Hi all, it’s been a while, and I’m getting back to the groove of things. Path of Fire got me all excited that the game just came back to my life again.
Anyone knows who else has 5v5 PvP VODs? I know jebro is doing UGO. Not sure if there are more out there.
I just had an idea for a new type of Mastery for the Core world. Basically, if you unlock a tier of Mastery, you can re-skin your armor with other armor types.
The three types of Masteries are Light Armor Mastery, Medium Armor Mastery and Heavy Armor Mastery.
Each Mastery has six tiers, and the tiers correspond to the six armor pieces. In order, the tiers are Head, Gloves, Shoes, Shoulders, Leggings and Chest.
If you’re a Thief and you unlock the Light Armor Mastery, you can reskin your armor with Light Armor skins. I think it will be cool if you can mix and match from other armor types. But in order to do so, you would need to unlock it through mastery.
This was inspired after I had equipped The Cook’s Outfit on my Guardian.
A deflecting shot hits another deflecting shot?
both shots cancel each other out?
the shots create a /dividebyzero implosion?
create a beam struggle like in DBZ?
Both Guardians’ skill bars will change to only one button, and both players will have to mash that button fast. Whoever mashes that button faster than the other wins.
Does Maguuma Rewards Track drop Closed Beta Portals? Just curious.
Round three on this. I like the concept, and I’m looking forward to the revamp on traits for this to work. For now, I redid the build again. I’ve changed the main hand weapon from dagger to axe. http://gw2skills.net/editor/?fRAQNAW3Yjc00TbtNe2webirhSqAY6GIB+VqfhVIEA-TJxHwACuIALLDUa/BAPBAA
Arise minion!
So I’ve been dabbling again with my Necromancer Condi-Sponge. Here’s the updated build: http://gw2skills.net/editor/?fRAQNAW4Yjc00TbtNe2webinhS6HIAa2p7gM4Zp6HA-TJxHABPXGQgLCAAPBgL2fAA
Utility Strategies
- Well of Power: Use this before Plague Signet. This is for holding and contesting a point. While the enemy throws condis at you, Well of Power is passively converting them into boons. You can offload more condis with Putrid Mark or Deathly Swarm.
- Plague Signet: Only use Plague Signet when a burst of conditions has been thrown at you. After using, immediately switch to Death Shroud to either gain condis from allies or take the brunt of condis from foes. When you leave Death Shroud, use Consume Conditions to heal your base health.
- Spectral Armor: Use it when you’re low on Life Force or need extra protection while holding.
(edited by nastyjman.8207)
Can’t guardians bunker the supply depot? I think it would be strategic to hog the supplies. It benefits your team just by spamming NPCs while the other team is denied any.
Haven’t played this yet, currently at work, but I think it’s more fun to watch as a spectator. Stronghold has a spatial progression rather than Conquest’s score progression. Also, Stronghold has a lot of pushes and pulls whereas Conquest is just stationary.
The focus on tangible objectives rather than score. However the timer still and will annoy me. Pretty anti-climatic.
Maybe they can add an “overtime” mechanic. If it goes past 15 minutes, another 5 minutes is added, and all players are buffed so the NPCs are killed faster.
It may be true that the PvP community might be divided if there’s a separate queue, but at least we will know which game mode is engaging to watch and to play—think of it as survival of the fittest game mode.
It’s possible that Stronghold might tank if it’s released; maybe not. But so far from what I’ve seen, it could give GW2 a foothold in the eSports scene.
Think of Courtyard as the Stronghold right now in the Unranked queue. Normally, you’d have a Conquest build, but if it gets picked, you have to change your build under two minutes just to be competent in team deathmatch. So imagine having three game modes—you would need to remember three types of builds for each just in case.
We definitely need build templates now if they are sticking with having all game modes in one queue.
You can still make a comeback if the spread is 0 and 100. It is anyone’s game until one team reaches 250. That’s when the losing team needs to shift the momentum or they will most likely lose.
If the scores are 250 against 1, the losing team can still make a comeback if (that’s a big IF) the losing team takes and maintains a two cap. If the scores are 300 against 101, the losing team can still make a comeback if the losing team takes and maintains a two cap. Finally, if the scores are 400 against 301, the losing team can still make a comeback if the losing team takes and maintains a two cap. These calculation bars any NPC and PC kills however.
If you’re playing a match, focus on two-capping before the 250 mark. If the other team reaches 250, you must try to get a two-cap and get an advantage.
I do a quick mental math on every match. If I’m in the winning team, I quickly calculate the difference of our team’s score with 500. So if my team is at 320, the difference is 180. Now, if the losing team has a score of 139 or less, our team can relax a bit with a one-cap Why? If the other team gets a two-cap, our team will still win by accumulating 180 points and the other team accumulating 360 points. The ending score will be 500 against 499. However, this is an extreme examples and does not account for NPC and PC kills.
Now, if I’m on the losing side, I do the same quick calculation. If the other team is at 400 and our team is at 275, it will be hard to make a comeback even if our team secures a two-cap (Other team accumulates 100 points; our team accumulates 200. 500 against 475). The only way to get the odds for us is to kill about 5 PCs or 2 NPCs or kill a Guild Lord.
In these situations, NPC or Point Buffs play a crucial role in comebacks. Battle of Kyhlo lacks these NPC or Point Buffs, and it’s a map that tests a team’s cohesion in terms of securing and holding a two-cap.
Anyway, I had posted this idea way back also: https://forum-en.gw2archive.eu/forum/game/pvp/A-rule-of-thumb-on-comeback-chances/first#post4122552
Here’s a copy/paste of some score benchmarks:
If Red team has 300 points, Blue must have 101 points and a two-cap to have a chance to win the game.
If Red has 350, Blue must have 201 and a two-cap.
If Red has 400, Blue must have 301 and a two-cap.
Finally, if Red has 450, Blue must have 401 and a two-cap.
Whhhhhoooooooooooo lives in the nether under the mists?!
SpongeNecro ConditionPants!
http://gw2skills.net/editor/?fRAQNAW4Yjc0UebtNe2webCrhSqAY6HYBCWqjhWYEA-TJRJABCXGIk9HA4JAw1FBAA (old)
Anyway, I wanted to get a critique on this experimental build I call Condi-Sponge. The purpose of this build is support. You leech off condis from your teammates and send them back to a target. If that’s on cooldown, you can eat them up and heal yourself. Also, with Deathly Swarm and Putrid Mark, any three condis you get or leech will transfer to your target.
So that’s some of the reasoning behind this build. I’m uncertain with the runes and the sigils though.
EDIT: New build here: http://gw2skills.net/editor/?fRAQNAW4Yjc00TbtNe2webinhS6HIAa2p7gM4Zp6HA-TJxHABPXGQgLCAAPBgL2fAA
EDIT 2: Refined build… again. http://gw2skills.net/editor/?fRAQNAW3Yjc00TbtNe2webirhSqAY6GIB+VqfhVIEA-TJxHwACuIALLDUa/BAPBAA
(edited by nastyjman.8207)
I haven’t been playing for two months, and this update looks promising. This little shake up could keep me glued with WvW and GW2.
Currently, the way the game works is a team wins primarily by reaching 500 points. Matches end usually around 11 to 12 minutes, rarely does the timer reach zero (if it does, it’s Foefire).
I was thinking of doing a tournament where the win condition is based on the highest score instead of a fixed score. The server would be set up like this:
- 1000 Score Limit
- 10 Minute Time Limit
- 10 Second Respawn (Individual)
With this setup, it would be near impossible for a team to reach 1000 before the time ends (600 seconds * 1.5 = 900; 1.5 represents a three-cap). The objective of this tournament is to have the highest score when the timer reaches zero.
I’ve been watching some games and imagining that it follows this setup. When the matches are equal, it is riveting to watch. When it’s lopsided, it drags, but at least the game ends at a specific time. Also, “gg” can be called by the casters when a reversal is impossible based on the time remaining and the score differential.
The problem with a fixed score win-condition is delay of suspense. At the beginning of the match, it is anyone’s game until a team reaches 250. Boredom sets in until a team reaches 250. Once a team reaches 250, that team’s win chance can be determined as points approach 500. Based on my research, the team who reaches 250 is 87% likely to win the game.
With the time limit, it is anyone’s game before the 5 minute mark, but all caps, decaps and kills before this time is crucial. Cap denial is also important for the lagging team to catch-up and secure a victory. Player kills and NPC kills are also important as it closes the point differential between teams.
It would follow the same setup as real sports. A basketball game won’t end once a team reaches 100 points. I’m curious if tournament organizers would be interested in this game type. I’m planning to do test matches in the future, but it won’t be shoutcasted nor streamed as I do not have the equipment for it (kitteny laptop and no microphone). I also have a server that I can tweak to match this game type.
“…40 levels of the worst leveling experience in MMO history before we have access to the actaul game.”
I disagree…
FFXIV
That is all.
I was actually warm with the new leveling experience last night—I wasn’t aware that it was majorly hated by the playerbase the day after. I’m trying to understand why it’s generally hated. The leveling experience is more rewarding in my opinion. Yes, the skills are gated by levels now, but in between, we are getting some free stuff as well. Last night, I bought some gathering tools from a merchant, and then two levels later, I get gathering tools for free. That was surprising and welcomed.
Like the trait system overhaul before, there is a trade off with the leveling system. Before, we did not get any meaningful rewards when leveling up. Now, each level gives you free stuff that you can use.
I had gathering, dodging, tp and bank and guild open starting a new character. O.o I was able to use all of these straight away. People are blowing things out of proportion instead of actually looking around and playing the game.
Shhhhh… the hate train is still choo-chooing. You musn’t derail it.
I didn’t look at the forums last night when I rerolled an Elementalist. I had my Ele at 20 before the patch, and then deleted it once the new player experience was rolled out. I agree with your statement in that the weapon skills are actually more meaningful once it’s constantly used for a whole level. And the hearts actually give a lot of experience that it didn’t faze me at all with this level gated unlocks.
So this morning, I’m actually confused at the hate players are throwing at the NPE. Since my Ele is still level 10 from where I left off, I don’t mind leveling it to max level now that each level gives you a little shiny.
Give it another week… we’ll see if players had adapted to change or have uninstalled their client. When the trait unlock system came out, I wasn’t sure I was going to enjoy it. I’m also leveling a Ranger, which is now 64, and I enjoyed the trait hunting, so long as it was accessible to me. The trait unlocks needs some tweaking (take it out of PS, have a marker on the map for it), but it gave me more of a challenge to expand my Ranger’s abilities.
I’m voting with my wallet. I’m purchasing $20 gems today.
Q: Will BLTC skins be included in the Collections Achievements?
Don’t misinterpret the OP’s suggestion. They’re suggesting separating the physical unlimited gathering tools, from the animations. You would buy each separately. The animations would presumably be just like finishers, and would work even over normal gathering tools if you had it unlocked. It would make money for Anet, since people tend to like having a variety of shinies.
Exactly my point. The Gathering skin would be purchasable and can be activated like finishers. Your gathering tool can be anything—it could be the limited ones you buy from outfitters.
I think having gathering skins would provide more opportunity for ANet in monetizing the wardrobe system. With new releases, they can pair it up with a new gathering skin that’s affordable at a 500 gem price point. With the current setup, I’m reserved at dishing out $20 since my spending limit in a month is $10.
With gathering skins, it expands ANet portfolio on their skins market. Right now, we have outfits, exclusive armors, weapons and finishers offered in BLTC.
Now that we have minis and finishers in the wardrobe, how about the gathering tool skins? I bought the creepy clown sickle because it’s amazing and fun. I want to buy some other skins for gathering, but the price is just… bleh.
I think this is an opportunity to further monetize the gathering tools. Charge 500 gems for the skins, but it won’t be unlimited. Charge another 500 for an unlimited gathering tool, and to curtail the “pay-to-win” stigma, make it function like the copper-fed-salvage-o-matic. So whenever you gather something, you get charged one copper.
Changed Ralena and Vassar mechanic from "Your team gains +3 points for each kill " to “Your team denies 2 points to the opposing team on kill.”
So instead of the enemy team gaining 5 points on kill, they’ll only get 3 points, and 1 point if your team has both buffs.
I think this would be an interesting mechanic since your team would want the buff as a protection from points.
Take some time off from the game. I took two weeks off and have been playing CS:GO. Just booted up GW2 last night, and I’m hooked again. I probably shouldn’t have since I wanted to take more time off until the feature pack hits.
Once again, take time off. Have a vacation away from Tyria. It’s always here, and you don’t have to resub.
Its literally the exact same thing as temple. If they add maps i want completely new stuff, not the same stuff with a different texture over it
nononono. Look at the last two “new” things we received, spirit watch and skyhammer. Heck, those maps were so bad that ANET hasn’t even released a new map in over a year.
What ANET hasn’t learned is that simple maps are better. They allow for better balancing. It is quite disappointing that since launch they’ve only been able to release one balanced new map. Something similar to temple is good.
Agree with you Style!
Spirit Watch is a good map, but I have heard that it’s not balanced. I believe one lane has a shorter distance compared to the other lane. I think it would be an interesting map for tournament settings, but until it’s balanced, it’s kittened.
Skyhammer is… a shake-up. Skyhammer is a slight variation to Kyhlo. Instead of having two trebs, you get one treb, which is the skyhammer. But with the introduction of brittle panes, it created a new meta that favors CC heavy builds. Because of this, it ignores the current meta. Since that happened, Skyhammer has a different strategy and tactic compared to other maps. But that strategy fully involves CC classes that can pull you, knock you out, fear you and push you.
You will have to kill me and drag me dead onto the field, otherwise I wont set foot on something called Adelbern.
Oh god…
How about Crypt of Ascalon? It should be different from Ascalonian Catacombs.
EDIT1: Or maybe Ghosts of Ascalon? Follows the “X of X” naming system of the current (Battle OF Kyhlo, Temple OF the Silent Storm, Forest OF Nifhel).
(edited by nastyjman.8207)
Its literally the exact same thing as temple. If they add maps i want completely new stuff, not the same stuff with a different texture over it
That’s what I’m going for. But instead of channeling, you’re stomping. It’s a slight change of mechanics that I feel would be interesting to play and watch as a spectator.
If ANet is dead-set on conquest, then this map could be a springboard for a similar yet different mechanic. I believe that Temple is by far the best map to spectate on because of the reversal mechanics inherent with Tranquility.
Objectives:
- Control capture points to earn points for your team
- Defeat enemies to earn a small amount of points for your team
- Defeat ghosts that spawn around the map to help you defeat your foes
Secondary Mechanics:
- Four ghosts will spawn periodically at designated locations on the map. When a ghost’s HP reaches zero, they will go to a downed state and will grant Stability to the player that landed the blow. The player who finishes the ghost will acquire the respective buff for their team.
- Ghost of King Adelbern (Basement): Captures all three points for your team, fearing foes out of the capture point. Comes at 8:30 and 2:30.
- Ghost of Ralena and Vassar (Left-wing and right-wing): Your team denies 2 points to the opposing team on kill.
- Ghost of Master Ranger Nente (Middle Pillar): Your team receives double points for each captured point. Comes at 11:30, 8:30, 5:30, and 2:30.
(copy/pasted the formatting from GW2 wiki. Anyway, I hope this type of map will see the light of day. It’s akin to Temple. But instead of channeling, you need to stomp.)
(edited by nastyjman.8207)
A bunker is a defensive military fortification designed to protect people or valued materials from falling bombs or other attacks.
Picture for reference: http://upload.wikimedia.org/wikipedia/commons/9/99/PanoBunker.jpgMaybe not any insight is appreciated…lol
I think Lachanche’s obscure description is accurate. Basically, a bunker provides boons and cleanses while face-tanking all the bombardments it’s getting from AoE and Condis and Melee.
Bunker is markedly different from Home Defender. A Bunker is more offensive; it is not defensive as what some might assume. They’re more offensive because they’re essential to team fights and capping a node. Home Defenders can survive by themselves when outnumbered. A Bunker could do so as well, but they’re better utilized with teammates around to support, heal and cleanse.
Which is why Guardians are the quintessential Bunkers.
PS. If you’re specced for offense and don’t have any skills that supports your teammates, then you’re far from being a bunker.
(edited by nastyjman.8207)
I think we need more maps like Temple of the Silent Storm. This map is by far the most enjoyable map to spectate. Tranquility and Stillness are like the 4th node. Once Tranquility comes out, you need to allocate your teammates over there or risk a reversal.
I think Forest of Nifhel can be changed to mimic Temple of Silent Storm. Have the NPCs give a Ferocity buff when they’re killed. Open up the crypt below mid and add an NPC that goes on a downed state. To claim Tranquility, the player who stomps the NPC takes Tranquility for the team.
How about Legacy of the Foefire? The lord will go on a downed state when its HP goes to zero. There will still be an opportunity to interrupt the stomping player. In the case of simultaneous lord kill, all nodes will be neutral, basically denying the three cap.
Kyhlo should remain as is.
For Skyhammer, get rid of the breakable plates around the nodes, but keep them in the Skyhammer deck. Add a new mechanic to Skyhammer where a machine or something spawns somewhere in the map that the Skyhammer can only attack. The machine-something will have an HP, and whichever team does the last hit on that machine with the Skyhammer, they will take all three nodes at once.
(edited by nastyjman.8207)
Thank Dwayna! And Thank you John, Zach and Tyler! This is GREAT news!
So the best team comp is Guardian – Warrior – Ranger – Thief – Ele with 77.3% wins.
The team comp was used by Rom’s Going To Jail and Enhanced. Only appeared on 22 games. It might be the best team comp, but it’s not showing up that much in the tourneys.
EU – Cheese Mode
NA – Megalodong Confirmed
Spreadsheet is updated. Here’s the link:
I had changed the marker for Elementalist from E to L. If you see GW,T,LM, it means the team comp is Guardian, Warrior, Thief, Elementalist and Mesmer.
Snapshot:
Profession Win Rate
Elementalist – 56.41%
Mesmer – 52.24%
Ranger – 50.81%
Thief – 50.80%
Warrior – 50.43%
Guardian – 49.38%
Necromancer – 46.37%
Engineer – 43.28%
Team Comp Win Rate (appearing more than 15 games in the data)
GW,RT,L – 77.3%
GW,RT,M – 73.5%
GW,ET,L – 65.2%
GW,T,LN – 62.5%
GGW,X,LN – 61.3%
GW,T,LM – 59.4%
G,ERT,M – 50.0%
GWW,RT,X – 48.9%
GWW,T,L – 41.2%
GW,RT,N – 40.7%
GWW,T,N – 40.0%
GW,ER,N – 38.1%
GW,ERT,X – 34.9%
GW,ET,N – 33.3%
GW,ET,M – 15.8%
First Team to Reach 250 Win Rate: 84.97%
I am curious as to why 55 HP Monks stopped doing their team comp of GW,RT,M…
I’m here to sign this as well. The news of individual colors as separate purchases gave me a case of cognitive dissonance. It defeats the purpose of having colored commander tags.
Having the option to choose what color you’re tagging up would at least help break the zerg up. One theoretical example would be Queens Jubilee. Imagine having six commanders with different colors. Each commander would yell in mapchat, saying “Green needs two more”, “Blue need four”, “Pink needs only one more,” etc. Another would be Jungle Wurm; each commander would yell out how much they need in numbers. Finally, the Marionette fight showed that mapchat can be used to organize a pick-up group. If it were implemented back then, it would have been easier to organize by yelling the color tag of the commander rather than typing in their name and, in turn, forcing people to hover over their tags to get their name.
For WvW, it would help out by splitting a zergball when it reaches capacity. If Blue Commander wants to be defensive, they can broadcast that in mapchat and refer to Red Commander as the aggressive commander. It can also be a color coded rule within the WvW community. Red commander is aggressive, blue is defensive, green is a guild run zerg, pink would be someone roaming or scouting.
Purchasing individual colors stifles ease of organization. Imagine a map where there are two commanders, and both commanders want to split up to cover more ground. But both commanders have the same colors as tags, and the whole thing reverts to the old ways.
I’m trying to think of reasons why this current model was chosen:
One reason I can think of is guilds would be purchasing these for their designated commanders. Guild A is designated as the Blue commanders guild, whereas Guild B is designated as Red commanders guild. If this is the case, then they should have the commander tag purchasable by Influence.
Replays, mang. I think GW2 needs a replay file that can be saved after a match and then shared to anyone who’s interested, something similar to SC2. But I’m thinking that it would be hard to implement.
So the map would work like Temple of the Silent Storm. But instead of channeling to claim the buff, you need to kill the NPC to claim it. The NPC that has Stillness can be soloed whereas the NPC with Tranquility would be hard to solo.
Imagine the rage when a team stealkills it…
I think it would be a little bit helpful if we can see a ticking timer on an ally’s respawn timer when they’re defeated. This should be helpful as well when spectating games.
I’m sorry but that build is doodoo. It’s an attempt at a support necro which we suck at. Your using a condition amulet with a power weapon and a utility weapon, I suppose the transfers help with that. Your using healing power which is an awful investment for necros.
I don’t know how to fix that build.
Dagger is used to build up life force and also for life siphon. Condi comes into play with Staff and also with Mark of Blood spam. For healing power amulet, I was apprehensive in choosing that, but I do switch it around. I haven’t found the best for it yet. Maybe Rabid?
I will do some variations later and find what’s optimal. Thank you for the feedback!
Hi All! I’ve played around with jebro’s necro bunker build last night and tweaked it a little bit. The build is 00644.
Here’s the link: http://gw2skills.net/editor/?fRAQNAoYWjk00ZbPN20webCohS6IIAW2J/gTgyeIGA-TJxHABOVGo2TBAAPBgL2fAA
The Altruistic Necro
I had taken Plague Signet to leech off condis from team members. Deathly Swarm and Putrid Mark are your weapon skills to send these condis off like an STD. If things get spooky, Well of Power would pare down the condis you have.
Activating Plague Signet should only be done when condis are overwhelming and if you need a stun break.
Bubonic Dodge
Dodging leaves Mark of Blood on the ground, and it grants Regen to you and allies upon activation. This gives you a passive heal while keeping or contesting a point. With Sigil of Energy you gain 50% endurance upon swap. Although there’s a 10-second cooldown on the trait, dodging remains beneficial to keep the point contested (duh).
When confronted with melee, it is best to dodge away from the melee target. The mark is made at the end of the dodge, not at the start of the dodge. If confronted with ranged, dodge towards them to create the mark on their feet.
Well, Well, Well…
Wells grant Protection to you and allies on activation—so long as they’re in the circle. In team fights, drop down Well of Power to keep condis out of your team. Once the duration ends, drop Well of Corruption in the middle of the point.
For Well of Blood, I save that after I get out of Death Shroud and when life force is depleted. Never use it when you have life force. Team healing is primarily done through Mark of Blood. If the team is losing a lot of HP, then use Well of Blood to keep everyone from getting down.
Fear The Reaper
You have three fears in this build: Reaper’s Mark, Reaper’s Protection and Doom. Reaper’s Protection fears anyone in the perimeter when you get cc’ed. It’s fun when you get cc’ed in the middle and watch the enemy run away from the point.
Doom and Reaper’s Mark are reserved for reviving. When an ally goes down, wait for the enemy to cast their stomp and then place Reaper’s Mark. Follow it up with Doom to push them further away, or you can hold on to Doom to interrupt another attempt on stomp.
Also, Reaper’s Mark is also great on delaying any incoming. If you see anyone approaching your point, lay down a Reaper’s Mark on their path. Just make sure they don’t have any stability.
I’ll Be In My Death Shroud
Death Shroud is your OH KITTEN BUTTON! Well of Blood is on cooldown? Survive the onslaught by going into Death Shroud. This build makes use of Unholy Sanctuary, which is selfish, but it gives you survivability when things go crazy in the mortal world. To help out in healing, dodge around for Mark of Blood.
While in Death Shroud, you slowly regenerate your health, which can be increased with Healing Power. I had chosen Settler’s Amulet to boost Healing Power for a bit and complement it with Condition Damage, which you will dish out.
Reducing the cooldown of Death Shroud allows you to go in and out as you please. It’s best to let life force deplete when you’re under pressure. Life Transfer helps in Death Shroud uptime.
That’s it. It’s a solo queue build, and I’m not sure if it’s great for team queue.I was debating whether to replace Near to Death with Mark of Revival. Death Shroud is used primarily for tanking damage, and the reduced cooldown for activating it seems negligible.
I’m still tweaking this build a bit, but I wanted some critique and suggestions on it.
So I’m trying to learn more about PvP, team comps and meta builds. There’s one thing that I’m not sure about what it is and what they do.
What’s a Side Bunker and what do they do? I assume that Main Bunker would be the Guardian and the immovable force in mid. Is the Side Bunker also necessarily a Guardian?
Just wanted some clarification on the nomenclature. I’m guessing that a Side Bunker tries to take far or defend home.
I’m wondering how the kitten does GGW,X,EN work.
You camp mid with a Guard?
I haven’t done extensive analysis on the team comps. I just plowed through some of the matches to make note of them in the sheets. The GGW heavy combo shows up on all matches but one in ESL #34. http://www.twitch.tv/blu42/b/539980692
“First Team to reach 250 has 87% chance to win”
This is why watching conquest tournaments is so boring
GW2 PvP doesn’t have the usual early game, mid-game and late game divisions. But in my opinion the game has a First-Half and a Second-Half division. Once a team reaches 250, the second-half of the game begins.
(edited by nastyjman.8207)
I had created a spreadsheet a month ago that calculated the win rate of the first team reaching 250 points in a match. The current win rate is still at 87%.
I have recently added more data on the spreadsheet. Click this for the Google Docs link.
Below are the current win rates in the spreadsheet:
- First Team Reaching 250 Points
- First Team with First Kill
- Team Composition
- Team Distribution
- Profession
The tournaments that I have gathered info on are Mistpedia, ESL, ToL and MLG.
If the Team Comp shows “GW,ET,E”, that means the team is composed of Guardian, Warrior, Engineer, Thief and Elementalist. The first set represents heavy class, second set is medium class, third set is light class. If you see an X, that means the class is not included in the team comp. For example, “GWW,X,EM”, that means the team is composed of a Guardian, Warriors (two of them), Elementalist and Mesmer.
“Point Spread” represents the two team’s point spread after the match ends. If it shows 100, the scores at the end of the game is approximately 500 to 400. A spread greater than 400 is considered lopsided. Less than 100, the game is close and evenly matched.
There are multiple sheets in the spreadsheet, so look around. I have also added an auto-filter on the Team Composition Header so you can sort by clicking the top-down. Google Docs is having issues with the size of the data and calculations in this spreadsheet. You might encounter errors when you sort through the info and data.
SNAPSHOTS
Profession Win Rate
- Guardian 50.24%
- Warrior 50.00%
- Thief 52.24%
- Ranger 50.00%
- Necromancer 47.25%
- Engineer 44.77%
- Elementalist 58.86%
- Mesmer 52.54%
Most Played Team Comp Win Rate
- GW,RT,M 70.5%
- GW,RT,N 50.0%
- GWW,RT,X 42.4%
- GW,T,EM 64.0%
- GW,ERT,X 42.9%
- GGW,X,EN 70.6%
- GW,T,EN 66.7%
- GW,ER,N 42.9%
- G,ERT,M 38.5%
- GW,ET,N 46.2%
I hope this info is useful, informative and galvanizing for the PvP community. I will continue to update the spreadsheet. There are more tournaments that needs to be included. Also, tips are welcome in the form of copper, silver or gold. :-)
(edited by nastyjman.8207)
Europe:
Denshee (Ele,Multiclass)
Helseth (Mesmer)
ROM (Warrior)
Sizer (Thief)
Tage (Guardian)
North America:
Kaypud (Warrior)
Phantaram (Elementalist)
Supcutie (Thief/Mesmer)
Zombify (Necromancer)
Zoose (Elementalist)
EU has a solid team comp while NA doesn’t have a Guardian. Hmmm….
I agree with Deimos; anything over 5 would be a huge, blobby mess.
I would go to an extreme by suggesting 4v4 Conquest mode, reduce winning score to 400 and set the time limit to 10 minutes.