we needed this technology anyways. It’s great that it can fill some of the roles of observer mode before we actually have observer mode
So is this then confirmation that a full observer mode with a higher limit of concurrent viewers is actively being designed/developed/tested?
It must be a disconnect in communication. I assumed, his original comment meant that there were technical limitations preventing observer mode. Now it sounds like it is something they are working on…Clarification please.
There are definitely technical limitations we have not solved.
I understand that, my question is still there though – is the plan TO solve them and release a full observer mode?
I hope you realize that he can’t answer this question if he wants to keep his job.
Think about every single time you have seen a group of people take a tower or keep. What do they do? They stand directly in front of the door and beat on it, or they group around the catapults that are attacking the door. They just stand there, attacking the door. Cast things on the walls if there are defenders up there. Stand around, hit the door.
Everyone has been stuck in the same mindset about how towers and keeps are taken for months and months, which is run up to the door, drop rams, and plow on through. Now that you can’t do this anymore, the complaints roll in.
How to take a tower now? You need siege to take out the arrow carts. “But they will just build counter-siege!” They do not have infinite siege! You do, because you are the attacker and they are trapped inside. You need to starve them out. How you do this is:
-small group to man the siege that is destroying the arrow carts and other siege
-small group to defend the siege man-ers
-small group to secure nearby supply camps so you can keep building more siege
-small group to defend the supply camps so the enemy can’t build siege
-small group to cut off reinforcements to the tower so they can’t bring in supply from elsewhereHey guys, look at that, Anet solved the zerging problem! Which you’ve all been asking for, for months!
As defenders I would prolly do this:
-medium group to kill the siege and their guards
-redirect medium group to kill the small groups running from and in the camp and grab supplies.
-redirect the medium group to kill the last small group running around being idiots.Hey guys, look at that, Anet has made the problem even worse! Which you’ve all been asking for, for months!
See my other post. Arrow carts out in the field or at the supply camp will deal with the medium or large groups sent as counters.
If they send a huge group, take something on the other side of the map.
So in the open field… people would never think of splitting up and not standing in the red circle?
Unless ofcourse you have 10 arrowcards, mighty be semi possible then.
Oh hey, no longer doing any fight? arrowcartwarsj mewkæfgjlædgds dsfgdfsgdsgdsfgs
Can’t belive people are so bloody stupid I don’t…. I dnoq werq kijtrkæeatgi rejæig krlejrhkhdhszd gi gijsgjt iwaopægtjuiwap tjgopgj oi grpæoji gwaopjf iowae jfipwajfi skl.nxmbncvxnbjfxkfdgfdhudghursilruhyrliuhgdrlghdlg d h guidfudg luilr liu drf huilrd ghuirlo glhgluir hgruilglhbdgdrzl dxu hlghrdguirolwerq kijtrkæeatgi rejæig krlejrhkhdhszd gi gijsgjt iwaopægtjuiwap tjgopgj oi grpæoji gwaopjf iowae jfipwajfi skl.nxmbncvxnbjfxkfdgfdhudghursilruhyrliuhgdrlghdlg d h guidfudg luilr liu drf huilrd ghuirlo glhgluir hgruilglhbdgdrzl dxu hlghrdguirolwerq kijtrkæeatgi rejæig krlejrhkhdhszd gi gijsgjt iwaopægtjuiwap tjgopgj oi grpæoji gwaopjf iowae jfipwajfi skl.nxmbncvxnbjfxkfdgfdhudghursilruhyrliuhgdrlghdlg d h guidfudg luilr liu drf huilrd ghuirlo glhgluir hgruilglhbdgdrzl dxu hlghrdguirolwerq kijtrkæeatgi rejæig krlejrhkhdhszd gi gijsgjt iwaopægtjuiwap tjgopgj oi grpæoji gwaopjf iowae jfipwajfi skl.nxmbncvxnbjfxkfdgfdhudghursilruhyrliuhgdrlghdlg d h guidfudg luilr liu drf huilrd ghuirlo glhgluir hgruilglhbdgdrzl dxu hlghrdguirol
If you can’t get close to the arrow carts, then siege them from afar. But now they’re going to send a small or medium group to take out THAT siege, so you need to defend or send your own group out…..
Interesting counterplay going on
okay then, answer me this. Let us say you are attacking briar that has several countertrebs up. They will always take out your treb or catapult before you hit them. You can’t go close to the tower at all. How are you suppose to take it then?
Several? Why are there so many trebs defending a tower of all things? And your statement “they will always take out your treb or catapult” is misleading, it assumes a lot:no human error, perfect scouting by the enemy given the long range of trebs, etc.
Under normal circumstances, it’s not hard to figure out. They have a limited amount of supply and you don’t. Build trebs simultaneously in multiple locations (every time I see multiple trebs build, they’re all within like 100 feet of each other…wtf. I mean like half a mile apart from each other) around the tower, close to max treb range. Once those go down, build more. Keep doing this and defending the spots until the defending trebs are down. Then move in closer and set up the next round of siege. Prevent more siege from being carried to the tower with small groups.
EDIT: I’m gonna be gone for a while, got a meeting here at work for the next 1.5 hours. Will try to respond to any other comments when I get back.
(edited by lettucemode.3789)
Think about every single time you have seen a group of people take a tower or keep. What do they do? They stand directly in front of the door and beat on it, or they group around the catapults that are attacking the door. They just stand there, attacking the door. Cast things on the walls if there are defenders up there. Stand around, hit the door.
Everyone has been stuck in the same mindset about how towers and keeps are taken for months and months, which is run up to the door, drop rams, and plow on through. Now that you can’t do this anymore, the complaints roll in.
How to take a tower now? You need siege to take out the arrow carts. “But they will just build counter-siege!” They do not have infinite siege! You do, because you are the attacker and they are trapped inside. You need to starve them out. How you do this is:
-small group to man the siege that is destroying the arrow carts and other siege
-small group to defend the siege man-ers
-small group to secure nearby supply camps so you can keep building more siege
-small group to defend the supply camps so the enemy can’t build siege
-small group to cut off reinforcements to the tower so they can’t bring in supply from elsewhereHey guys, look at that, Anet solved the zerging problem! Which you’ve all been asking for, for months!
hmmm, small group everything, lets also run with small groups and split up into other objectives like our enemy…. Or we could group up, and take out each of these small groups, until they’re left with nobody.
You can’t group up now, arrow carts were buffed, remember?
Just build some carts at the supply camps, or to defend your own siege. Then if they start siege-ing that, well, now we’ve got some interesting counterplay going on.
yea arrowcart is buffed when you have to take an objective, but trying using your arrowcart at point blank range, works miracles.
I’m pretty arrow carts don’t have a minimum range. If I’m wrong and they do, just spread them out so they can cover each other.
Think about every single time you have seen a group of people take a tower or keep. What do they do? They stand directly in front of the door and beat on it, or they group around the catapults that are attacking the door. They just stand there, attacking the door. Cast things on the walls if there are defenders up there. Stand around, hit the door.
Everyone has been stuck in the same mindset about how towers and keeps are taken for months and months, which is run up to the door, drop rams, and plow on through. Now that you can’t do this anymore, the complaints roll in.
How to take a tower now? You need siege to take out the arrow carts. “But they will just build counter-siege!” They do not have infinite siege! You do, because you are the attacker and they are trapped inside. You need to starve them out. How you do this is:
-small group to man the siege that is destroying the arrow carts and other siege
-small group to defend the siege man-ers
-small group to secure nearby supply camps so you can keep building more siege
-small group to defend the supply camps so the enemy can’t build siege
-small group to cut off reinforcements to the tower so they can’t bring in supply from elsewhereHey guys, look at that, Anet solved the zerging problem! Which you’ve all been asking for, for months!
As defenders I would prolly do this:
-medium group to kill the siege and their guards
-redirect medium group to kill the small groups running from and in the camp and grab supplies.
-redirect the medium group to kill the last small group running around being idiots.Hey guys, look at that, Anet has made the problem even worse! Which you’ve all been asking for, for months!
See my other post. Arrow carts out in the field or at the supply camp will deal with the medium or large groups sent as counters.
(edited by lettucemode.3789)
Think about every single time you have seen a group of people take a tower or keep. What do they do? They stand directly in front of the door and beat on it, or they group around the catapults that are attacking the door. They just stand there, attacking the door. Cast things on the walls if there are defenders up there. Stand around, hit the door.
Everyone has been stuck in the same mindset about how towers and keeps are taken for months and months, which is run up to the door, drop rams, and plow on through. Now that you can’t do this anymore, the complaints roll in.
How to take a tower now? You need siege to take out the arrow carts. “But they will just build counter-siege!” They do not have infinite siege! You do, because you are the attacker and they are trapped inside. You need to starve them out. How you do this is:
-small group to man the siege that is destroying the arrow carts and other siege
-small group to defend the siege man-ers
-small group to secure nearby supply camps so you can keep building more siege
-small group to defend the supply camps so the enemy can’t build siege
-small group to cut off reinforcements to the tower so they can’t bring in supply from elsewhereHey guys, look at that, Anet solved the zerging problem! Which you’ve all been asking for, for months!
hmmm, small group everything, lets also run with small groups and split up into other objectives like our enemy…. Or we could group up, and take out each of these small groups, until they’re left with nobody.
You can’t group up now, arrow carts were buffed, remember?
Just build some carts at the supply camps, or to defend your own siege. Then if they start siege-ing that, well, now we’ve got some interesting counterplay going on.
Think about every single time you have seen a group of people take a tower or keep. What do they do? They stand directly in front of the door and beat on it, or they group around the catapults that are attacking the door. They just stand there, attacking the door. Cast things on the walls if there are defenders up there. Stand around, hit the door.
Everyone has been stuck in the same mindset about how towers and keeps are taken for months and months, which is run up to the door, drop rams, and plow on through. Now that you can’t do this anymore, the complaints roll in.
How to take a tower now? You need siege to take out the arrow carts. “But they will just build counter-siege!” They do not have infinite siege! You do, because you are the attacker and they are trapped inside. You need to starve them out. How you do this is:
-small group to man the siege that is destroying the arrow carts and other siege
-small group to defend the siege man-ers
-small group to secure nearby supply camps so you can keep building more siege
-small group to defend the supply camps so the enemy can’t build siege
-small group to cut off reinforcements to the tower so they can’t bring in supply from elsewhere
It’s going to take coordination from several small group all working toward a common goal, it’s going to take a bit of time, and it’s going to take skill in resource management from the commanders rather than just zerg the door. Hey guys, look at that, Anet solved the zerging problem! Which you’ve all been asking for, for months! So why the complaints…?
(edited by lettucemode.3789)
In competitive games, if someone is doing a thing, and I have a counter to that thing, the counter to my counter should not be to just do more of the original, countered thing. Can you imagine a game like that? It would make the original thing the best tactic in the game, because you could beat all counters to it just by doing more of it.
I play a condition necro. I have 4 different ways to cleanse or transfer conditions in my build. And yet fights against glamour mesmers are (or used to be) in their favor. Why? Because I get hit for 5k every time I do a transfer or cleanse. I do not spam skills mindlessly. I do not frantically click and try to get big numbers, as a necro I don’t have that luxury. I prefer solo roaming and I’ve been playing since beta. If I get loaded with confusion, I sheathe my weapon and play smartly. But even if I transfer or cleanse all conditions on myself the 5k damage still hits me. The modifier on confusion damage was simply too high.
So:
1) Unsure if the 50% damage nerf was the right amount. Condition damage needed to be brought down, but the amount is debatable. We’ll see.
2) It’s clear that confusion is not supposed to be the “be all, end all” of a spec. Now confusion is more of an addition or supporting factor of a spec. The fact that there are lots of traits for it is still good – it means you have an easy time of incorporating it into any build.
(edited by lettucemode.3789)
My Corrupt Boon was NOT blocked by a warrior using the shield block. This was in sPvP.
An unupgraded camp guard gave me a ‘miss’ on Epidemic today, I had never seen that before, even in its nerfed form. The internal mechanics of this skill were likely changed, or they just remade a whole new skill for it, but seems buggy now.
Epidemic can still be blinded…those female NPCs with the pistols throw out blinds like crazy.
