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thief hard countering zerkers specs

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Huh?

In my opinion, as the self-proclaimed worst thief EU, I’d say they’ve been brought in line with most other zerker specs, especially Mesmer…

It is now a case of “who sees who first” and resetting the fight means you won the point! Good job!

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IMO, engineers are OP

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

I guess, to be fair even when zerging in WvWvW I felt as if the skill only gave me a saving grace for 4s only to be jumped on immediately again…

Then again, I never WvWvW much, and in PvP you do not get hit enough to make it worthwhile, even Adrenal Surge helps me better

/shrugs

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IMO, engineers are OP

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

In defense for Healing Signet though;

Adrenal Surge got hit with the Adrenaline Decay and general nerf to Adrenaline
Mending is just bad
And that Stance… what was it called again? Oh right, Defiant Stance… Sounds good in theory actually… in practice, it is just underpeforming (shockingly)

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other stat combos in spvp discussion

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

To be fair, why implement these when half of most amulets are never to barely used in the “meta-game”?

I’d say look at these first, and for the love of God, give Assassin some Vitality to bring it in line with Berserker…

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[PvP] Necromancer's Social Experience

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Cool added you as well

From the looks of it, we got at least enough people to get something rolling starting next week

I at least got everyone added… I will keep everyone informed on where and when

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Ferox vs sharks

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

To be fair, and no offense…

But I think you people need a major break if this is common… like seriously…

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Ferox vs sharks

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Am I the only one who thinks this is painful to watch?

Or is this like a thing with higher ranked PvP?

This actually turns me completely off to even thinking about being on any kind of “team” for PvP; at least on a serious competitive level. If that’s what you mean by painful, then yes it is very painful.

I’d rather be a hot join hero or deal with YoloQ issues.

To be fair, I played up untill recently with some teams, of one including my own… Certainly not on the level of these guys, but what the frig, the only reason we ever get genuinly mad is whenever we are either tired or done with a specific enemy builld to face (I reserve that for TS indeed)

Nothing wrong with teams I figured, but if you need to be this stressed to become good, then I’d rather stay a “casual with funky ideas” then…

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Ferox vs sharks

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Am I the only one who thinks this is painful to watch?

Or is this like a thing with higher ranked PvP?

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[PvP] Necromancer's Social Experience

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

I might try and set a date soon™ for when the EU can gather up, just gotta get some caffeine and do some paperwork

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Etiquette in TPVP?

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Sometimes it isn’t as much of being rude as it is being ignorant…

Pardon my words of course, but there are many players out there who do not realize that having 3 thieves is bad, showing up at the last second can cripple your team and a large demographic do not bother to read the chat because they are either in a large guild which floods the chat, or they simply ignore it because they have no clue what kind of value it has when used right (tactics and stuff)

There is no way to cure the last as it is people’s behavior to read or ignore the chat, however the first two problems can be fixed

  • Ready up working as intended – match can only start if all 10 players press it
  • Maybe a better lobby system – that 1.5 minutes of waiting is not going to help you…
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[PvP] Necromancer's Social Experience

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Noted

Now something else to reach the character limit… have a picture of Yoda

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Yea +2GMT – I usually use CEST since I am too lazy to look up things like that :P

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Combat is unbearable now

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Yes! Rangers should exclusively use GS and Sword!

Also, they should have no pets…

… heavy armour to compensate…

… and maybe a hammer…

… then give them a longbow to compensate a bit…

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Brilliant – got muscle power now as well

We should probably give times on which we play – normall I am available neigh daily from 8pm-11pm +1GMT with the sole exception of Friday, since work usually calls early on Saturdays.


Also would be handy to know if a mic is available – or at least earpieces so you can listen :P

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Is there something with Dutch speaking folk and Necromancers? :P

Alright, updated the list

@Bhawb, it would be cool if we were to join and rep the guild as we play together (on respective sides of the sea, we cannot play together sadly :< ) – so you may invite me if you want
I should have a spot for a guild left…

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[PvP] Necromancer's Social Experience

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Holl is Dutch, who would’ve guessed :P

I will get the list to the FiPo and get you there – I can probably also reserve a TS3 for the EU side, so when we get things rolling, we’ll see what we can do

EDIT

I can also get a list of potential builds with the roles they would fit in the FiPo, so if anyone has ideas or builds to share – post them as well

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(edited by GoogleBrandon.5073)

IMO, engineers are OP

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

And then you woke up and realized that about 80% of all utilities and builds are useless accros one another’s gamemode?

You think this is exclusive to turrets? Frankly it is not, and if it is toxic for one side of the game, then why should “but it is bad for all the other parts” be an excuse for it?
I mean in that case, let Minions and Dhuumfire be unnerfed, they were bad in PvE anyway…

No, I don’t think it’s exclusive to Turrets. I just don’t think ‘the only sPvP game mode disproportionately rewards exactly what Turrets are good for, and the characterics Turret builds trait heavily into’ is a good reason to nerf them in modes where, well, that’s not the case. If Anet would split their balancing, this wouldn’t be a concern, but I’m pretty sure they’ve stated that they don’t want to…well, except for the time they buffed skill-summoned mob HP in PvE only.
…Which didn’t apply to Turrets, as far as I know. Seemed a bit strange, but it’s probably because they can’t move, so they can’t charge in and get smashed by cleave. I guess that makes sense, somehow?

Don’t know much about the Minions, and can’t recall what nerf they suffered, but I do know that Dhuumfire is a proc effect similar to Incendiary Powder, and equally lacking in meaningful counterplay (as the only counterplay is ’don’t get hit,’ although Dhuumfire does require Death Shroud, giving it at least a modicum of something to be done against it and/or a tell, rather than just being ‘oh, he crit, now I’m on fire’). Incendiary Powder, of course, also received a nerf – and people want more nerfs for it, which I certainly wouldn’t argue with due to that whole ’it’s just going to happen’ aspect.
Turrets do have counterplay. Nerfing them because people don’t want to learn such advanced tactics as ’don’t rush the nest alone,’ ‘drop AoEs on them, they can’t move’ and ‘clear out the Turrets first,’ or even ‘they can’t move, pressure a different point’ just seems ridiculous.
Again, not sure why Minions got nerfed, or even how, but I think this might actually be due to (most) Minions being able to move – purely conjecture, as I’m not attached to Anet in any capacity (which is a good thing, or I’d be yelling at the writers and QA staff). Mobility is a massive asset, and one that Turrets do not possess.

No worries, I get your frustration… When looking back at the nerfs Warriors, Mesmers, Thieves, Necromancers, Elementalists and Engineers had all over the board, I simply sometimes wonder why, especially since I spent my first year neigh exclusively in PvE and a bit WvWvW

However, the case is that Turrets, although counterable by certain specs, are just generally a pain in the kitten to deal with for certain people or classes… I am capable of playing a Staff Ele, so I am the least likely to even have an issue with them, but I am one of the few who play – of which most never bother swapping classes, and a lot of others do not even have a team to play and coordinate with – thus giving Turret Engineers, although sitting ducks, a huge lead…

Am I fully against it? Well, not really, it could use some tweaking, but in all of my honesty, there should always be a build available for the lower tier so people can taste PvP – however, these builds should not be dominating (think back of Hambow and Dhuumfire Necromancer) – that is my general concern…

Btw, I was not trying to compare Engineer turrets to Minions and Dhuumfire, I could give a perfect example as to how Minions and Turrets differ, and how they could be compared but this is not the time… I was merely giving an example of already lackluster things within a gamemode, while it did get nerfed in the end… When turrets do get nerfed, it will be for all modes… it is just the way it is sadly…

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Enable the kitten PVP already!

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

I love the creativity you put behind of the symbolysm

Now I have not been part of the PvP community as long as most of you guys, but I can understand the pain, and applaud Leeto for his speech

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(edited by GoogleBrandon.5073)

[PvP] Necromancer's Social Experience

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Great

So now we got:

EU
GoogleBrandon – c’est moi (No, I am actually Dutch)
Rolisteel


NA
NeXeD
Narkodx(?)

Bhawb also want to experiment again? And Tim, could you also give us where you are from? :P

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Actually, I’d throw in an MM to throw them off :P

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[PvP] Necromancer's Social Experience

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Í am a fabulous white actually :P

And hey, you can at least try to kickstart the same for NA – I am just curious for the outcome ^^

@Roli – Perfect, if we can get at least 5, we can discuss things :P

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[PvP] Necromancer's Social Experience

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Tired of SoloQ’s?
Tired of being the one focussed first?
Sick of being never picked for a team?
Want to make people cry while having a good time?


Goodday, my name is Brandon and as you can tell by my numerous posts, I am bored as hell… My boredom oftentimes leads to creative thoughts though, and one was exotic enough to might see and come to be, so here we go!

When I am playing my Necromancer, I always get bothered by the fact that people are like “Focus that one, he’s green!” – totally unfair and uncalled for… This made me wonder though, what if these same people were to face another Necromancer at the same time? Or maybe 3?

That made me think of the following; a full Necromancer PvP team

I wonder if someone here is crazy enough to pull this together, a team with a variety of Necromancer builds, just to see what happens… And maybe a good social experience, getting to know your fellow Necromancers and stuff, exchanging tips on how to combat etc.

So if you are as bored or curious as me, located in the EU (NA would host something on their own, sorry :< ) and feel like this could be a fun test for maybe just a couple of games, then say so in the thread! I am fairly certain it could create hilarious results!


EU

  • GoogleBrandon.5073 – 8pm/11pm m-th-sa-su +2GMT
  • Rolisteel.1375
  • Holl.3109
  • Tim.6450 – 7pm/2am m-f +2GMT
  • Merlin Dyfed Avalon.5046 -
  • Infect.2738
  • Ovid.7135
  • Blackmoa.3186
  • Brix.7265
  • manveruppd.7601

NA

  • NeXeD.3042 – sun mon wed Fri 1-10 est.
  • Narkodx.1472(?)
  • Bhawb.7408
  • Ropechef.6192
  • Roe.3679
  • Minas Adun.6819
  • Infect.2738
  • FreedomToPlay.4796 – 8:00pm-1:00am. UTC -5:00

Event Date:

Monday 29 September – around 8pm CEST

  • GoogleBrandon
  • Ovid
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(edited by GoogleBrandon.5073)

IMO, engineers are OP

in Profession Balance

Posted by: GoogleBrandon.5073

GoogleBrandon.5073

And then you woke up and realized that about 80% of all utilities and builds are useless accros one another’s gamemode?

You think this is exclusive to turrets? Frankly it is not, and if it is toxic for one side of the game, then why should “but it is bad for all the other parts” be an excuse for it?
I mean in that case, let Minions and Dhuumfire be unnerfed, they were bad in PvE anyway…

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Powermancer viable?

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

I am inclined to agree with Roe here, we stand no ghost of a chance…

To succesfully kill a Power Ranger, you need to get him out of his comfort zone, get close to him and land your CC’s without getting yourself stuck in the CC’s of a pet – the walk is long for us, especially since our one and only gap closer is unreliable on range (Dark Path)

You need to anticipate them, seek them out from the spots where they can range, and immediately CC them into the fight…

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Need some feedback please :)

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Well I can clearly see you are trying to go for some kind of burst-setup(?)
Just a couple of things though…

Why Reaper’s Protection and Foot in the Grave? You do not need both, and either are a waste of trait points this way…

Swap Master of Terror for Vital Persistance – your overal damage with MoT is not going to do you much good since the only fears come from Doom and Spectral Wall, of which the latter is really easy to avoid…

And Air/Air and Force/Force do not stack… I’d pick Air/Fire and Air/Energy one one set and another…

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Powermancer viable?

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

I don’t know the exact build your running, but the trick to Power Necromancer, more than any spec a Necromancer currently has, is managing your DeathShroud… Sounds weird maybe, so let me explain;

A Condition Necromancer usually uses DS for either two purposes – To land a final burst at a percentages of health the enemy has, or purely defensive since they have little other things to do so if you need to stay on the point and so don’t want to use Flesh Worm needlessly… This is perfectly fine, it gives the Necromancer enough time to deal with the shortcommings of Lifeforce that get’s attained during the battle…

A Power Necromancer has to play smarter, you use your DeathShroud not nearly as much defensively as you will use it offensively – Tainted Shackles ends with an immobilize after the cast, giving you room to land DS hits, or some attacks on Dagger or Axe (I use dagger personally), Dark Path after a Doom is a classic combo, which can be followed up my either another fear from Staff or Immobilize from Dagger to create a lockdown… And last but not least, Life Transfer is the tool to get rid of Mesmer Clones or specs that use Stealth to negate combat, it can accumilate to a lot of damage if a target gets hit by a full cast, especially when running a glass build…

Against Engineers you should have no problems if you build correctly… If you see the enemy has one, switch to staff and offhand dagger if you please, the condition transfers usually do the work… Celestial Engineer is more tricky, but since I played one, I know “the secret” to killing them, which is locking them down – use fears, immobilize (check to see if Transmute procced first) chills etc. All these will completely cripple an Engineer in combat, regardless of it’s spec

When running power, the build I prefer is this one – it is fairly good from ranged, builds up Life Force like no tomorrow and generall should have no issues peforming against any class in 1v1’s… You can swap Spectral Armour for Spectral Grasp or Spectral Walk if you see fit, but this is entirely up to you


Fair warning, no “meta” Necromancer spec is build to survive in Team Fights when standing in the middle of it… Position yourself well, use range cleverly, only go into the battle if you know you will outnumber your enemy, or when your enemy is bound to have another target…

I find Necromancer’s excelling in small fights, 1v1’s 2v2’s etc. Anything bigger than that is going to guarantee you to get focussed the moment you even dare stand close to the battlefield


Final note, in my very humble opinion, Zerk Necromancer only get’s roughly outclassed by a Zerk Warrior within PvP in terms of sustain for zerk classes, or so I feel… This is even when I have picked up a shield for said Warrior, and even then I would not feel comfortable fighting fights bigger than 2v2’s on it…
Necromancer’s are all about taking control of the battlefield, use CC’s before the enemy can, keep em at range when on full health, and get them close as they proceedingly get lower… Granted, a Thief/Mesmer combo would take care of them instantly if coordinated well, the only thing you can do about that is quickly run to one of your support classes…

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Celestial comp

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Bring even more celestial!

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Boonstrip [spvp]

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Aye, it is how I play as well… S-Walk is mostly for me to get me out of the teamfights whenever I need to quickly get down and res/stomp or indeed PoC…

Though frankly – I feel less like playing my Condi Necro more and more… The more I play power, the more I am starting to feel as if it is superior – I might be completely off though, but my personal build just does not seem to peform well enough to stay within the current meta =/

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Boonstrip [spvp]

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Yep, PoC does not lend itself for anything bigger than 2v2’s… You will literally cripple yourself as you force yourself, mostly a range/kite class, to get in melee range where you just do not want to be, unless you can immediately create a gap via CC’s again…

The trait is because of this actually extremely well designed, high-risk, high-reward… Use it at the wrong time and you are dead…

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Most mechanically intensive profession?

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Hence why I said that keeping track of your teammates and yourself is far more important than how many buttons you must press to peform well…

Eventually, if you do it long enough, you can play an Engineer or Ele as if you would play a piece from Mozart, and that’s the thing; you get used to it…

Surely, “you must press the most buttons” but this does not equal the same amount of effort a support class truly has to put in – remove the wrong conditions at the wrong time and you did not screw up yourself, but your whole team if it ends badly…

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Most mechanically intensive profession?

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Thing with engi compared to ele you have to think ahead. Engi have limited condi removal, generally only 1 stun breaker and no access to stab(most meta builds). So engi have to micro manage while planning there damage mitigation ahead of time rather than reacting to it after the fact.

Hehe, well I do not want this to turn into an endless cycle, I am sadly opinionated since I played a lot more Ele than Engineer, so you cannot take my word for it

Then again, my real point sticks, I find it way mechanically harder for a profession when it does not need to watch it’s own cooldowns or the opponent it’s facing, but rather your whole team, debuffs, boons and your own lifepool, and if those selfish Celestial builds did not slowly became more powerfull, I’d say that support classes, such as Guardian is a lot harder… Some people say it is quite easy to play a Support Guardian, but a good one will always disagree, and quite frankly, I am one of the worst

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Builds Collection Project

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Since I am truely bored, you know this, I would volunteer to do so…

You can contact me in game, as per usual, and we can discuss things… I myself am always up to test and try new things, so bring your worst

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everyone is OP!

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

I didn’t create this, but it deserves to be here.

You do not get how people work;

There can be only one

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Most mechanically intensive profession?

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

I would say Elementalists are harder to manage than Engineer really, since you have to work with rotations, gotta remember when to use specific skills and because you have cooldowns on your attunements…

Engineer might be a close second, but you can more easily “panic switch” between the kits, granting you quicker acces to a needed utility at a specific time, unlike Elementalist who just has to kiss the ground when he’s getting ranged and has his Earth attunement on cooldown

Still, more skills to manage does not make it mechanically a harder profession… If anything, I would not be joking if I were to say Support Guardians, since they have to do something no other class is capable off – watching debuffs, using utilities for the sake of your team’s survival rather than your own, while still having to manage your own lifebar…
Managing team > Managing class imho…

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A minor change to improve Spvp

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Maybe another announcer, but not the things he says actually – especially now that the “point is captured but doesn’t show” bug exists…

If anything, like in Dawn of War II, I would like the announcer also saying something like “Looks like a point is being taken”, since sometimes when you are in a heated battle, you cannot manage the map that quickly – and most certainly not as an average player…

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Is it time for the next profession CDI?

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

My Power Necromancer does not use wells O.o

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Improve the esports potential for gw2

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Grouch already confirmed in a twitch chat that they really like this idea and that they are working on something in this direction ^^.

“Hey there!

We loved reading your opinions and ideas. We will let you know that we have discussed this and are working on it. It is certainly something that is on the horizon and should be implemented soon™!"

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Improve the esports potential for gw2

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Nobody cares, the only reason why some people watch is to win a llama (lmfao). If there where no prizes, the viewer count would be even lower.

Seriously just stop with esports

This is it sadly…

Though I gotta be honest, I usually watch the replays rather than the streams because I can just sit down and relax, it is just a mess to watch sometimes – so I cannot blame those who only watch for the prices…

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Boonstrip [spvp]

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

It depends reallly…

When I play conditions, I of course, take PoC, but the boon corruption/removal is usually more focussed on withering the sustain of an enemy down more than anything… I am well aware that boons are spammed, that is why my Guardian is called “Boon the Spammer”, but I also know that for some classes, not elementalist, it is a drag to get them back yourself… And since I do not want/cannot participate in teamfights with my Necromancer, I am quite content with that…

On my Power Necromancer it is a different story, boon corruption can literally turn the tide of battle – corrupting Stability to Fear means an extra CC for you to land your blows, corrupting Might to Weakness means massive damage reduction, thus a better time for you to land more hits than the enemy in the same amout of time…

Again though, in team scenarios you are kinda screwed, especially if there are say two celestial classes such as Engi and Elementalist close together – the amount of party utility completely “nullfies” what you can do as a corruption Necromancer…

Regardless, with all those boonhappy mightstacking celestial classes out there, we really need to get the option to remove/corrupt boons hard…

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Imagine if....

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

tell us more about your experience!

2014-09-21
Wins-3
Losses-8
Rate-27%

7 of those losses were with 400 points or more and I honestly think in some games that weren’t 4v5 we could have won if one person just went afk because they gave the opposing team more points than they gave us.

I mean no offense to anyone with this. It’s not an attack on peoples ability to play the game but I’m just frustrated that the leaderboard and small playerbase can cause such awful matchups at peak time on a Sunday. We need the option to avoid these encounters if they are going to happen.

I have encountered this many times after my team decided not to play anymore (apparently still an issue)…

I eventually had to just stop playing PvP competitively – SoloQ has two maps within it’s rotation which I, and a lot of other people, simply detest! I am not going to give up my sanity for that…

And pugging TPvP is almost mental suicide – you will literally gamble your win on four others, which granted you can team up with after a win, but most of the time will this result in you having to play with the same people over and over, getting stomped by the same teams, which ultimately leads to frustration…

Not to mention, as bad as it sounds, not even Hotjoin can give you a simple escape to do some casual killing/capturing since people tend to “force” the system to autobalance, getting “better rewards” just for the sake of it, ruining the experience of how PvP even remotely works…

However, Leaderboard positions, if not regular top 300 (I like larger margins), do not bring you much good… A friend of mine was trying to get in the top 100 SoloQ by playing under 100 matches, and frankly, he succeeded – for TeamQ this is somewhat harder, but he himself proved how much reliability there is for this…

The community is too small, the gamemodes are lacking, and there are just wrong decisions made on casual play (hotjoin)… PvP is tough for those without a team – a blast for those who do have them, but really a drag for those who don’t… I found even more merrit in Solo Roaming WvWvW nowadays, even though that usually ends up in me getting trained by about 20 people at the same time…

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Is it time for the next profession CDI?

in Profession Balance

Posted by: GoogleBrandon.5073

GoogleBrandon.5073

And lets be honest, if the devs don’t know where the classes need work by now, they never will. They don’t need us to tell them what is wrong. And if they do, they only need to find our class sub forums (which apparently are about as hidden to them as the Lost Ark).

Exactly, the whole CDI thing was nothing more than “Hey look at us caring” from Anet’s side, while the Ranger Community was doing nothing more than repeating what they have stated in their numerous threads…

What we need is better communication from the Developer’s side, because we are without a clue, and it slowly seems as if Anet is only listening to the numbers of people complaining about something, rather than listening to proper feedback…

Less popularity contests, more honesty and communication between players and Anet… it might be a lot to ask, but right now we got nothing at all…

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Is it time for the next profession CDI?

in Profession Balance

Posted by: GoogleBrandon.5073

GoogleBrandon.5073

I am going to get stoned for saying this, but we should not have a new CDI

“Oh noes Brandon why would you say that? Don’t you want Necromancers to be viable?”

Yes and no….

The issue with the last CDI was, despite Ranger needing some love, it was mostly a popularity contest… iirc, Elementalists were voted higher than Mesmers, despite the latter having to cope with many bugs in the class at that time, making it neigh unplayable… For PvE they slowly started to fade away in obscurity since Reflects can be brought by other classes, and TW could be swapped for more damage modifiers instead, and probably some other stuff in WvWvW or something like that, but I was informed that there is such a thing as GWEN – and this does not include an M for Mesmer…

Now why did the Elementalist get voted up so high? Simple – they had 1 build for PvP (does it sound familiar Mesmers?) and it was a build outclassed by many other builds/classes namely Fresh Air…
Still, Elementalist got some skills reverted and voila, back in the meta – good job Anet

Regardless of this, after the CDI – many people were complaining on how the votes were done, calling Anet biased and Rangers were dissatisfied with what they got (up untill recently)… This whole CDI thing got off more critique than anything…

There needs to be a line drawn where you want to pull ahead one out of eight classes to “rework/rebalance” since you will create seven other subcommunities who become mad, and one subcommunity demanding more…
Anet needs to communicate better all over the board – not one profession, all of them… I mean how wrong is this from a PvP perspective:

  • Warriors are stuck using Longbow, crippling diversity majorly
  • Guardians had one, maybe two support builds that fall out of the meta more and more – leaving them with nothing (DPS Guard seriously needs some more work)
  • Mesmers are a burst or GTFO class
  • Necromancers are “forced” to go Condi or Power Burst or GTFO
  • Thieves are shoehorned within maybe one or two builds
  • Engineers “only” have Nades/Bombs to play with – anything else is subpar at best
  • Elementalists… well can do almost everything aside from running Cond. Damage… Dunno, to me they feel fine, maybe aside from “being forced” into arcanas
  • Rangers still need work, especially on the AI part, but this is a problem with AI

The recent changes to Rangers have worked into getting some more obscure builds into PvP, but this has done nothing still for 80% of how people build their classes… I think most classes cope with having nearly no build diversity to them, so all of them need changes some way…


On Necromancers and PvE – sorry, I will be blunt now, but giving the Necromancer acces to a party utility, ultimately just giving the team more DPS, is not going to “fix” Necromancers… It will only turn this class into an option to take over a Warrior or something, but in the end, we will still do the same content we have done over the past 2 years only now with different utilities…

What needs to be looked at is of course how you can implement Necromancers better in PvE, but what needs to be changed is how encounters work, because Necromancer have an incredible niche they simply cannot fullfill within PvE

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When will rangers get nerfed?

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

I did a few soloq’s as a ranger just to make sure I didn’t write nonsense, and ended up winning several 2v1’s, including against 2 hambows, and I had no experience in ranger pvp whatsoever. To me that is the ultimate proof that rangers are stupidly easy to play and have way too much damage for the ammount of effort you have to give.

Androlan – if you die when you melee you’re doing something wrong because GS is just ridiculously op in terms of defense… You can tank anything with GS and 1 trait point in nature magic..

I 2v1’d people on skullcrack warrior…

Geez, Skullcrack so OP, plz nerf…

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Necro's becoming too op

in Profession Balance

Posted by: GoogleBrandon.5073

GoogleBrandon.5073

lol no thought?.. have you actually faced a necro as an engineer?.. you can ask any top engineer player, ANY of them and that will tell you the same thing, necro auto wins against engineer 99% of the time. How is that balanced?…the above things i listed gives them a massive advantage, i seriously do need to list why, it should be obvious as to why those things give them an advantage over an engineer.

So yeah i don’t give a kitten about that thread.

So?

I have seen top Mesmers complaining about Warriors, pre and post patch…
I have seen everyone complaining about Rangers…
I have seen top Thieves complaining about Engineers….
Does that mean they should all be nerfed because?

I do not give 2 cents about a top player being killed by a class, what I care about are well arguemented facts that some things need to be rebalanced or be brought in line… I could give you the list of complaints I have about numerous classes, despite not actually maining one – but I will not because I have by no means the knowledge on how to rebalance all of that…

Saying ‘X’ is OP because ‘X’ kills ‘Y’ is not a form of argueing, nor does it show that you have any knowledge about what you are talking about in the long run…
You showed only that you are incapable of thinking why some of these things even exist (honestly, complaining about Corrupt Boon is the new low nowadays), do not give a well arguemented thought on how you would rebalance it, and only say these things need to be nerfed – while not even saying by what(!) they should be nerfed…

Also, yes I have faced Necromancers as an Engineer, even though my experience was shorter than on most classes – it would suit you to do the same so you can learn on how to counter them;

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Necro's becoming too op

in Profession Balance

Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Heres how to make necro balanced:

nerf nightmare runes
nerf reapers protection
nerf corrupt boons
nerf staff 5

that way they can’t just faceroll their keyboards and win all the time. Its still disgusting that when playing an engineer that they can auto win most of the time. Mesmers got what they wanted with the thief nerfs, now its our turn for the necro nerfs.

https://forum-en.gw2archive.eu/forum/professions/balance/Balancing-and-Communication/first#post4424824

I want to nerf your cries, because they are biased and have no thought behind them whatsoever…

Can you do me a favour and list why these things are, to you, overpowered, why you think these skills exist and how you would change them?

If you cannot, I would persuade you to refrain yourself from screaming for nerfs, because this is what is literally destroy balancing… Besides, two can play this game, but I have no means to make claims of things being OP simply because I do not like them…

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When will rangers get nerfed?

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

I understand this, and in a tPvP I can see how it’s effective. But I’m talking more of lower tier PvP. Bunker builds are near pointless and glass builds require no team coordination and can have players at 25% HP before their target even realizes they’ve been engaged.

I’m sure it sounds kittened, but every day I see people griping about players queuing in tPvP with no idea of what they’re even suppose to do. Some of this is likely just someone seeing what the difference between tPvP and hotjoin is; but isn’t it also possible that they are players looking for a different style of small scale pvp where they aren’t instantly melted as soon as they step foot inside a circle?

I’m not saying nerf burst into the ground so that bunkers are the end all be all; that would be kittened. I’m just saying it that such high burst does leave an impact on potential pvp players just starting out. If it doesn’t turn them away from that aspect of the game it either makes them a worse player ( because they think that’s how they are suppose to play) or in rare cases makes them want to go the harder route and find ways to better themselves and their playstyle to both counter those builds and help an organized team.

TL;DR – I’m not saying all burst needs nerfing into the ground, but it does have a negative impact on pvp outside of tournaments. That’s just my average player, regular pvper, opinion. Nothing more.

I can get the frustration as a new player when facing something like this, but realize one thing;
There is no such thing as “carrying” in this game, it is a team game…

You can be the best shatter mesmer, thief, or S/F ele all you want, but if your team decides to 4v1 a Turret Engineer on far and still lose, you will likely lose the match…

Can you kill people easier on a burst build? Maybe… But kills are not everything in this game, and most certainly not single targetted ones…
New people need to learn the risk they take taking a certain build which is more suspicable to burst, and need to learn to adapt to it – that is the way it is… This same can be said about everything; Heavy CC builds, Conditions, facing boon heavy builds etc. A new player cannot fight these nearly as well as an experienced player, but even he/she had to experience the pain of fighting these things at one point… it is called a learning curve, you need it for a game which relies on teamplay… Even shooters work roughly like this, believe it or not…

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When will rangers get nerfed?

in PvP

Posted by: GoogleBrandon.5073

GoogleBrandon.5073

Honestly I think overall burst in general needs fine tuning. Fresh Air ele’s, Backstab Thieves, and Rapid Fire Rangers all need their bursts toned down. They may just be cheese builds that aren’t viable for tournament play but they ruin other aspects of PvP and turns away a lot of potential players.

For the love of God, hell no…

I see too many “full bunker” teams… Granted, it is a way of playing, and I am fine with that, but I am not fine with reducing the burst, thus giving these teams a free ticket out of jail

Not just that, but burst classes no matter which one, requires input and coordination from your whole team – immobilize, stuns etc, all these things will ensure you land a burst, which means you have to take all these into mind when thinking about bursting someone down…

Also, with this in mind, glass classes have a strange position in the game already – they either rely on invulns or escapability to survive, means giving up the point – why would you even think about nerfing the only thing they are good for?

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Celestial shouldn't exist

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Posted by: GoogleBrandon.5073

GoogleBrandon.5073

a soldier hambow does thrice the dps a dd-cele-ele (lol) does, has more effective and more frequent knockdowns, sustains just as much or even more and doesn’t melt instantly when focused.

I case you did not know, carried by sigil of intelligence which is a whole other problem itself…

Without the sigil, no way a solider Hambow can hit a 5K backbreaker…

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How do i look :)

in Necromancer

Posted by: GoogleBrandon.5073

GoogleBrandon.5073

edit- I’d trade this for the full hellfire armor set if i could lol. someone teach me to be a pve hero.

You can lend my account if you want it, you will even gain acces to EU!

Done enough PvE to… have… 19gold… wait what? O.o

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What's bad about the Necro? PVE

in Necromancer

Posted by: GoogleBrandon.5073

GoogleBrandon.5073

No support – which roughly translates to, not being able to let the party DPS harder than most or any other class out there (since our only source is vulnerability)

Selfish DPS, all of our traits only grant us boons such as might and fury…

And generally wrong mechanics in the “meta” game, Necromancer’s are meant to be classes that excel in Control and Conditions (not doing the most Condi dmg, but the best way of turning it into weapons), but sadly neither of those are useful at all…

Necromancer is fine though, it is, to me, the lackluster of encounters… Sure, Anet should not brute-force to take a Necromancer along with a party for a specific encounter, and they done an excelent job in making encounters not too much reliant on certain set-ups (though reflects would disagree), but this has led to encounters locking out classes, rather than embracing their strong points without crippling others…

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