If you are willing to do a power engie video and would like to test a different build:
http://gw2skills.net/editor/?vcAQFAUlUUpuqdZxtLseRSM6Bp5cmBVIviKo/PKobbB-TIAg0CnA
It’s not the best, but it’s a pretty fun one to play. I like to swap Googles for Rocket Boots sometimes
(edited by Asomal.6453)
http://dulfy.net/2014/02/18/gw2-spinal-blade-backpiece/#more-75712
Yet another unattainable PVE skin and It’s not the first time that happens. I know some skins are exclusive to PVE but why does PVP always get the short end of the stick? Pretty much every often, PVE get some skins that we cannot have on PVP but the other hand never happens.
Yeah I know, Anet intends to merge both worlds so everybody can wear their favorite armors anywhere. But what about the skins that came before that announcement? Skins that will never come back and only had them avaiable in PVE?
Does this mean my 10+ stack of tourney chests in my bank are gonna disappear :/
Why collect so many and never open them? I can’t imagine that those rewards matter that much to you if you have so many. Otherwise open before the 18th.
No point to opening them, after doing 4k+ tourneys, and getting same gear. Saving them hoping the rewards would implement better stuff in it.
Open them, then salvage gear for Luck. That’s as good as it gets. The devs have already confirmed that you should open them and that this is as good as it gets.
Could you perhaps give me a link for this ? I’ve been looking for it on the forums but can’t seem to find it.
I’m not going to trawl through pages and pages of past threads right now, but I can second this – Grouch hinted that we should save up the chests when they were doubled after halloween, and then said that we should stop saving them after the luck-salvaging was introduced in December’s update. Magic find is going to have some effect on PvP, but none of us really know how yet.
Also, to use up the PvP crafting materials you have stacks of (or will have stacks of once you salvage all the redundant gear from chests): make unidentified dyes, and identify them. Unless we get another vendor like the wintersday gift one before March 18th, crafting dyes is the only way to turn glory into gold.
Luck affecting PVP would be the stupiest idea ever. I really hope Anet don’t go that road
Will you do a zerker engie video in the future, Teldo?
I don’t mind such a weapon. btw it’s called a kyoketsu shoge.
Kusarigama.
I’d rather get the rifle as a tactical weapon
Any AI/Condition build, but if I had to chose one, it would definitly be PU Mesmer, the best of both worlds. As a all time melee style player, I cannot see a PU mesmer player without pitying them. Seriously, talk about maximum cheese against any melee spec.
What’s that? Did I destroy your clone/phantasm army while you are running in circles? No problem, just resummom them right away, while I take some nasty conditions for punishing you! Oh, you just came out of stealth and I went for a CC? Nope, Aegis and Protection. If it didn’t work, just teleback with your staff. Perma vigor, easy time invunerability, I can’t even autoattack when you land your pink bubble of death (thanks daze). SERIOUSLY. KITTEN. EVERY. PU MESMER
I don`t thing anyone knows the recipe (if there`s one). My best bet would be buying Mystery Coffers and trying your luck.
It’s not just engies, but conditions in general. If something is holding condition on check, that thing are warriors. Conditions and condibunkers need to go along with every cheese plaguing this game (tough I think it’s the worst offender)
Although 100b still viable, the old one was pretty fun (RIP frenzy), along with daze-lock S/D thieves
http://wiki.guildwars2.com/wiki/PvP_Rank
Rank 10 total glory: 14500
Rank 80 total glory: 8971500
So, 617 times.
They should just merge the mists already.
Lol @ warrior!!!!!
you know what is really funny
in wow warriors were exactly same@Asomal: what does thief one mean?
Is representing he being invisible. I could have worked on the template, but the lazy in me wouldn’t let me…
100B is OK in PVP. You have plenty of ways to set it up and the damage is decent. The only thing I would complain is that the animation takes a little long to complete (maybe reduce it to 3s?)
If I’m not mistaken, every NPC works that way, not only pets/AI. So I can see why it would be difficult to change it, plus the possibility of countless bugs it would bring along…
As far as I could test, PW evade frame last 0.75s casting time. However, the animation from it last 1 second. In other words, all those ‘bypassing’ skills happen in the last 0.25s of the animation, where you don’t have your evade anymore…
Crit:
Air + Fire
Air + Strength
Fire + Strength
Earth + Ice
Earth + Fragility
Earth + Strength (My warrior loves it)
Nullification + Purity
On Swap:
Doom + Geomancy (8 out of 10 engies agree on that combo)
Energy + everything
Superior Battle + Intelligence
Superior Battle + Geomancy/Doom
Hydromancy + Energy (perfect for escaping)
Pick your combos, gentlemen!
Something like this, pretty please
I wanted to share my take on certain builds and where they stand. If I don’t mention a specific build that it’s probably because I haven’t encountered it enough to give it a fair opinion.
This is for sPvP mostly, based on SoloQ and TeamQ experiences. Things are different in WvW where the +40% Condition food among other things makes a HUGE difference.
1. Overpowered
- Warriors, more specifically Healing Signet. It’s the best heal for almost all builds and has the strongest HPS of any passive heal in game. Unlike other passive heals it also doesn’t have any conditional attached to it. It ticks always, all the time. Without Healing Signet Warriors would just be strong, but not really overpowered.
- Necromancers, both the Condition bombing build and the Minion Masters. Personally I think Minion Masters are especially strong in 1v1, but slightly less useful in group-fights. However Necromancers popular builds definitely carry them into the top tier.
- Spirit Rangers, this is borderline, but the fact that they can instantly self-rezz and are so easy to play really makes them overpowered. If they got away with less passive play and auto-attack spamming, caused less screen-clutter and couldn’t self-rezz I’d find them much more acceptable.
- Engineers, more specifically their Condition Bunker builds. These are rare outside of TeamQ but kitten are they overpowered. Nigh unkillable even by multiple players and able to apply significant condition pressure. Not ok.
2. Strong
- Guardians, both Bunkers and well-played DPS Guardians. I was tempted to put Bunker Guardians as overpowered considering how much punishment they can take and how imperative they are to Conquest. But at least they pay the price of having to give up almost all offensive power to do so. I’d like to see them Bunkers being slightly squisher in favor of slightly more DPS.
- Other Necromancer builds. I feel that a Necro is always useful even if not following a FotM build. The conditions, the AoE pressure and the ability to take quite some punishment are invaluable.
- Thief, all popular builds. I think Thieves have their niche and can fill it in multiple ways. S/D and D/P being the most effective means. While their role is limited they do fill it quite well and require slightly more attention than other classes. It would be nice if Thieves could fulfill other roles too, but that’s something of a 1st World Problem.
- Mesmers are a borderline case again. They are generally quite good but again don’t have a field they excel in. They have some strong builds but nothing quite as overpowered as some others. Other builds are just generally average. I don’t really PvP much on my Mesmer so I can’t give much quality feedback.
- Engineers, non-bunker builds – I’ve always felt Engineers have a lot to offer and is a valuable asset in all situations. I don’t know specific builds but they certainly don’t suck.
Average or worse
- Elementalist – I can’t really comment much on them since they underwent some major changes recently. But in sPvP it’s a class that has never caused me trouble nor felt all that useful compared to others. Currently there aren’t any situations in sPvP where I’d like to have an Elementalist over….say a Necromancer.
- Non-Spirit Ranger – Rangers that don’t use the Spirit Ranger build are rarely much of a challenge. Maybe the players I’ve met were just bad but they don’t really seem to have any unique strengths to help define them.
This, pretty much. The only thing I would add is non Hambow HS Warriors into number 2.
It would be a bad idea for pvp, in general. However, a game mode where every profession could pick the infamous 30/30/30/30/30/30 builds seems interresting. Nothing competitive, just for fun…
Right yesterday, I got instadead by one elementalist. And I don’t mean he dropped me from 100-0 and stomped me, no. He didn’t burst me, but when I was supposedly to go onto downed state, I was already dead.
Then there was one mesmer in soloQ that selfrezzed right in front of me (he didn’t rally, since none of my team mates were dead)
I’ve done this on thief, if you pull somebody off a wall and gib them before they hit the ground, the fall damage kills them. There are tons of weird glitches that can launch players into the air or cause fall damage randomly
Yeah, I know falling damage instakills you (like when you push downed people from treb). But I didn’t fall! That’s why it’s weird he could do that (maybe it was a bug afterall, but still…)
Right yesterday, I got instadead by one elementalist. And I don’t mean he dropped me from 100-0 and stomped me, no. He didn’t burst me, but when I was supposedly to go onto downed state, I was already dead.
Then there was one mesmer in soloQ that selfrezzed right in front of me (he didn’t rally, since none of my team mates were dead)
S/P
0/20/0/20/30
What neat stuff have you guys got, beside bramble and frozen? I’ve got the Wing Shield from the Mystery Coffer
They are indeed teleporting more, but not because of buffs. Since SR was nerfed, you can’t stay on the fight for so long until you are CCed. So it’s easier to just jump in -> hit you -> jump out. Hence, teleporting more (and the init buffs helps a bit).
This is some seriously crappy logic. For one thing, initiative wasn’t entirely buffed; in fact, the vast majority of commonly used initiative-gaining traits were nerfed. As a user of Quick Recovery, for example, 40% of the gain from the increase in base initiative regeneration has been nullified, and the Kleptomaniac nerf has reduced that gain by another ~12.4%. Across all traits, there has been a great deal of initiative nerfing that people do not seem to account for very much.
Either way, you fail to realize that Infi Return now has a pretty long cast time on it (about 4x longer than what the patch says), and it’s also queued into your weapon skills. Furthermore, it can’t be used as a “stun breaker” (which it never really was, but still was useful against stuns), and, given that it’s pretty much our sole source of condi removal for S/D builds (with very few exceptions), the nerf that’s been done to Infi Return was absolutely massive.
Wth are you talking buddy? I know sword 2 in general was nerfed (I mentioned it). Also, the new initiative system does help. Since you are jumping out of the fight more often (not reseting combat, just standing at a safe distance), you are not getting anything from Opportunist. With Quick Recovery nerfed, I don’t pick it anymore, but something else
As someone who’s played a sword thief for a while, spamming 2 will never win you a fight. IS doesn’t do near enough damage and is often blocked due to it now being just an initiator and emergency small Condi clear when the pressure isn’t high. Teleporting more actually decreases the pressure, something sword thief needs to upkeep in order to have a chance at winning a fight. You must be in yoloQ and n00bjoin with terrible thieves, and I doubt you’ve lost a fight to any who are actively using their IS and IR (sword 2), because you just can’t keep enough damage going to kill anything. IR is also no longer a reliable active dodge, due to its 1/4 second cast time plus reaction time.
Geez, is like you people can’t read at all. Where did I say to spam 2? Jumping in and out means you are not staying near your opponent for so long, waiting for him to hit you (you can’t risk, once IR has a casting time). Example mesmers: You jump on him and he uses Decoy. You know he is going to either summon a Phantasm, use Magic Bullet or Illusionary Leap. There’s no point on staying there, so you jump out. Once he reappears, you jump in again.
They are indeed teleporting more, but not because of buffs. Since SR was nerfed, you can’t stay on the fight for so long until you are CCed. So it’s easier to just jump in -> hit you -> jump out. Hence, teleporting more (and the init buffs helps a bit).
This is some seriously crappy logic. For one thing, initiative wasn’t entirely buffed; in fact, the vast majority of commonly used initiative-gaining traits were nerfed. As a user of Quick Recovery, for example, 40% of the gain from the increase in base initiative regeneration has been nullified, and the Kleptomaniac nerf has reduced that gain by another ~12.4%. Across all traits, there has been a great deal of initiative nerfing that people do not seem to account for very much.
Either way, you fail to realize that Infi Return now has a pretty long cast time on it (about 4x longer than what the patch says), and it’s also queued into your weapon skills. Furthermore, it can’t be used as a “stun breaker” (which it never really was, but still was useful against stuns), and, given that it’s pretty much our sole source of condi removal for S/D builds (with very few exceptions), the nerf that’s been done to Infi Return was absolutely massive.
Wth are you talking buddy? I know sword 2 in general was nerfed (I mentioned it). Also, the new initiative system does help. Since you are jumping out of the fight more often (not reseting combat, just standing at a safe distance), you are not getting anything from Opportunist. With Quick Recovery nerfed, I don’t pick it anymore, but something else
I’ve seen this first-hand. Only a warrior bunker can face-tank a full Beserker Phantasm and fully heal in from it in between attacks. It’s insane.
They can also outheal a full zerk Unload thief (not that anyone plays P/P anyway)
kitten is unplayable, I kittening give up on playing thief YoloQ. I’m tired of having to work my kitten just to kill someone. They can eat all my PW’s or LS np, but Anet forgive me If i’m hit once and get 50 different conditions(all from AOE or passive, of course) or I’m CCd to death. And lets not forget all the AI and passive heals and skills going on.
Don’t know about you guys, but for me sword 2 is bugged as never. Sometimes IS doesn’t work and other times it queue twice, making me teleporting forth and backwards. Also, if I click IS+PW fast, PW will just stun, without doing the rest of the animation.
Salvaged around 100 boxes. Got some bramble, frozen and hawk items. Too bad my only phoenix token got wasted trying to make a Butterfly Blade
They are indeed teleporting more, but not because of buffs. Since SR was nerfed, you can’t stay on the fight for so long until you are CCed. So it’s easier to just jump in → hit you → jump out. Hence, teleporting more (and the init buffs helps a bit).
That’s some nice ad hominem you’re displaying there. The argument you propose does not exist for the purpose of this thread, yet somehow you make an issue of it.
What people are annoyed at is that pvp is meant to have no barriers to entry. Just because you have the potential to get something doesn’t mean its classed as no barriers to entry.
I’m fortunate enough to have gotten into wvw during season 1 of the leagues so I was able to buy the new heal skill straight up. However for alot of people this is not an option, and to expect people to start having to farm in order to be on a LEVEL PLAYING FIELD is completely not fair and goes against the original philosophy of pvp in guild wars 2 (a philosophy that was the cause of many people picking up this game).
I’ll repeat parts of what i said in my earlier post…..
Amulet? Free. Sigils? Free. Runes? Free. Starting level gear? Free. New heal skills? Not free.
I don’t quite get your point. The only reason I mentioned the new players’ discourse, is that it was the dev’s statement to why the new skills would cost SP in PVP. They didn’t want the new players to jump into PVP, and get overwhelmed by so “many” new skills
I support the change and I think the argument: “More skills will confuse new players” is dull. I mean, it’s only one skill! And even if it was more, new players will get confuse regardless. Afterall, they are new.
The problem is not the inclusion of gold in PvP. I think that was a good change and the community was asking for those things. The system we have right now is in a good place. However, Anet stated that glory would be removed from game, leaving gold the only currency in PVP. That’s where things get wrong.
The only barrier stopping a PvE player with tons of gold, to buy every armor set in PVP, is glory. Once it’s removed, the old pvp players (that doesn’t have gold at all), will be left in the dust…
After primarily playing PvP for the year+ since release, I have 850,000 glory(!!!) and 43 gold to show for it.
After buying two armor boxes, I now have 780,000 glory and 3 gold…
My two mains are both level 80. There is nothing else the vendor offers that I want or need.
So what do I do with 780,000 glory?
Better yet, who was the wise kitten at ANet that thought it would be funny to troll the PvPers by requiring gold with the glory reward purchases?
Just you wait until glory is removed. Then you will have nothing to show for all you effort, at all
I don’t think there will be any new build that isn’t subpar compared to other professions. Why play thief when someone else does the same job, much easier and better?
They don’t want everyone rerolling into mesmers so easily
Well, since Anet is removing glory in future updates, I don’t see where getting more glory would be useful for now. I’d rather sell the booster for some silver, since gold will be the universal currency. What about 10s per booster? 25g a stack doesn’t see so unreasonable
I know this info has been out for a month but this still warrants serious thought. I’ve adopted the S/D thief specifically as an alternative to the stealth-abusing D/P builds that are the driving factor behind the Dec. 10 nerfs. What am I supposed to play now?
Warrior, Spirit Ranger, Necromancer, Engineer, cheese Mesmer that is getting buffed. Choose your poison (got it?)
its just QQers. thieves arent really competitive as is. get real. you too anet. keep ruining your game…see what happens.
Eh, nothing will happen for now. I love this game, but I really dislike the direction it is taking for more than 1 year and how everything takes an eternity to fix or break even more. There’s actually no other good MMO coming out soon, so Anet can keep doing whatever they want. Once there’s one, oh boy…
Also, their dodge roll is pratically the same as jumping
Lets put this way, we have team A and team B:
(not how the actual system works.In fact, we don’t know how it works)
Team A composition:
- Player A1 MMR = 1850
- Player A2 MMR = 1750
- Player A3 MMR = 1580
- Player A4 MMR = 1560
- Player A5 MMR = 1510
Team B composition:
- Player B1 MMR = 1790
- Player B2 MMR = 1720
- Player B3 MMR = 1670
- Player B4 MMR = 1540
- Player B5 MMR = 1450
Assume 1500 is the initial MMR. Which means every new player would start at 1500 MMR. As we can see, team A player 1 has the highest MMR on the match, which means he wouldn’t gain much MMR for winning, since he is clearly playing against less experience players.However, if team A loses, player 1 would lose tons of MMR, because technically, since he loses against lower MMR player, his real MMR isn’t 1850 but lower.
This should work on paper but that’s not how it works for real. One player can’t carry all the team everytime, and that’s even truer here, where we don’t have a “carry” but builds. Putting the Win and Lose gains that way:
- Player A1 (2 / -10)
- Player A2 (5 / -5)
- Player A3 (8 / -4)
- Player A3 (8 / -4)
- Player A3 (+9 / -4)
- Player B1 (4 / -7)
- Player B1 (4 / -5)
- Player B1 (5 /-4)
- Player B1 (7 / -3)
- Player B1 (+11 / -2)
As we can see, the lower your MMR, the higher your profit winning against higher MMR adversaries. If both team were even, the system should be (+X / -X) for everyone. But that’s nearly impossible to happen, so lets go to the real problem. AFKers are common on any game, but they are never punished properly. Putting a “debuff” that won’t let them join matches for a Y amount of time isn’t enough.
Back to our example, assume that player A2 left the match or was kicked for being AFK (we need a kick system btw. But that’s for another topic). Team A would be in disadvantage and if that continues for more matches, player A1 would drop his MMR significantly, and it isn’t even his fault for losing against those odds. If one player leaves, the system should adjust to this:
Team A Win / Lose gain:
- Player A1 (2 / -5)
- Player A2 LEAVER (2 / -10)
- Player A3 (8 / -2)
- Player A4 (8 / -2)
- Player A5 (+9 / -2)
The winning gains wouldn’t change for the team, but losing wouldn’t be so punitive. It would be cut in half for the first leaver, and the said leaver would get a double losing points and half the winning points (if his team wins without him) + the debuff timer.
(edited by Asomal.6453)
Well, Skelk Venom will actually be much stronger than we first thought. Also, with the changes they made to the necro signet, thieves are only getting the second worst heal skill instead of the worst.
Are you implying that the necro signet is the worst skill? Lol
It’s probably the second stronger if the mesmer signet is per secondThe necro heal is TERRIBLE, are you kidding? did you even watch the preview? It WAS okay and they totally kittened it internally. Did you see the about 4 seconds they stayed on Necro and how unenthused they were when they healed themselves for like 5k with a 35 sec cd. >_>:
Are you talking about the livestream? I didn’t see it. Do you have the link please?
Well, Skelk Venom will actually be much stronger than we first thought. Also, with the changes they made to the necro signet, thieves are only getting the second worst heal skill instead of the worst.
Are you implying that the necro signet is the worst skill? Lol
It’s probably the second stronger if the mesmer signet is per second
Wth are you talking about? The gold income shouldn’t be astronomical as PVE. Otherwise you would see more and more people going for tPvP and SoloQ, just to farm gold, aka afkers and newbies. No more gold for win, thank you
What do you mean “see more and more people going for tPvP and SoloQ, just to farm gold”?
That’s all PvErs do! Farm champs mindlessly!
Plus, we NEED more PvPers, isn’t that a good thing to have more people to play? Who cares if it’s for the gold, perhaps they’ll grow on it and enjoy PvP and make something of it.
You wont get more PvPrs because they won’t be there to help you win or to play at all. All you’ll get is more afkers and people joining just to earn gold, even if losing
Bro, my post is about team queue. I don’t care about the solo queue win earnings. Those are fine.
They’re rewarding players, but they’re not rewarding the people who take the time to get a team together and team queue (which takes more time than solo queue) much better than solo queuers or any PvErs who mindlessly attacking champions for hours straight while watching Netflix.
Even in tPvP, would you like to play against a team of 4 afkers because, lol 70s per lose?
That’s why it’s a TEAM queue. You queue with 5 people, not by yourself. That’s what solo queue is for.
As far as i know, you can join TEAM queue solo
Wth are you talking about? The gold income shouldn’t be astronomical as PVE. Otherwise you would see more and more people going for tPvP and SoloQ, just to farm gold, aka afkers and newbies. No more gold for win, thank you
What do you mean “see more and more people going for tPvP and SoloQ, just to farm gold”?
That’s all PvErs do! Farm champs mindlessly!
Plus, we NEED more PvPers, isn’t that a good thing to have more people to play? Who cares if it’s for the gold, perhaps they’ll grow on it and enjoy PvP and make something of it.
You wont get more PvPrs because they won’t be there to help you win or to play at all. All you’ll get is more afkers and people joining just to earn gold, even if losing
Bro, my post is about team queue. I don’t care about the solo queue win earnings. Those are fine.
They’re rewarding players, but they’re not rewarding the people who take the time to get a team together and team queue (which takes more time than solo queue) much better than solo queuers or any PvErs who mindlessly attacking champions for hours straight while watching Netflix.
Even in tPvP, would you like to play against a team of 4 afkers because, lol 70s per lose?
Wth are you talking about? The gold income shouldn’t be astronomical as PVE. Otherwise you would see more and more people going for tPvP and SoloQ, just to farm gold, aka afkers and newbies. No more gold for win, thank you
What do you mean “see more and more people going for tPvP and SoloQ, just to farm gold”?
That’s all PvErs do! Farm champs mindlessly!
Plus, we NEED more PvPers, isn’t that a good thing to have more people to play? Who cares if it’s for the gold, perhaps they’ll grow on it and enjoy PvP and make something of it.
You wont get more PvPrs because they won’t be there to help you win or to play at all. All you’ll get is more afkers and people joining just to earn gold, even if losing