Blue: Mainstream Commander
Red: Suicide Commander (Red is dead!)
Yellow: Anti-Mainstream Commander
Purple: Fabulous Commander
Quoting myself from wvw subforum:
Link 1: https://www.guildwars2.com/en/news/specializations-part-one-a-primer/
Link 2: https://www.guildwars2.com/en/news/specializations-part-two-reward-tracks-and-elite-specializations/A quote from 2:
…everything [skills/traits] will be unlocked by spending Hero Points on these new reward tracks.
Hero Points will be limited, and they’ll be earned strictly through what are currently called skill challenges (these will become known as hero challenges) and leveling up. A level 80 character that’s done none of the hero challenges should be able to unlock more than enough skills, specializations, and traits to make several unique full builds. A single character who’s done a fair amount of the hero challenges should be able to unlock all of the core specializations, skills, and traits.
Now maybe I misunderstood something (lacking english skills, not enough skill points to unlock it!), but..
If you play only wvw from lvl 1 ( which is possibe, with lvl-up tomes you don’t even have to play sub-80 characters), you can’t get every skill and every trait?
Isn’t that just… not fair?
We have a few skill challenges, but compared to the pve ones, you can’t call this number “a fair amount” (and the fair amount is still only the pre-HoT skills/traits). So if you want to experiment with builds in WvW, you have to play more PvE.I hope you can point out where did I misunderstand what Anet said, as I see a pretty sad future now.
PvP in Anet-dialect is always sPvP, never WvW, don’t forget it!
Might as well go chake that magical crystal ball or shake Nation and c what comes out.
I shook Nation, he said he’s searching partners for playing GTA5 on PC 
Not read the above links, but come on already, since when has there been an update or patch which improved WvW?!
With the new trait system already we have to do PvE to unlock traits, or spend gold on them.
To me, WvW is something it seems Anet has regretted creating and wish it to go away. 3 years and we finally get one new map, but how that map helps WvW we will not know until it is out.
But one thing is sure, they want more PvE.
Put it this way, if they really cared, then they wouldnt force us to waste hours creating superior siege which are used up within minutes!
If they really cared they would make superior siege creation into a crafting recipe.
Not saying I disagree, but at least so far we had a way to get them in theory (if you somehow got gold from wvw.. miracles like getting a precursor happens sometimes..), but now it seems like we don’t even have a hard-way to avoid pve.
Link 1: https://www.guildwars2.com/en/news/specializations-part-one-a-primer/
Link 2: https://www.guildwars2.com/en/news/specializations-part-two-reward-tracks-and-elite-specializations/
A quote from 2:
…everything [skills/traits] will be unlocked by spending Hero Points on these new reward tracks.
Hero Points will be limited, and they’ll be earned strictly through what are currently called skill challenges (these will become known as hero challenges) and leveling up. A level 80 character that’s done none of the hero challenges should be able to unlock more than enough skills, specializations, and traits to make several unique full builds. A single character who’s done a fair amount of the hero challenges should be able to unlock all of the core specializations, skills, and traits.
Now maybe I misunderstood something (lacking english skills, not enough skill points to unlock it!), but..
If you play only wvw from lvl 1 ( which is possibe, with lvl-up tomes you don’t even have to play sub-80 characters), you can’t get every skill and every trait?
Isn’t that just… not fair?
We have a few skill challenges, but compared to the pve ones, you can’t call this number “a fair amount” (and the fair amount is still only the pre-HoT skills/traits). So if you want to experiment with builds in WvW, you have to play more PvE.
I hope you can point out where did I misunderstand what Anet said, as I see a pretty sad future now.
I’m just gonna quote myself now since people can’t read aparently:
But that’s not the question nor the topic of this thread.
Just cause you can command or participate in WvW it doesn’t mean you isntantly belong to the meta. The meta is what is best and engineer isn’t in there for WvW. That doesn’t mean you can’t make such profession work, but it’s just not as good as the profession you would replace.Why do you suggest folks are weak readers simply because they disagree with you? You can have a discussion without backhanded comments.
When you PIN up, you do not have to have an engineer if you don’t like. Speaking of which, how often do you PIN up?
I find the engineers pull with magnet, ranged AoE with grenades, AoE cleanse with ED to be very valuable.
sigh
Valuable =/= The Best.
Meta is The Best according to a lot of ppl.
Valuable is not the best, that’s something viable, not useless build. It will not make it the best nor meta.
BTW Personal Attacks are OK now? Or is it not a “backhanded comment”?
“Speaking of which, how often do you PIN up? "
Slowly we’re going to arrive at the “MtD-meta” build
If you want to have a stealthy build, PU is the way. I don’t like it, I wouldn’t recommend it, but if you want to use stealth, why not use the only trait which affects it greatly.
I don’t like it (PU condi build), as above-average ppl will simply run away, and you can’t really do anything as you’re slow like hell and don’t have high burst potential to kill them before they get away.
I don’t like it, as it’s too passive-play for my tastes.
If you want to have a kiting/defensive build, conditions with Staff can work, as Staff is an effective defensive weapon when used good with dodges/kiting against meeles (tho ranged is a different beast) and condition builds (can) have more defensive stats.
About crits:
If you have DE (and 4 in the duelist with it), you will have Vigor on crit (minor trait), and Vigor is the boon which boost your offensive and defensive ability at the same time with shatter-builds, that’s why it’s really effective to have some crit chance.
So as I said, if you want to play some “non-meta” build, you can avoid MtD shatter, PU condi (Is it even in the meta nowadays? Can’t remember finding them for a long time..), (standard) power-shatter and go for some interrupt/phantasm/hybrid builds (you can find build on the forum with videos), tweak them for your own style, and have fun with it
It seems like a Condi-shatter(MtD) variant, but without DE which makes you well.. wouldn’t dare to say that useless, but less effective for sure.
Rabid vs Dire has almost always the same results.
Rabid has more offensive while Dire has more defensive stats, but as in wvw you can have guard stacks, your hp should be enough with that, making the extra crit chance very valuable (when you have 4 in dueling, which is the standard for like.. 80% of the builds? ).
If you need a “build… …that is viable, original and cool to play for WvW group roaming ( 3 to 10 people probably )”, then I think try to play some CI lockdown (power or condi) variant, it needs “a lot” of practice but that ~2 second immobilize will help a lot to kill the enemy if your 2-9 teammates are focusing him
CI, ‘cos not a lot of mesmers are using it, so it’s cool! ^^
I’m going to be commanding in WvW and although, I do know it’s not optimal to go DPS, I just want to know which does more damage for my build ; GS or sword + whatever offhand.
Thanks
Don’t do it, commanding (large-scale) with mesmer is not that good.
As a commander:
-you should survive ? mesmers don’t really have good pure dmg reduction/immun, only F4 on a relative long CD with hard pre-reqs, as you’ll have 0 clones most of the time when you need it.
-you should be followable ? blink, staff 2, (and maybe sword 3) are all skills which are great in smallscale/roaming but are horrible if you want to command. Your meeletrain can’t follow your ports, basically separating you from your allies.
But if you really wanna do it, I believe you can be in the meeletrain with gs/sword+focus, ~3.2k+ armor, 20k+ HP ( maybe something like x/6/x/4/x Triumphant Distortion so iZerker will finish his attack and iWarden has a chance to hit 2-3 times (and sometimes you will be lucky and get the proc from kill the right time.. but most of the time not), Warden’s Feedback so your focus #4 will reflect some projectiles (and lower cd), and ofc Inspiration line has Vitality as bonus. )
But still, don’t do it unless no other choice 
Mainhand Sword, in contrast, can be pretty worthwhile, because you get:
3. Immobilize. I don’t care that it’s single-target Immobilize. Immobilize is sooooo good for clinching kills.
Sorry to say this, but the immobilize is actually cleaving
True that the AoE is not too big and you’ll have only 1 ppl caught in small-scale fights, but against a meeletrain, you have a pretty nice chance to immob 2-3.
http://wiki.guildwars2.com/wiki/Swap
“Swap locations with your clone. Immobilize nearby foes.
Number of Targets: 3 "
But for a wvw commander mesmer..
1) Don’t do it, commanding with mesmer is not that good.
As a commander:
-you should survive → mesmers don’t really have good pure dmg reduction/immun, only F4 on a relative long CD with hard pre-reqs, as you’ll have 0 clones most of the time when you need it.
-you should be followable → blink, staff 2, (and maybe sword 3) are all skills which are great in smallscale/roaming but are horrible if you want to command. Your meeletrain can’t follow your ports, basically separating you from your allies.
2) If for some weird reason you still wanna do it, use:
-Focus: Pulling (the number of ppl who got pulled down from the walls and were killed is countless!), when traited reflecting projectiles, imo the best for larger-scale fights (when you’re not in the periphery/focus-party)
-Torch: If the enemy’s doing a lot of commander-sniping, you can lose the target with it.. and you have a blast finisher for water.. maybe?
For a lot of wvw players/commanders, the use of open-field siege is similar for the use of biological/nuclear weapons.
Is it effective? Yes.
Is it acceptable? Your call.
If you’re using open-field siege while fighting even numbers, it’ll destroy the fun of those ppl who likes to fight, challenge themselves. (And will make your enemy think you’re a coward.. not like anyone cares about what the enemy thinks.)
As it’s about OPEN field, it’s not about defending/attacking an objective, ‘cos it’s in the open, so the only thing you can get while mass-murdering them with siege is bags.
Maybe you can become rich with bags, but according to my experience, the same time spent in pve will give you more gold, so for me, playing wvw for fun is the only answer, therefore I’ll continue to run away from fights when there’s open field siege with even numbers, even if the siege is ours.
I’d love #4.1 and #4.2 gaining 1200 range and #4.2 having the casttime lowered. This might just be enough to pimp it up a bit.
Regarding the clone, I always thought it was a bit weird since it is the only weapon set which offers you three skills which generate illusions. I wouldn’t mind if the clone was replaced by a stun or something else. Then again, I really don’t mind the clone either.
Actually I hada similar idea.
Change #4 so that the block doesn’t make a clone but stun the target for ~1 second (1.2k range ofc!
). Then I would spam it less for the daze and actually start trying to use it for the “block” part.. I don’t really care if they lower the dmg a bit, 1 sec stun (and the interrupt trigger for mights, CI, Halting Strike, etc.) is a lot more useful for me than.. 1-2k dmg they can take away with a little nerf?
I mean just look at the scepter, the second-in-chain block skill.. Who wanna use the line Blind instead of 5 stacks of torment and more direct dmg? (Even if none cares about the dmg part, it’s higher than the blind’s ^^ ) I can imagine situations where it’s good, but..
Lagging in a 2v2 fight in wvw, rubberbanding, etc.
Switching to spvp, no lagg, no rubberbanding, skills/weapon change are working..
Yup, my ISP/PC can’t handle the 2v2 in wvw but has no problem with 5v5 in spvp
Oh yea — can someone explain to me how stab can create lag? I was on TS listening to the map channel talk about the lag and they were saying something like multiple maps, stab change, etc.. wasn’t really following..
Server lagg and stability:
With the stability stacks, the server has to “count them”, checking if a CC removed one, checking if each individual stack expired, dunno what else has to do now with more things than before the patch.
Back in the day when they were still communicating with us they said that they can’t increase the 5 man cap (and even made the cap for the same reason) as otherwise the server couldn’t handle the big fights, as without the 5 man cap each AoE skill (and we have almost only AoE/cleaving attacks in a zerg) could hit all the enemy blob, so the server must check all the area of the attack, and can’t stop after the first 5.. Or something like that, can’t remember the details and the forum engine is still broke- sorry, working as intended 
How about upgrades to servers?
You don’t like to have a ~2v2 fight in wvw while lagging?
Then you shouldn’t play a game in alpha like this one 
Or we’re in beta now? O.o
And so on forth.. to me, Illusions are just hexes, I treat them as such.
tl;dr
If you want to see Illusions as Hexes it’s a reaaaaaly big nerf
Hexes, which can be “removed” by 2-3 AA or just one stronger skill.
Hexes, which does not force the enemy to spend valuable skill slot for a hex-removal (afaik every monk “had to” slot a hex removal in gw1 (tho I played more RA than organized pvps due to my freetime) to be effective).
Hexes which does close to no-dmg if you speak about clones and some cough iMage cough phantasms. And according to wiki iMage was called Backfire (I played engi during beta-weekends and after release, so I can’t clearly remember it).
Confusion as Backfire is a joke as we have it now.
Maybe you can think it as a buffed Empathy as it’ll not kill the enemy fast but force them to think about using skills a bit or adding pressure.
You had 480 base hp, a backfire did ~90-120 dmg/spell while Empathy 35-45 dmg/attack (with your weapon) while reducing the enemy’s (weapon) dmg by ~10.
(In pvp, Empathy did a bit less dmg, but it’s not like we do the same dmg with confusion in pve as in pvp.)
How many stacks of Confusion do you need to achieve similar numbers as Backfire?
How many stacks of Confusion will force the enemy to not use any skill besides condi cleanse?
How long will that number of confusion stacks be on the target?
And don’t forget, you has to be a condi mesmer to get any decent dmg out from Confusion and even then you’ll kill with the other condis most of the time.
For me, these hexes were not dps-oriented, these were semi-control skills. They forced the enemy to think about using a skill and suffering a big penalty for it or just sitting and doing nothing for a “long” time.
Confusion on mesmer can’t really do this as it’s a condition which can be removed quite easily while hex-removal was “rare”.
So if you want to see Illusions as Hexes it’s a reaaaaaly big nerf
And about the gw1/gw2 mesmer style from my pov:
You can’t “lock down” a target as in gw1, you can “only” lock down their movement. You can’t destroy their energy, you can only apply daze for a short time (which has similar effects as they can’t use skills) and daze can be removed while energy was not so easy to get.
I don’t want to say that the combat in gw1 was better, I really like this faster-paced combat we have now. There must be a reason why we don’t have the full-lockdown aspect of mesmer in gw2, but I still can’t think about the gw2 mesmer the same way as the gw1.
In gw2, you have most of the time a dps role (be it condi or power), and even the lockdown spvp build is more about movement-control with CI than Blackout .
Power Block (the gw1 one was fun, too! ) was supposed to help us to play more lockdown-style, but sadly they nerfed it so now it’s not working against Thieves (and prolly will not work against Revenant), it’s not really a good choice.
Considering they are using a different server structure, and an entirely new system technology, making it impossible for them to use the same servers for HoT, your post seems extremely uninformed.
Well, as long as they did not purchase more servers (HW), they have to take away resources from the existing ones
If you can show me that they did buy more then okay, but otherwise..
In my experience we have more lag in wvw when they have an spvp tournament/stress test/demo weekend/etc.
My objection isn’t to stealth – its to the worst tab target/autotarget system I’ve ever seen in 14 years of MMOs. When a thief stealths I don’t need my attack focus shifting to a gerbil in the adjacent zip code!
Autotargeting ON?
That can cause pretty bad situations, that’s why I’m not using it even on my ranged characters (on meele it’s the worst, random leaps.. ).
HoT Stress test incoming, so they need servers (resources) for it.
What did they choose?
1)Taking away servers from PvE
2)Taking away servers from sPvP
3)Taking away servers from WvW
Ding! You have 5 seconds to answer!
(edited by Bubi.5237)
My thief friend nearly died in hearth attack because he always hear sic’em
Anet, can we get an “Analyze!” shout, too?
My engineer wanna give heartattacks to thieves, too! :p
Medieval Naval Battle Meta!
Enjoy the 2 in 1 game!
Yes, Called it! :P
(And if you click on the name in the quote, it’ll take you to the thread where I said it, so no, it’s not cheating
)
For one, your justification is to change the game to suit your personal play time and design it to limit the value of those who have a different schedule.
If you want the field evened out, show up and do so. Redesigning the game forces lesser experiences on other players.
Can you please READ before writing?
Thanks
Fair enough. I can see how enabling cross-server play for EBG and OS might be short-sighted and lead to unintended consequences. Let’s get rid of that.
How do you feel about dividing up servers into three blocks though?
I can’t understand blocks without any merge, can you please explain it with an example?
Btw “megaserver” for OS is (imo) good, as you’ll have a larger pool for gvg/duels, just make more instance when it’s queued up. (I saw ~10-20 man Q on OS when a famous gvg was there, so yea, overflows are needed
)
The moment I have to play with (and not against) another server besides my chosen one will I quit the game. No, I don’t wanna anything which is like megaservers/eotm.
Do you support afking at boss fights so it scales for those participating as well? Or afking in PvP for the XP to level? Intended purpose applies there as well.
I am not seeking for your approval to validate my perspective. I still feel all 3 of those examples are equivalently degrading the experience of other players.
I’m harvesting/mining next to the boss, not afking!
I’m running in circles in spvp, not afking!
Can you punish someone who does not play the mode “the most efficient way” in your opinion?
Yes, it’s maybe not optimal, but as he paid the same money for the game, we can’t do anything against them unless there’s something against non-optimal playing. Do we punish uplevels, too?
(And sadly it’s the same for those ppl who are trolling/hcking (or at least in the past 2.5 years I didn’t really see anything going against them). )
And then we’re in pvp, you’re going for player vs player fights, and as wvw is pvp, fighting is playing “as intended”.
Or you’re supporting the dev who trolled a gvg and then had to apologize for it?
So you’re saying it’s not a problem to have an “incomplete” (as no specializatino/new siege/revenant/resistance) until HoT comes out? Which will prolly be around 25th August? It’s completely fine to have an incomplete meta for months?
So you idea is to redesign the entire game systems around your personal play schedule? In my opinion, your specific out look is harmful to the game mode as a whole. There is no need to turn up your nose at others simply because they have different schedules. For that matter, who is to say you are not part of the problem. Start playing in off peak times, if you dislike what your opponents do during that time.
Wait, what?
So you think that a 30 man group karmatraining during the night, building wp everywhere and getting 30k lead is good design?
Where will “my” idea make other’s work less important? Besides evening out the field for everyone? Where will it give other’s work more meaning? All I see it just your personal attack without any specifics.
And btw I have a problem with OUR own nightcap which makes the enemy quit after the weekend…
So you believe players who do not play the same schedule as you do, deserve to be treated with less importance?
A system where there’s a new match every 8h (same servers, just points/maps reset) makes other’s work less important?
I don’t think so, so pls say something more specific.
The problem of this is still:
The handfull of people in the match during two of the mini-matches are twice as important for the match outcome as the majority of people that in worst case even have to queue in their single mini-match.
True, but it would make Nightcap less important. At least you would not face 3 borderlands with enemy wps in every keep if you have less ppl during non-prime time, so maybe you can have fun fighting?
(Personally I don’t really care about PPT, only about fights.. but it’s hard to find ppl when our nightcap makes 30k lead during the weekend and the enemies are not playing. With mini-matches, there’s more chance that they’ll try to push sometimes, as they can “ignore” some.)
Because PPT cannot exist without PPT.
Well.. I can’t deny it ~.~
You can just reset the map every 8h (but you have to make upgrades faster/cheaper then, otherwise none would bother with it), so every shift will have the same chance to upgrade.
If you have only prime-time coverage, ofc you will lose, it’s wvw which goes 24/7, you can’t make other ppl’s work meaningless just ‘cos they’re playing when you’re sleeping.
What you can try to do is lessen the advantage of coverage, but I’m interested in your idea of How to make nightcap not a problem without denying the work of the ppl who can play only during “the night”.
Where do you see “worlds vs environment and random creatures and turrets and whatever else is there” ?
The Cannon Event i.e. seems to be a PvP-Event, Players are supposed to fight over those Cores. They emphasized that killing the Mobs is not the Problem.
The environment (sand storms etc.) is supposed to influence to fighting (breaking up Zergs, give some variety) not to replace it.
I do not want to be a “white knight” and defend a Map that obvously sucks.
I am seriously interested what all this hating is about.
Turrets which will knock you down to death while fighting players.
“Turrets” which will dmg+burn you while you’re trying to fight others.
“Turrets” which will cripple you while you’re trying to fight others.
Bosses which are not easy to kill, making the work of 3-5 man ninja-groups harder as you have to spend more time on the boss so the blob will have time to get back ( its rare already, if the bosses are harder to kill even less ppl will try it).
Ledges, safe-siege(AC/Ballista) spots, Big Boom Cannon which opens all your outer gates (opening the only gate of the towers).
Big Boom Cannon pre-event, which is similar to the old Orbs, where flying/fastrunning players were “common”.
The map is beautiful, it has some interesting (or even good) points (like towers blocking choke-points), but it has some features which makes me fear the future.
I believe even with an “easy” change like splitting the Matchup into 8h little-matches, and the server who won more of these “little-matches” will win the MU would Nightcap less important.
With the system we have now you can get 10-30k lead during the night.
With the little-matches, you can get only 1/3 of the “points”, so if a server has only nightcap, they’ll lose.
Dunno who wrote this idea first, but I like it
The thing that seems to make this meta strong is the fact that the cap for support skills5 means that spreading high stacks Stability throughout a zerg is harder, thus the zerg is full of low stability stacks while running through high stacks of CC. To counter this, I’m proposing a solution that will either have the enemy zerg splitting their CC, making it easier to penetrate with the more concentrated Stability of smaller zergs. The Zergs don’t have to be flanking, but by spreading out the CC, it’s basically weakening what’s preventing the melee train from reaching the pirate ship.
So my thoughts are thus: Either a smaller melee train will reach the enemy pirate ship while the ship concentrates on the other train, or the pirate ship will try to hit both zergs which are a distance away from each other with CC fields which will effectively mean that the CC is spread out and is easier to pass with stability. As for ranged damage, aren’t there defenses against this such as mesmer’s Feedback and traited Focus and Guardian’s bubble-thingy?
Well, this is all theory, but would these counter-strategies work[Splitting into two trains to thin the CC and using various anti-projectile skills] against the Pirate Ship meta?
Most dmg comes from NOT Projectiles, so reflect will have lesser effect. (Wells, Meteor Shower/Lava Font, etc.)
A zerg/blob can remove 25 stacks of stabi in 1-3 seconds, a blob always has more CC than stabi (‘cos stabi has 5 man aoe cap while line/circle CC has no cap).
You can try to bait/outplay them, but against good commanders, it’ll not help much..
If you split, they’ll focus one of your group while hard-ressing themselves.
If you don’t split, everything remains the same.
I see your point. What about splitting into two zergs of roughly half the original? Still enough to lessen the focused AoE, and focusing one might give chance to the other to begin focusing. Or would this be the same problem, and to what extent?
As I see the Pirate Meta (couldn’t play enough sadly), you want to down the enemy using ranged dmg, while CCing them so they’ll not run out from your bomb.
With this stabi change, CC will be almost always more than the stabi for you, so..
If you split into 2, maybe one of your half can CC/dps while the other is focused, but I’m not sure if it will change anything for the better, it’s hard enough to kill someone as they can just res them fast even if you focus with your whole blob.
I’m no expert so I’m just throwing this out there: Spread out? You’re running after them, maybe some zerglings can go off to the sides and push in. Spread out zerg=Spread out CC=Less Stability to break through. Might be harder if they try to run away, but if you’re both zergs attempting to fight each other, you may be able to throw some groups to the sides and close in on them. Hell, maybe some portal plays or thief action. At any rate, would this strategy not work?
Theorycraft:
When you see the enemy spreading out, you can focus some of them with all your bomb, they’ll caught in your CC, they’ll die to your dmg, as they’re spread, less ppl = aoe cap will not help them. After you killed the first some, you can continue to the others, as they’ll have a numerical disadvantage now, you’ll prolly win.
I do not need to say anything specific. Folks are being aggressive toward anyone that does not join them in complaining about the changes. I, nor anyone else owe them any for of explanation. Until they settle down and accept it, they are denying and arguing anytime someone tried to comment to aid them.
Besides saying L2P, how are you “aiding” them?
‘Cos saying L2P is not helping, it’s trolling.
Say how do you think they should change their tactics/builds so they’ll play better, say how you did it, not something vague like L2P.
Colin even stated somewhere that the idea behind this change was to nerf stability abuse in WvW. It’s working as intended, whether you like it or not.
Yessss, I can use this pic again!
https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/158908/ColinAlchemy.jpg
I fail to see how? If you constantly blob up, your buffs are going to disappear, as well as your controlled towers and keeps.
Buffs need 1-2 players, that’s what scouts are for.
Your supply camps will be blocked off by your towers, enemy roamers can’t get them easily, meaning you can have your scouts watch the border of your territory. (So you’ll have enough scouts to mainain the few shrines.)
As you have to break down the wall of the tower to get to the “inner camps”, you’ll need the same force to do that as now you need to take a tower (the moment the wall is open most of the time the tower is lost.)
How will this map split up the blob?
Less way to get inside = more ppl to the blob.
Nowadays you can attack 3 objectives of the defensive server on their home bl at the same time, but we still don’t see blobs splitting up so often. If you have to get through a choke-point to get the keep, the blob will defend it with all their might, so you’ll need your blob to break through. Or at least this is the way I see it with the informations we got so far.
As I love necro more than mesmer (Sorry! I’ll still play my cute asuran CI lockdown, but my preferred style is power-necro), I have no problem with the patch, but I had to say that boon removal/steal is not so effective anymore against those elites
On the other hand, the stability change literally did nothing to PVP, so I can’t see it as being done for the purpose of PVP alone.
Not completely true.
Thieves can’t steal 20 seconds stability now.
Lich Form can’t be ping-pong’ed more than 2 seconds every 3 second (1 stack stabi every 3 seconds).
Same for Tornado. (Not like a lot of players were using it, but still..)
Other Elite Skills are affected, too. (Rampage as One, Plague, Rampage, Dagger Storm.. what did I miss?)
Dunno if only these changes would make it intensity and not duration change, too, but saying that it did “literally nothing” is a bit too extreme
Now we get to see all of their ideas, formed in a few hours of gameplay, and now implemented without any real feedback from the WvW community.
Handful of Devs ran around in a couple T1/T2 EBG pug blobs. They’re WvW vets and experts now. Trust them, they know exactly what WvW needs to promote this kind of gameplay.
Don’t forget the dev who played during reset night on ebg, explaining why capping SM fast is good while playing a HAMBOW warrior
hey bubi, gotta say. L2P.
You are talking to MEDIGUARD with GS.
AH guard with GS does medium damage. The leap is short. GS Guard is 20% faster then necro at best. Still 20% faster then the slowest of all classes means its still LEAGUES behind everyone else. That is a fact. I do also play guard, warrior, ele, necro (not much anymore) and sometimes engi. Guard and necro is abysmally slow. Even when you run their quickest setups their only really quick in a few milliseconds, then back to being super slow.Prior to this patch, necromancers thrived because you only needed stab ONCE. Once there, everything was OK. Now you need stab again and again and again. Because it is removed.
I get the feeling you have not played in the new patch, please do enter a zerg and see how quickly you lose stacks of stab. Unless you got a profession that can fend for itself, it wont stay afloat.Rangers got several options to deal with condies. Sure not as good as guard or warrior with shouts, but their not shut down by them. Passive or active, take a pic, rangers got a solution for it that does not hinder zerg performance in the least.
Nope, normal AH GS guard.. Dmg comes from armor (and not utilities), and nobody stopped ya before patch to go half-zerker.. JI was a thing in the past (thou with hammer), and if guard with leap is slow, then everything without a leap is waay slower.. like engi, mesmer
We have perma-swiftness anyway, right?
As a necro, during open-field fights you should avoid everything anyway.. And in keeps/chokes it’ll be really hard anyway ^^
Guard is great, but it is there for support, NOT for spike. Guard also got lousy mobility, so 2x lousy mobility classes aint great in general. Sure swiftness spam is prevalent, but you often need burst movement, which both necro and guard is bad at. So is staff ele, but they got the range to deal with sudden blitz pushes.
GS Guard has no Spike dmg?
GS Guard has no mobility?
Pls say how GS Guard has the same mobility as a Necro.. I wanna leap so far away with my necro. And then we don’t even take JI as a possible gapcloser..
Staff ele 1.2k range, Staff Necro 1.2k range most of the time, 900 for wells.. Not really new, we played this way for years, now it’s easier to avoid the meeletrain with Necro as they have less stability..
And ele btw has “Blink” to “deal with sudden blitz pushes”.
Yet i stick to the frontline with my trusty GS and i do not die. My profession is supposed to suck at frontline, yet i run a roaming build in T1 EU and still survive just fine.
However my profession got limitation on its own, it doesnt support allies very well, it doesnt do massive AOE damage.
It does however, cover its own rear end VERY well, and in the cases of being overwhelmed, it can run away VERY fast.
Selfish classes are not good.. If you’re not doing dmg, why are you there? What are you doing there? How are you helping your team to win? Ranger will rely on others for condi cleanse, don’t ya think? Or how’ll you escape from immob+cripple+chill bomb?
Necromancer does not cover its own rear end very well, nor does it run fast. It relies on shout warriors and guards to deal with the majority of issues, even more so if out of LF.
No change, it was this way for years and necro is still one of the GWEN. So maybe it was not a big problem for good players?
I love what they’ve shown in the new BL! I want it already! Screw all you haters, I actually get tired on constant 60 vs. 60 blob fighting.
Can you please say what exactly will make the 60 man blob split up? ’Cos all I saw was more reason to blob..
The terrain is more complex, the cliffs are higher, and the paths are windier, resulting in an even deeper field of battle.
After reading the new article https://www.guildwars2.com/en/news/essential-elements-of-the-new-borderlands/ , the dolly protection buffs seems nice
As long as an allied player is near the dolyak, the dolyak gains an effect called Protected Caravan. While this effect is active, the dolyak is greatly resistant to both damage and conditions.
, same with a bit upgraded sentry,
They now guard tiny outposts and have a skill that cripples enemy dolyaks for several minutes,
but the shrines..
…interacting with a shrine that your team controls, you will gain a five-minute elemental blessing effect. This effect increases both your movement speed and either your attack damage, critical-strike chance, or defense, depending on which elemental blessing you received.
Just.. Why… Why more stats.. Stat bonuses are never good for fun fights..
And ofc the Big Boom Cannon will open the enemy thingies only, and not yours.
Once a team has collected enough cores to power the weapon, the cannon will begin firing blasts of energy at the outer gates of all enemy-owned towers and keeps in the map, gradually obliterating them.
I would like to have the dolly/sentry update on the old borderlands, would be a lot more fun for (defensive-)roaming..
Necro is a liability not out of offensive ability or utility, it simply wastes skills on other profs.
To put it in a more theoretical scenario – the stab skill used to give necro stab could have saved a ele, guard or warrior. All of which is more valuable then necro now that you are not relying on Well of Corruption or other similar skills to remove stab.
.
Necro is one of the biggest AoE-DPS in a zerg.. In Well of Corruption’s Boon removal list Stability is the last one, you practically never used it for Stab removal. ( source )
With these changes, I would save a necro 90% over a warrior…
