(edited by Dahkeus.8243)
Am I missing something?
Pretty much everything else involved in those two professions as well as how other professions affect them.
Those skills aren’t used in a vacuum.
You’re blatantly comparing apples to oranges and even if this was the source of an imbalance (it’s not), then you’d still be making a really cynical stretch to assume the intentions of the developers behind such balance in claiming “favoritism”.
Adding one on there: If you run thief and your team knows how to stack on a blind field for stealth. Bonus if they actually blast it themselves.
Sadly, its very rare that you find people who know to utilize group stealth like this, but a good group will stack on your blind field, call a target, then burst hard without revealing themselves early.
So then I realistically they aren’t getting protection at any great frequency. Ok that explains then.
You get it often enough, especially considering how much damage you negate with bulwark gyro.
How are engis getting their stability? You’d have to run without the protection health trait or be taking elixr b which is not meta? Plus to use the hammer trait that grants it you’d have had to dodged the theif first.
I suppose you could juggernaut, but a theif would see you camping FT… and honestly who camps FT with Jug these days? Or ever…
Perfectly Weighted and Final Salvo, of course. If the enemy team isn’t too heavy on condi classes, then you can take Elixir B as well. You still get plenty of protection from converting vuln (Transmute trait and Elixir C toss/drink if you take it) as well as from medic gyro.
It’s not really hard to dodge to get the stab, but you also can just get it from popping your medic gyro (which stuns at the same time).
…and lol @ juggernaut.
Also, you don’t really need to be invuln to conditions with elixir S, particularly since you shed conditions constantly, including from Elixir S itself gets procced. Condi ticks are only dangerous to elixir S if you get heavily bombed a second before S procs. Otherwise, you can just cleanse them all easily.
When fighting a scrapper:
protection, protection, immune, immune, immune, invulnerable, invulnerable, immune, 5k damage while blocking, protection, interrupted, immune, cc, cc, cc, protection, immune, evade, evade, cc, immune, protection, interrupted, immune, immune.
Oh, and stealth, stealth, stealth, lightning field, reveal, reflect, reflect.
You forgot all the condi cleansing too, lol.
On top of this, the engi can do this while staying in the middle of a team fight and contesting a point. Very few thief builds can really sustain themselves in any serious team fight for long and the ones that do generally don’t contribute as much to a team as the more glassy, high mobility, burst builds.
- If the thief is burst D/P, you just need to pressure a bit for them to retreat and they won’t be evading much unless they’re running away.
- If the thief is staff, just dodge/block the obvious tells and don’t try to tank through the cleave to rez someone if an ally gets downed nearby. Kite them until they burn their initiative on vaults, then pressure them to retreat.
- If the thief is condi, lol because you’re playing an engi and can just cleanse everything they dish out. Be patient and slowly whittle down their HP with fast attacks between their evades.
Engis can generally handle thieves well enough in fights (especially if they try to 1 v 1 you), even if the thief avoids a lot of damage. The biggest threat a thief has to engis is more to do with their map control and +1 burst than anything they actually do in the middle of a fight.
@ Shion: Yea, they just mean the invuln from elixir S and yes, it doesn’t prevent condi damage.
(edited by Dahkeus.8243)
Yea, probably a good time to take a break, but I think this goes to show that simply playing a lot of games doesn’t necessarily make you a better player.
If you do come back from your break, I’d suggest spending a bit more time researching builds, watching videos on other people’s gameplay, and even recording your own gameplay so that you can watch and find areas of improvement. If you’re not learning enough from each game you play, it won’t make the next one any better.
Either way, good luck to ya.
Once he was First rank 80 and best engineer universe
Seems he didnt reach this lvl with scrapper
Well, they are still running grenade kit…
Hey there!
I’ve been playing GW2 sPvP since the last Season now and i am just very curious about one little thing i see every single game, that makes us lose every single time (in my opinion). If i talk about this i just get a “noob” or “l2p”.
Note: This is about Soloqueue!
So we start the Game, one guy says he will go close, rest rushes Mid. That’s what should happen right? Well what I notice is that, as soon as we got Mid (but we lost close, since one of the enemies goes there and caps it) 2 or even 3 people rushing for far. I see this every single time and in my opinion this just makes us lose alot of points and maybe even loses us the game.
I mean look at the math, as soon as we got close and mid its super efficient to get far. I get that, you apply some pressure to the team (or alot of pressure), u can fight them directly at their base and don’t have to worry about your other points etc. But what really happen is that you lose close very early, get Mid, go for far with 3 people that leaves only 2 guys at mid… no1 at close. What you have to do is, you have to get close back. So one of the guys from mid goes for close. That leaves 1 guy to deff mid.
So you have 1 guy on close, one on Mid and 3 on far. Seems like a good deal if you would own all points but thats not how it is. you will lose mid since theres only 1 to defend and atleast 3 ppl are respawning to go back to Mid even before our ppl got to far. So its a 1v3 in mid that causes you to lose mid dftly. Well we might get far after that but since the enemies got mid all ppl are like “oh no we have to get mid back” and rushes back to mid, that leaves far for the enemies without any defenders. since u most certainly killed a guy in order to get far, that guy will respawn and take far back.
So in the end you lost a safe mid, close is maybe struggling in a 1v1 wich can be lost any time just to be the owner of far for 10sec?
This kitten is ridicilous. I mean do i miss anything here? i see this every. single. time.
most of the time every team sends 1 to home rest to mid. well if you send 1 home and 2 to far you can kill that one guy fast and have a really fast 2cap. in my experience 90% of the time when me and one other team mate go far at start we get there and kill the guy before he has it capped then we cap it. so we have home and their home both capped while everyone else is in mid. now the other 10% is when they have the same idea and it ends up evening out with they have are home and we have theirs. or it can get messed up if no one comes with you and you can not solo the guy fast enough or they have 2 ppl at home……in the end some times its all about strategy because you can be totally out classed and the best way to win is to keep their team split up scrabbling to get caps
So, here’s the problem with that: You win home and close while your mid fails. The enemy gets 2 kills in your mid group and once they wiped them, they go and wipe far (their home) while your mid group waits for respawn. The enemy loses a bit by not controlling their home at the start, but the points from the easy 4 kills make up for that and they end up with both mid and their home in the end, which puts them in the clear lead.
And if it’s like most solo q groups, the people that won far with the 2 v 1 think that they’re hot kitten and blame the team for the loss.
but you can roam and explode people in 2 seconds and sustain, so you should prolly play that instead if you wanna win =)
dam. How2?
The burst there is exaggerated a bit, but they mean just running the meta build. It’s all the burst your build has outside of grenade kit, which is just a liability in the current meta. Egun has just outclassed grenade kit ever since HoT came out and it’s just gotten better with condi war hitting the field.
Still blows my mind that people complain about the HoT expac from a PvPer’s perspective when WoW’s expac is basically $60 (on top of sub fee) that forces you to grind through PvE all over again just to play your same class at max level again.
Cool thanks for the build and advice mate
Np, good luck with that. If you ever want to see this build played really well by someone who’s friendly and answers questions, check out Chaith on his stream: https://www.twitch.tv/chaithh
WoW does some things well, but overall GW2 >>>>>>>WoW.
There’s plenty of imbalance with classes in GW2, but nowhere near what WoW usually is and at least there’s only class imbalance. In WoW, there’s also gear imbalanced where those who have limitless time to grind are king.
Get 5 people together and play that way. If you do, anet will ALWAYS queue you against 4-5 solo players so you’ll always have a kittening MASSIVE advantage.
They changed matchmaking quite a while back to make it impossible for a solo Qer to ever face a full premade of 5.
Anyone else wish we had the chance to see Courtyard implemented with a WoW arena deathmatch setup where winner was based on killing the other team and not reaching a score?
I know that ANet settled on the score system since it was a lot easier to implement by just adapting the Conquest game mechanics to a map without capture points, but I think this kitten approach was one of the biggest reason deathmatches failed in GW2.
Courtyard games just aren’t fun because most matches start with an interesting opening and then just end in one team getting farmed after the first wipe until either time runs out or the max score is hit.
If they would have removed respawns and named the last team standing the winner, I think that Courtyard may have actually been enjoyable.
Yeah we should not use builds to carry, but that is a PvP rank system/match making issue. Me loosing every second match because bad teams are another.
Just be aware that no class will carry you very much in this season since they’re all balanced relatively well for once. Engi is a bit better suited to the randomness of solo Q, but playing the class you’re most experienced/skilled with will make more of a difference than any of that. Fortunately, it sounds like you’re comfortable with engi.
That’s actually some really awesome editting. If you did a full video, you’d definitely want to tone back the twitching and such, but that would make an excellent intro.
Yea, Tempest and Ranger are classes that can carry very well for certain teams that are glassy. However, it’s also easy to end up on a team with another tempest/ranger and in those situations, your team just lacks enough damage to counter pressure the other team.
This is why I think engi pulls ahead. It can flex easily to both a more damage and a more bunk style role. If there’s a good hybrid ele build that can do this, I haven’t seen it in action.
Thief is another decent option if you can play it well. The high mobility and +1 burst allows you to often make lemonade out of a teammate’s bad rotation lemons.
Yea, class stacking feels like more of an issue, but I think it’s mostly because other aspects of matchmaking have improved so much. It’s just the next layer down as you peel the onion. =P
Here’s probably the strongest current build for PvP in the meta as it stands now. This is Chaith’s variant of the meta power scrapper:
http://gw2skills.net/editor/?vdAQFASncoCtbhFpCGYBkfhlJjS8ZKgAg+vr7+Oc7SmwC-TJBFABiXGAgHAABXAgk2fAA
There’s a lot of condis going around right now, particularly with many people playing condi warriors and this build is very strong at countering that. If your enemy team is primarily power based (i.e. if you see lots of thieves, revs, and dragonhunters), go with the paladin amulet, but if you see lots of condi (mesmer, war, necro), go with marauder. Healing turret is a viable option if you prefer, but medic gyro is actually a decent option as well.
The build is pretty easy to jump in and start playing, but there’s quite a bit of nuance that give it a high skill ceiling as well.
Good luck running grenade kit in Reflect Wars 2.
…wahoo!
DH is technically out of meta, but it’s honestly not in that bad of shape. While it’s seen nothing but nerfs since the end of S2, there’s been enough nerfs to other classes to keep this one as relatively competitive.
I’ve played thief, druid, and engi this season. So far, I’d say engi if you run the elixir C variant. It’s a very tanky build that hard counters condition classes easily that is hybrid enough to adapt to what different teams need.
It’s great both in team fights as well as with defending side nodes, particularly since condi warriors are so often rushing far.
Sorry you uninstalled, but if you never bothered to update to the expac, it’s not exactly like ANet lost money on you leaving. =P
GW2 PvP is just player vs passive. It’s w/e. When overwatch comes, this game is gonna lose like 1/4 of it’s pvper playerbase.
Looking forward to playing a game with an actual balance team.
How bad are things here if someone think Blizzard’s notorious history of kitten poor balancing looks appealing?
It’s not that things are bad here, but rather that the grass is greener on the other side and right now Overwatch is the new shiny that everyone’s hyping over. I’m sure it will be a good, successful game, but once it’s been out for a while people will realize that it’s not some magic, God’s gift to PvP. Instead, it’s just another FPS game with it’s own balance issues.
But in the meantime, we’ll just have to deal with salty posts like this where people transpose their own struggles onto whatever external blaming they can (in this case, class balance) while they transfix themselves with their starry-eyed fanboy fanaticism towards the next up and coming shiny game that will eventually become just as mired in salty QQ.
Older gamers here should be able to recognize this pattern easily enough.
How anyone could defend almost four years of poor balance is beyond me. I used to keep telling myself they would turn it around because the mistakes they made were so blatantly awful there was no way it could persist.
Does anyone even remember when runes were overhauled to create build diversity and they just made strength runes so clearly overpowered every build used them? Or how about the entire year of turret engis? The list goes on and on. Now we are left with a state of balance that just makes every class face roll.
So yes I know the grass is greener elsewhere because it can’t get much worse than what this game has provided.
You’re certainly welcome to look for greener pasteurs. In my 11+ years of MMO gaming I’ve seen better than the current state, but not by much and I’ve certainly seen a lot worse.
GW2 PvP is just player vs passive. It’s w/e. When overwatch comes, this game is gonna lose like 1/4 of it’s pvper playerbase.
Looking forward to playing a game with an actual balance team.
How bad are things here if someone think Blizzard’s notorious history of kitten poor balancing looks appealing?
It’s not that things are bad here, but rather that the grass is greener on the other side and right now Overwatch is the new shiny that everyone’s hyping over. I’m sure it will be a good, successful game, but once it’s been out for a while people will realize that it’s not some magic, God’s gift to PvP. Instead, it’s just another FPS game with it’s own balance issues.
But in the meantime, we’ll just have to deal with salty posts like this where people transpose their own struggles onto whatever external blaming they can (in this case, class balance) while they transfix themselves with their starry-eyed fanboy fanaticism towards the next up and coming shiny game that will eventually become just as mired in salty QQ.
Older gamers here should be able to recognize this pattern easily enough.
The issue I’m having with Warriors generally right now is that they seem to have near permanent condition immunity or a very rapid cleanse. Some seem to be able to just about ignore condition damage.
I don’t play warrior, so don’t know the mechanics. Something is happening though that’s is making some warriors effectively immune to conditions.
It depends on your build but I’ve been taking null field, stacking a lot of condi’s on them and using null field to strip the Resistance and Might they’ve built up. So what happens is they tend to not pay attention to the fact they have no more resistance and lose half their health. Then a couple well times scepter blocks and shatters have them on the ground. And oddly enough I’ve done this in melee range. Granted that’s for 1v1’s, if you’re on point with warrior plus necro’s kiting is king, but so is stripping the resistance.
That’s smart.
You’re not really seeing scaling with those numbers, so backstab will perform much better with more power/ferocity/etc. However, it’s not the huge burst that it used to be, primarily due to the power creep that happened with HoT and the dps boost that auto attacks received a few months back.
Yea, it’s definitely not expected. I’ve confused the hell out of some players by using it already, haha.
I’m hoping I can get a feel for what causes the glitch so that I can work around that, but so far I’m not sure.
I heard there is a bug with Scorched Earth + Cleansing Ire, Currently it removes 6 condis instead of 3.
Anet should fix this asap.
Agreed. Change this and you’ll see condi wars much more in line with where they should be.
You talk like this is some problem with matchmaking.
You basically pushed ahead of most people very early on in the season and then tried to queue at non-peak hours.
Matchmaking can only pair available players with other available players. It can’t make good opponents appear out of thin air, lol.
@ Devs: If you need to look up an example of this, look at the game I completed right before the timestamp of the original post.
They clearly work on balance. But they do by scrapping diversity.
Unfortunately diversity is what keeps the playerbase for long.
Guard has less diversity maybe, but diversity as a whole is probably higher now than we’ve seen for a long time (and by diversity, I mean viable, strong meta build, diversity).
Any official word on this? Do I need to submit a bug report somewhere?
Hey thief community,
I wanted to check in with others to see if anyone else has been using Shadow Trap lately. I noticed Toker it recently, so I decided to give it another shot.
In theory it seems to have some pretty decent potential for quick decaps or +1ing side node fights and the trait for CD reduction + might is easy to take. However, it still has some pretty buggy behavior. More than a couple times, I’ve popped it to return and just ended up faceplanting a wall.
So, has anyone else been using this skill lately? If so, what situations have you found it to be most useful?
I played S2 as core thief. Made it to Ruby in about 40 games, then my time ran out (since I cannot play 24/7).
Just go with a standard ‘oldschool’ DA/TR/SA. I took Flanking Strikes and Hidden Thief. Got several complaints (and the odd, you must be hacking) bursting people down that way.
It is very doable, although some friends told me that Ruby+ would be a lot harder. Since more people know what they are doing there!
^ Good advice here. Run this with D/P and you should be in good shape. Daredevil is good for the extra dodge, but it’s not as critical as other elite specializations. Good luck!
Honestly, I think this may the best season we’ve seen from a balance perspective. The devs have done a good job listening to feedback and making gradual shaves to OP builds. Guard could still use some love, but it’s getting harder and harder to see classes as an excuse for losses.
Not that will stop anyone from using them as such, of course. =P
No matter how well classes are balanced, the community will always be salty.
Idk, PvP for the fun of competition maybe? If you want something to grind for, well, that’s what PvE is for.
he has to dc for 2 min to not lose a pip.
He was. The teammate was DCed pretty much since the start of the game.
I just got out of a game where my team was 4 v 5 and the loss caused a pip. Is this something new?
Holy crap people were quick to assume the worst. So glad I’m not a game developer.
Did it go through block? Don’t remember really, I usually dodge out once n it’s enough (I take a hit or 2, but nothing serious)
Main issue for me is that it moves with the target, when most other classes with anything similar are either rooted, or 1 directional (that I can think of)
It doesn’t inherently go through block. He’s talking about using it with Phase Traversal and honestly I think Phase Traversal needs a nerf more than UA does.
Either
- Remove the damage
- Remove the evade
- Remove the teleport/tracking
Why is this so hard XD
You mean when we fix the fact that is the only skill in the game that gets interrupted with stealth even when already start channelling?
Aniway Dodge one time, problem solved.
you need 2 dodges actually
and even if you stealth you still eat at least 2 attacks from it with all the procs
You can just dodge once and the rest of the damage won’t be lethal unless you’re near dead anyways. And if you take 2 attacks before stealth hits, it doesn’t really make a difference.
Smart revs will reveal before before UA, but smart stealth classes will take the reveal as a tell anticipate a UA. Either way, it makes for interesting gameplay with depth.
If this skill gets touched, I hope it’s only a small damage shave. I actually like the skill a lot, even though I don’t play rev. It encourages some unique play to counter it (save up dodges or stealth) and there’s some really cool ways that you can screw over a rev that uses it if you play a class that can port:
A cheese build is something like this:
Here’s how you play it. Find a target by themselves defending a point. Cast your damaging utility skills. Spam dodge and death blossom. That’s pretty much it.
In sPvP, it’s something along these lines:
You can swap DA for Acro if you want less damage and more sustain. Withdraw is another viable heal. Caltrops can also be swapped in for one of the damaging utilities. Impact Strike is another viable elite. If you don’t take physical skills, trait in Weakening Strikes. You also have a lot of viable choices with runes and sigils. Even the amulet can be swapped around if you want to adjust damage and sustain.
Just be aware that this is a low skill floor build that’s easy to start playing, but it also has a low skill ceiling and is significantly less effective as you get into higher tiers of play.
I just want to chime in here and add in a reality check:
The OP is new to raids, so I don’t think they’re anywhere close to downing bosses like others here are talking about.
OP: The time raids take depends a lot on you. Many groups will spend a couple hours on them, but some people will also put in 4+ hours. It just depends on you and your group. However, if you only feel comfortable putting in an hour or two, then you should be fine. Even if your group keeps going, they can likely just get a replacement for the party.
However, if you’re new to raids, don’t expect to see all bosses dead within that time frame. Depending on the rest of your group, you could fly through the raid or spend all night on the first boss.
Mesmer still op as hell. Just not God mode that it . Problem is the Mesmer community always complain about their class while they are actually the strongest , you can see that even in the resent balance patch Mesmer actually got buffed now they got some nerf and you can see how many Mesmer complains .
Yes, because other classes never do this.
/sarcasm
It’s amazing how people try so hard to stereotype others based on the most arbitrary factors.
Because PvP is fun and you don’t have to queue for unranked anymore?
Idk, call me crazy, but there seems to be plenty of reward for PvPing. Of course, I also come from the days back when PvPing didn’t earn you much of anything beyond skins that you could get much easier from PvE.