Avoid the top 2 tiers like the plague. You won’t be able to avoid the zergs, you’ll be run over the second your spotted. Even if it looks like your having a friendly small group fight, your pretty much considered a speed bump lol.
Your best to go to the lower tiers where you’ll find multiple small group fights without worry of being run over.
I say just leave Tier 1 as is and let them enjoy their skill lag and que’s. I find the stream of complaints coming from those servers quite amusing, yet they have nobody to blame but themselves. Sure Anet, provided a system that can’t handle what it was intended for, but this is well known. So what do some of these guilds do.. flock to those servers.. lol
They say some people are suckers for punishment, but I’m sure many of these players can only take it for so long before they’ll voluntary un-stack. This being with the fairweather mentality.. you just know more guilds are going to flock to Tier 1 and make it exponentially worse.
Spawn camping mastery lol
Downed state would be better if players had to wait until they were out of combat before reviving. This way those want downed state get to keep it, and those who are against it, won’t be affected by people being veiled and power revived all over the place. People can be revived, they basically just have to wait until after the battle is over. That is if their team wins.
Win win situation
I don’t think anyone will disagree Rangers are pretty good in solo and small group fights if built properly; but if people are seriously going to scream OP at that and call for nerfs.. people are going to start having kittens lol.
In PvE, as long as I used our beloved brown bear, and had at least 10 points into BM for that bond, I was never in danger of dying. With that, i’ve found glass cannon to be the most effective as I don’t have the patience for long drawn out battles. I’m not speaking from a dungeon perspective as I dont play them
Ive never seen this boss, because there is never anyone in the area.. I guess that’s why.
I highly doubt it. Every time I’ve entered the HoTM, it’s pretty much dead. I like to check the sPvP forums from time to time, and they’re pretty much dead compared to the WvW ones.
The problem is with sPvP, every game of this nature has it.. it’s nothing new. The WvW concept is somewhat new and therefore is generally far more appealing than sPvP.
I just worry that if Anet continues to treat it as casual in nature, another game will swoop in with the same concept and develop it well beyond what Anet has done and scoop all it’s player base up in the process.
They would need drastic buffs for outmanned servers.. something where say 5 people could compete against 50 at once. That wouldn’t happen because the 50 would be whining. WvW seems to be filled with fairweathers.
Servers would not start running with fewer numbers for any buffs. Do you know how hard it’d be to coordinate server wide for people to stay out? Then add in the trolls, and the people with little time to play as is.
This is also a problem on non-stacked servers. Sorry if im busting all your fun of ripping into these 3 servers.
We’re a tier3 server and consistently get paired with t1 servers. They field massive blobs, thats really the only word for it. So big that even while we are outmanned the game still lags tremendously. And ow boy if we get two of those servers in the matchup.
Outmanned on 2 or 3 maps. And unplayable lag on all.
I come from TC and this isn’t a problem at all. Rarely do the clashes get big enough that lag occurs. It does happen, but it’s few and far between. Even when we have 100 people on that map it rarely happens.
This is because we don’t blob around to the extent that the T1 servers do; that and our opponents can’t usually field the same numbers. Only occasionally do we get it if were against DB or FA in prime time.
The point is, Anet (for whatever reason) has allowed 100 people per server, per map when their servers can’t handle it. There are only 2 real logical solutions:
1) Transfer to a lower tier server where the population isn’t that big
2) Break up the zergs into small groups
Maybe.. I can see how some people when they join a map if they don’t see a commander they just leave, so it could possibly shrink some zergs. However, there are a few commanders on my server who don’t even turn on their tag half the time. They just say “regroup here” or “meet here”
Your from SoR, what do you expect.. You’ve got 3 servers who can nearly que all maps 24/7 when the game isn’t built to handle those types of clashes. I’m on TC and we rarely have any skill lag when clashing with FA or DB. It is there occasionally, but literally it’s happened less than a half dozen times.
Part of the blame lies on Anet by allowing 100 per server per map, when realistically it should maybe be 50-60.
Your only real option is to just transfer off the server.
It’s a decent comparison but it needs to be taken into account that your pet will be dead in that build 90% of the time. I know, because I run the same build, and they just don’t survive. It’s more likely closer to 20-22 seconds in real world combat.
A good comparison none the less though if our pets were actually given some decent surviviability. It just goes to show much reliance we have on them.
I think I’d be able to match my warrior’s dps in PVE with a full zerker build if the pet was able to attack the entire time. It might take some good might stacking on the ranger too though. My warrior doesn’t have much trouble getting above 20 stacks of might. The equivalent trait on the ranger only puts the might on the pet.
I’d really like an effect that makes pets really durable in PVE as long as they don’t top the aggro table. Basing it off of aggro would prevent them from being invincible tanks and ressers.
Nope, I’ve done just this. My warrior in Knights gear pulls out far higher dps than my fully berserker ranger. I can pull of 20K + in 3-4 seconds (with no might) on the Ranger. Thing is, my warrior in knights gear can do the same thing; in berserker gear, I can obviously pull out far higher. I havn’t tested kill shot though.
The thing is, Ranger’s aren’t bad, and they aren’t great (compared to other classes), but they are good in the hands of those who know how to play them. The pet being the #1 crutch. Your pet is either dead or being pulled out of battle to survive which immediately takes away 20-40% of the dps. No other class needs to worry about that. If you’ve spec’d into Beastmastery, then your drastically hurting your own dps at the expense of keeping your pet alive.
I’ve tested all the builds with all different types of gear, and the highest sustained dps with survivability actually falls with a Berserker Ranger carrying a LB. This is based on WvW, as I don’t do dungeons. How viable this would be in a dungeon, I don’t know, but it’s by far the best in WvW.
It’s fine rezzing people after the battle is said and done; it’s during combat that is the nuisance. Having to wait until your out of combat puts a larger force at a disadvantage against well coordinated smaller group.
If I had my choice, downed state would be gone completely, but I think it’d be just better to only allow rezzing when out of combat.
There have been numerous times when several people have been downed at once; the large force veils and focus rezz’s them all up. That wouldn’t happen in this case.
Well if anything it definitely would make it interesting if the guards power (and title) scaled with the amount of people near by.
Less than 10 people – Veterans, nothing for stats
10-20 people = Champions + 30% increase in everything (including damage & defense)
20-30 people = Double the guards/champions + 60% increase in everything
30-40 people = All guards are legendary + 100% increase in stats
40+ people = Legendary guards with determination buff (un-killable)
I like it lol. It could bust up zergs, but then again, I come from the T2 match up, and I very rarely see 30+ zergs pounding on a gate or wall.
Mortars destroy golems. Most mortars can be aimed at any gate, sometimes more than 1 mortar can be aimed at one gate. Same with cannons. It doesn’t take very long to destroy an entire army of golems between the 2.
Are you guys playing on servers that are having trouble constructing the defenses? If so, then ya I can see where it’d be a massive problem. If the general consensus is that people cant defend against that many golems, Anet will probably do something about it.
Original title here.. lol.
There seem to be mixed feelings about this with regards to rallying and zergs power reviving it’s team.
Could we possibly just appease both crowds by allowing Downed State & Reviving to stay but make it so you cannot revive someone if your in combat? Yes that means if your attempting to revive someone and get nailed, your interrupted until your out of combat again.
Might be a decent balance between the 2 parties.
Most people are against downed state in general as is. We’ll see if Anet will do something about it. IMO, rally state is fine in PvE, but in WvW it has no place.
Mortars and cannons tear through golems. Both are conveniently set up to aim at nearly all gates. If there is a gate, there is either a cannon or mortar (or both) that can hit it from afar.
Hmm not sure about this.. I always thought as long as it was in the servers possession when the timer ticked 0 they got the points. I know there has been talk about taking structures over in time for the tick, this being after the 3 min mark.
I could be wrong though, so I suppose someone else could clarify.
You really should be pointing the finger at all the guilds who jumped ship to join JQ, SoR, and BG in the past 4-5 months. If you just happen to be from one of those guilds, you have nobody to blame but yourself.
There is no reason for those 3 servers to have 24/7 mass coverage across all 4 maps while other servers struggle to field a small zerg in prime time.
If you want less ques and less lag, those severs need to be unstacked. If not, hopefully Anet just reverses all the transfers that have occurred to those servers in the past 4 months, then lock transfers down.
This is so easily taken care of..
I think most would agree, reducing the AoE cap out in the field itself will not make much of a difference unless your hiding, baiting, and ambushing the enemy. Other than that, the larger force always wins.
In a tower/keep though, this isn’t the case. As I said earlier, you stick say maybe 4-6 people in a tower spread out who can destroy a zerg with a concentrated spike, whereas the zergs AoE on the wall isn’t going to do much because there are so few players that are spread out. This will inevitably force the zerg to split up or use different tactics. So, mission accomplished.
We can take this one step further: Players in a tower cannot be debuffed with retaliation (advantage of being in a tower)
Arrowcarts do not have the problem with skill lag, so treat all AoE “calculations” like Arrowcarts calculations except with different animation.
In this scenario, the zerg has no choice but to spread out instead of clustering up in front of the gate or either of the walls.
Excuse me:
If the AOE cap is removed, then that applies to everyone. Larger army still wins. You just drop even faster… eventually, when the server CPUs finish calculating all the damage, and your client CPUs finish calculating the AND YOU’RE DEAD.
AOE cap of 5 characters (including mobs) actually benefits small teams in excess of 5, while also allowing lesser than 5 to damage up to 5.
Next.
This will probably apply out in the field where the larger (more coordinated army) will always win…
But..
How exactly does this apply in tower defense now.. where you stick say a couple rangers or elementalists in there dropping their payload on mindless zerg?
The results are going to be much different than a zerg trying to AoE the walls with 4-5 people spread out on it, when those 4-5 people are hitting say 50 targets at once..
That’s why the AoE cap needs to be removed. Anet already said they couldn’t due to all the calculations and what not basically saying it would make the skill lag infinitely worse than it is now.. fair enough..
But..
Arrowcarts have no problems with it.. so treat every other character with AoE capabilities the exact same way. Same as arrowcart, just different animation, problem solved.
I find it easier to melee than to stay at 1200+ range and have arrows actually hit.
Longbow has slow arrows against moving enemies, obstruction, terrible maneuverability and adds zero to survivability. On top of that, in order to do max dps, you need to be in 1200+ range. At 1200+ range, you are not able to buff other teammates or receive their buffs.
I suggest that Longbow at max range deals a higher dps than MH sword. With this, Longbow will be more balanced that way. After all, MH sword has tons of maneuverability and survivability.
No. Melee weapons should always be higher dps than range weapons as you are in more danger in melee than at range.
This is not entirely true. If your in melee range against a class not spec’d for it, not carrying a melee weapon, or they just aren’t built for damage; your really in no danger at all. You in fact have a major advantage.
On the other hand, if your carrying a ranged weapon that still fires slow enough for people to easily side step, it should in fact, do far more damage. If the longbow actually was made to hit similar to the rifle, then I can understand it doing less damage than melee.
The problem with LB is the Arrow mechanics now the damage.
If the enemy has a range weapon and you are in melee and they CC you then you are doing 0 damage while with arange weapon you can still do damage.
If the arrows are being side stepped, they’re doing no damage. As I said, if the longbow was made so that it could not be side stepped (basically tracks to hit target), then it should do less damage. If it’s slow enough that it can be easily avoided, it should be doing far more damage than any melee weapon.
Think if a Ranger and a warrior were firing at each other at range.. warrior with a rifle, and ranger with a long bow.. who wins? The warrior will connect on every single shot, while the Ranger might not get 1 hit in.
Now take that same warrior carrying a melee weapon coming after the ranger.. That warrior can side step every single shot.. the ranger won’t be side stepping anything in melee range.
This is why the LB or any weapon/skill for that matter should hit like a truck. Just like that elementalists Dragon tooth. It hits very hard, but it’s always easy to avoid.
I find it easier to melee than to stay at 1200+ range and have arrows actually hit.
Longbow has slow arrows against moving enemies, obstruction, terrible maneuverability and adds zero to survivability. On top of that, in order to do max dps, you need to be in 1200+ range. At 1200+ range, you are not able to buff other teammates or receive their buffs.
I suggest that Longbow at max range deals a higher dps than MH sword. With this, Longbow will be more balanced that way. After all, MH sword has tons of maneuverability and survivability.
No. Melee weapons should always be higher dps than range weapons as you are in more danger in melee than at range.
This is not entirely true. If your in melee range against a class not spec’d for it, not carrying a melee weapon, or they just aren’t built for damage; your really in no danger at all. You in fact have a major advantage.
On the other hand, if your carrying a ranged weapon that still fires slow enough for people to easily side step, it should in fact, do far more damage. If the longbow actually was made to hit similar to the rifle, then I can understand it doing less damage than melee.
The only tips I can offer are.. that there seems to be only 2 real builds for the class. One built for sPvP, and one built for WvW.
BM bunker – sPvP / roaming
Full Berserker – WvW
In my experience, deviating away from either one of those in those scenarios.. your basically crippling yourself or your group’s effectiveness (group for WvW).
The thing is, as ninjamo mentioned, we have a fairly hard hitting AoE with longbow, despite it’s damage nerf (which I think should be returned). Under full glass, you can pretty much down whichever 5 enemies it hits on the front lines within 2-3 seconds. They can’t run through the front line because.. we’ll they’ll get killed by the front line themselves. I’ve gone days without dying and made up to 350 badges an hour doing it.
There really isn’t better strategies to learn from higher tier opponents. It doesn’t matter whether a server or not tries to battle through adversity. It all comes down to numbers, nothing less, and nothing more and that’s it. Nothing else matters.
- The top 3 servers have enough people to field all 4 maps at once
- TC has greater numbers than DB and FA, but not enough to be in T1 so they are basically in limbo
- DB and FA can’t be put by themselves into T3
And so on, and so on and so on
One of the biggest problem is guilds jumping ship and moving to higher tiers.. yes lets stack the top servers some more.. brilliant.. what a great idea.. There have been numerous guilds that have flocked to T1 in the past few months, and they are the ones who primarily the blame should be placed on. Why Anet ever let this happen is a complete mystery.
If Anet wanted to start fixing this imbalance, refund all those guilds there gems and return them to their home servers and lock down all transfers. Then get a sheet of all the guilds/players currently playing and evenly distribute the numbers across all 24 servers. Then adjust it so that only say 60-75 players are allowed on a map at once
As it currently sits, there is absolutely no reason any server should need to field all 4 maps at once with massive coverage. Que’s are too high, too much skill lag, and it separates the WvW population to the point that matches are completely stale.
about the obstruction bug… I really don’t notice it anymore more or less I notice it saying out of range very often though which I think has actually replaced the obstruction bug for those that pay attention, you will get “out of range” popping up well when they are in range, hell you can even melee them and LB can still say “out of range” on some of it’s attacks at the same distance. this happens a lot more than obstructed now and it usually happens on moving targets a majority of the time, including targets running strait at you.
I’m getting the obstructed message standing 200-700 range away (with the shortbow) from the enemy with no obstacles in between us. I get that message, every single solitary time. It essentially is an unusable weapon for me.
“There is no way rangers are getting 1500 range as a standard duration. If you want to sit back and fire arrows from 1500 yards away at melee, you have to trait for it. The game philosophy is melee>ranged, so get used to it. The devs no doubt witnessed the ranged shootouts in World of Warcraft’s Alterac Valley where melee got pulverized when they took 3 steps forward and came to the conclusion that this is a situation that leads to a ranged standoff resulting in unfun gameplay. The longbow is the a user friendly weapon that can do decent damage if you trait and gear for it – but from what I gather you sacrifice survivability. This is how it should be.”
This is why enemies can easily side step arrows. Melee no doubt does more damage than the LB, but it doesnt mean it has to be greater than the longbow, they should be equal if traited properly.
What we have now with the longbow is people side stepping arrows effectively making semi-useless have the time. If it stays “traited” for 1500, then the arrows should be a guaranteed hit unless they physically evade the shot or run behind an obstacle.
(edited by DeadlySynz.3471)
I agree with Delarme that server merges is inevitable now, specially with the likes of Vabbi and FoW. The only question is when.
I’m from FoW and I disagree..
I chose FoW as server since it had a nice ring to it (little did I know that it would be in T9 WvW for ages).. Should servers merge, then I’m off, transferring to a high tier server to troll, since I have no more “home” server at that time..And I’m quite getting kitten ed because of all those kittenheads mocking the T9. Meet me in 1v1 in the battlefield, and I’ll show you T1-3 what a T9 ranger can do.. (yeah, ranger, you read it!)
You should be in sPvP, not WvW.
If your running around with a WvW capable build as a ranger, you aren’t owning anybody 1v1. If your running around in a build built for sPvP, your only hurting your server.. time to change.
I love how they are rewarding a game mode that barely anyone has any interest in.
The problem is, if/when the servers finally do stabilize with match-ups we should be in, were just going to be left against the same opponents we already faced before this match making system came into effect.
I really think it’s time to just do away with the World vs World and Server vs Server concept just either create a faction system which people can pick join which one to fight for every time they log on. Either that or just eliminate server match ups all together and just completely randomize the tiers that whole guilds and stand alone players end up in.
That would be a truly randomized system, where you’d never know which way the battle will turn.
They can’t challenge us. Another week of ruined wvw. There is no god.
Dude, you guys put yourself in a an odd position:
No where close to be competitive in Tier 1, and way too much coverage for Tier 2.
It’s guilds jumping to servers they don’t need to be on, that’s the problem. Over half of the problems could be solved if Anet just cancelled all guild transfers that happened in the past 4 months and return them to their home servers. Then just lock the servers down from transfers and prevent guilds from jumping ship.
Time to add 4 servers per match up!
This could make for an excellent gold sink for the hardcore WvW’er. This is also a good way to offload some badges for people who really don’t need them.
I don’t believe you’ll find any zerg that’s able to march towards say SM and flash build a kitten ton of golems.. because the supply just won’t be there..
What servers could do is just have them all back at their home base and build them one by one until they have a massive pile of them ready to go. Only problem is, mortars absolutely wreck groups of golems rather quickly. Lucky for us, most mortars are placed in such a way that you can unload them on a gate. Cannons too I presume.
I would tend to agree with this. It doesn’t make sense to sit on a pile of skill points in hopes something good might come out. There needs to be an in-game way (NOT GEMS), that allows us to reset it. Perhaps badges considering we have a ton of them laying around.
If we could use badges, it’d be nice to test everything out to see what works best for us!
Interesting but no survivability lol, all it takes it sicking one thief from their group to kill/attack you and there goes your role in the group – they don’t even need to kill you, that’s the thing , by simply giving you pressure, your job is useless now and you’re no longer pegging important players in the group you’re fighting as you’re preoccupied by the thief and now will need your teammates or atleast one more teammate to pull back and help you as you’re glass and if you get even hit once by a glass thief you’re almost dead (which takes now 2-3 people out of the picture in your entire group, allowing the group you’d be fighting to roll over your frontline). Just confused on how this could even be considered in a competent and top tier roaming group build. Does look fun for kittens and giggles though as I’ve always been a fan of high crit numbers and why I like that high crit maul build as well.
While this is in fact true, this rarely happens. As frequently as I play (on TC), for 2-4 hours a night, I rarely ever see a thief single me out. It does happen occasionally and I can always get away and continue fighting. I used to die from thieves if I was running solo to my group, but that rarely happens anymore either.
With zerg vs zerg battles, there is so much going on, thieves have to worry about their own bacon as well. There was a case last night where one actually did attack me and a warrior came and flattened them in 2 seconds..
Thieves have a major advantage with roaming and running solo, unfortunately, they are next to useless in group/zerg fights if they are running that same solo/roaming build.
As I said, I play on TC where we’ve had small and very large battles with SoR, DB, FA, SoS, Mags, and EB. I’ve gone days without dying, despite being in these large battles, so the build works. Part of what makes it work does rely on your either your front line holding the enemies at bay for 3-5 seconds, or the enemies not smart enough to charge through. If the front line holds them, between barrage and rapid fire, and the fire sigil I use, I can pull out well over 20K in damage to at least 5 of the enemies front line in a matter of a few seconds. Which will equate to a pile of those cute little downed arrows.
I’ve tried both the traps and BM bunker build, and they are not nearly as effective as full glass due to the fact your basically relying on your groups damage output to win the battle. Problem is, more often than not, most of the group is spec’d for defense as well. If the enemies have more heavy damage dealers, your group is pretty much done for.
The first thing Anet can do to stop guilds from jumping ship is just shut down all server transfers until they decide how to even out the WvW population.
One of the hugest problems which is contributing to the uneven matches is large guilds jumping ship to servers that don’t need them. This does nothing for WvW but make it worse.
I can understand people’s frustration with thieves, but the thing is, without their stealth and burst damage, they’re pretty much nothing. Anet hasn’t given them really anything to balance out builds, pigeonholing them into specific builds.
They kind of remind me of rangers in a way; they’re one dimensional despite having different builds available. They’re really only effective in 1 specific build in WvW and that happens to be an OP build compared to other classes. I take it your talking about WvW Kishter.
I don’t have much of a problem with thieves because I barely run into them anymore. I don’t know if they’re just bored with solo roaming or have decided to join zergs with shortbows (which I’ve seen quite a few do lately). If I run into a thief solo, I already know I’m dead and I accept it. That first hit will deal 9-10K, and once they see how much damage they do, they NEVER let up lol.
I play a Ranger, and I could spec myself into a BM bunker build which would make it next to impossible to for thieves to kill me, but in doing so, I’ve pretty much handicapped myself in WvW in being effective.
I don’t change my play style or builds just to counter thieves, and I would suggest to others to do the same. Kishter, I havn’t bothered taking my necro into WvW yet so I can’t comment on what the most effective build is, but perhaps they are better played as glass cannon “Rampager build”? Perhaps other necros can chime in if they follow that build.
I would agree that thieves need an overhaul in terms of available effective builds with less emphasis on stealth.
Don’t run full glass?
EDIT: 5k backstab?? plz
Uhh.. that isn’t full glass.. I run full glass, and I take 9-10K per hit from a thief. It’s the risk I run though, so I don’t mind.
Points will go into them, after everything else is maxed (if it’s maxed). That will take some time and Im not sure if I’ll be around then.
Some people may find it useful, whereas others wont. I’m one of the “wont’s” because even in a small group, I just cant justify wasting all those points to shave 3-4s off building siege.
Each nice it’s getting progressively worse for me. Three nights ago, I’d disconnected maybe once every 90 min (no biggy). Two nights ago it disconnected 7 times in one night, and all of them happened during tower raids in WvW.
Last night I disconnected 4 times during the same Lowlands Keep raid. I actually made it back in time to kill the keep champion and stand in the circle, but then never got credit for it.
Tonight I’m disconnecting roughly every 15-20 min. The game is virtually unplayable.
Edit – Everything else works fine. All other games that require online access have no problems. It’s only Gw2, it’s on Anet’s end, not on the user’s end.
(edited by DeadlySynz.3471)
I dunno, if people are running around reporting something like this as offensive, they have bigger problems to worry about in their own life. They probably shouldn’t be even be playing Gw2.
If I were the devs, whoever reported this, I’d ban their account for 1 year at minimum.
Im on TC and I’m continually getting disconnected during tower/keep raids.
3 days of playing zerker style. A few observations.
- zerker style = no stalemates. Someone is going to die..or they disengage and escape. Completely different than BM bunker.
- For most people, the more you play the better you get. I have tried zerker before and did alright but sure died a lot. I am slowly getting into a rhythm now and getting a feel for when to stay and when to get out of dodge. GS is great for that. Bunker is much more forgiving than zerker.
- I swapped Haste for Signet of Stone. More toughness doesn’t hurt but I like the 6 second ignore damage for both me and pet.
-It is a complete blast sniping a zerg tail. Killing someone in the back of a zerg, then getting away is a rush.
-I think many people are surprised by the damage. In most fights people are used to a certain rhythm and how they react during a fight. The damage from this throws them off.
- Had a duel vs a thief. Just melee…no stealth. I 3 shot him (+pet damage). If you are good at melee, GS hits very very hard.
- No way I have ever hit a 9k longshot. Highest is in the 4700 range.
-Just like Thieves, this play style is the culling of the weak. In zerg vs zerg you pick a target standing to the side and quickly gank him and get away….killing the tail of a zerg etc. I have a very hard time vs skilled players built for solo 1v1. Most likely one of our higher skilled Rangers would do better in those situations.Overall very enjoyable so far.
Edit: Would really like another zerker LB Ranger as a duo partner in WvW. Did that a lot in Daoc back in the day and it was a hoot assisting on the same target and dropping him instantly.
This.. it’s pretty much all or nothing, either you die or the enemy dies. Very rarely does someone get away. I’ve been running the zerker build ever since my Ranger entered WvW as I just don’t have the patience for long drawn out fights. If your in BM bunker build, your literally relying on your group for damage output while you heal, harass, or try to goad someone into 1v1 in the group (which doesn’t happen if their smart).
When I tried BM bunker out, I sure did survive much longer, but the problem is, if my group doesn’t kill them off, I’m basically left by myself against possibly 5+ targets. Needless to say, I’m dead. Going full zerker, the groups we face are literally dead in less than 10 seconds.
I died a lot at the beginning, but you learn to read your enemies moves and it becomes much easier to survive. I play WvW every day (2-4hrs), and I think my record is 4 days without dying. If your a Norn, it also helps to keep snow leapord in your skills as it comes in very handy if your alone trying to reach your group.
Perhaps if they lowered the cool down to 15-20 seconds and upped the poison duration to match bleed, it’d be more useful.
Create 4 server match-ups, add TC to Tier 1, then reduce map sizes to 60 players. Whole never WvW we’d be looking at.
I’m not so sure how effective this skill is. In WvW when our commanders ask us to flash build rams or AC’s out in the field, they are built in about 1 second. How exactly is this build mastery going to help?
Even in small groups (6-8 people) assaulting a tower, it takes literally 5-7 seconds to finish them both. With maxed out build mastery how many seconds would this shave off? Perhaps built in 2-3s?
It really seems anti-climatic.
The only possible scenario I could see it being useful is if your roaming around in a small group and 1 player is designated in carrying around an AC ready to deploy. You encounter another group then insta build your AC ready for use. Aside from that, I personally don’t see the use in this ability.
Thanks for the responses! Didn’t realize it was only 2-3s on poison. Seems kinda ridiculous the cooldown is 60 seconds for that. I suppose I’ll chalk this up as a spare ability when I have points to burn.