I also would like to have this in-game. I made a sample UI they could implement for this.
I tried turret/grenadier engi to defend mid, but you can’t cancel the channeling (when getting supplies) with simple attacks. You need interrupt skills to cancel getting supplies. I had 3 interrupt skills at my disposable (stomp turret, rocket turret, rifle knockback). Then I tried a burst class/build. It became apparent to me that focusing on being aggressive and rushing lord is a more effective strat than defending mid. I think they need to tweak things so Stronghold won’t be renamed to Rushlord and become boring fast. Some games last only 5 minutes.
Make defense count. Each point earned by the team while a point is contested should reward the defending player with rank points.
Thank you so much MasterJediSoda. I’ve been playing Guild Wars 2 for over 2 years and it never occurred to me that you could click on an empty space to cancel targeting. Wow.
Something like this arenanet please. If you have StarCraft 2, check the Controls option and you will see it.
Is there a more intuitive way to cancel targeting, other than pressing the Esc button multiple times, which sometimes leads you to stop running or sometimes opening the menu options accidentally. How do you guys instantly cancel targeting? Sometimes it cancels when you press Esc twice while attacking, sometimes you have to press thrice, it’s getting annoying now really.
Could you please, please enable locking the mouse cursor to the bounds of the game while in windowed or windowed fullscreen? I’ve had it with accidentally clicking a window outside the bounds of the client, and then my character suddenly just “paralyzes” right before my eyes, often leading to my character’s death before I realize the process focus was lost to another open window. Starcraft 2 has this option. I usually play in windowed mode because I often do defense work in WvW, so I have to leave it open while I do something else on the other monitors. In fullscreen mode, the game just minimizes when I alt-tabbed to another program, that will never do.
I also had that happen in atleast two of my games. I think it’s a bug when somebody on your team pings too much and his RPM (rage per minute) soars to 420 like a pro.
Don’t use bunkers, they don’t have enough damage. One sustain and one burst will do the job, and the turret engi is back to their base to do the walk of shame. Oh noes it takes 2 to kill turret engi! Think of the time wasted on their team for it to do the walk of shame back to point, plus it has to wait for cooldown, plus if engi’s team mates are slow, the point is already capped by your team and waiting for him to finish his walk of shame back to the point. By that time he returns, you do the sustain and burst combo again and kick him back to base.
FF:XIV job system actually encourages job class switching on the get go to better suit what your party needs. GW2 already allows character switching before a match starts, maybe with templates people will be more encouraged to change builds to adapt to the enemy team comp, or with an easy change character system, it might even encourage adjusting the teams comp before the match starts.
This is your problems really. You’re bringing glassy builds against tanky opponents. If this was League of Legends, that’s like saying to Riot, “hey Riot, ban all armor and magic resistance items from the game because I can’t one shot everything, and whenever I fail to do my wombo combo I die to Udyr”.
While thinking of new tactics to employ in the Stronghold map, I’ve realized that turret engis function similarly to Siege Tanks in StarCraft 2, such that while they can be used defensively, they can be used offensively as well. The details of this tactic are as follows. The engi sets up turrets and his fellow team mates protect him while he does that. As a lane is pushed back, he picks up turrets and places it further on the lane. Ofcourse there is a cooldown on turrets deployment, so the engi needs to time well when to pick up turrets, and when and where to place them.
Once you kill a turret engi, do your magic and ambush him as he rezes on his base? Since if he won’t drop his turrets midway, he will die? Mesmers and thieves are the most mobile classes, maybe use their advantages to the fullest, start camping base entrances?
Maybe we can ‘revisit’ Living Story 1, like a memory. Sort of like a flashback sequence, or sequences. Retell the story of Flame and Frost. Retell the story of the battle at Lornar’s Pass against the giant clockwork Twisted Marionette.
If you really like your minions, you need to learn how to handle them (or wrangle them, that’s more like it). Don’t target or attack anything until your minions are near. Run around, stand still, or kite your opponents until your minions catch up. I got used it, I now instinctively anticipate when my minions will paralyze or not, and I move around in such a way as to not trigger their “seizure” lol.
Battle sense, calculating your next best move (ie. should I go beast or try to 1v1 thief at home to get it back at 465-475 score?), and thinking strategically is more important in ranked arenas than memorizing the 145223512315123125123123 combo you read from meta websites. If you want to show off your keyboard piano skills, do it on mindless 1v1 duel maps.
Which do you think will win, rock or glass butterfly?
PS. Nerf rock now it’s too hard.
I am getting tired of the bad coding of the minion AI of GW2. Why don’t they just reuse the Hero AI algorithm of GW1? They work much better than the AI algorithm being used now by the minions. Why do they stop in the middle of the map when somebody attacked you? What’s happening is that when somebody attacks you, they go on “search mode”, ie. they will look for your attackers in their vicinity. The problem is when you are far away from your minions and they haven’t caught up. When somebody attacks you, they pause, their dumb idiotic programming will make them look around immediately, instead of looking for enemies that their master sees.