Violent Tendency [vT]
Ferguson’s Crossing Roamer
According to the official announcement signups are done “on a first-come, first-served basis and will accommodate up to 128 teams”. Why are signups still open if the limit has been reached more than a day ago?.
I would assume 203 teams across both regions, which would put them below the max number of teams if its a 50-50 split between the two. I would also assume its a 128 team max per region and not total.
You used it while they had beserker stance up. Makes them immune to conditions for a few seconds. Basically you used your elite at the worst time possible while playing bear bow ranger.
Personally I don’t see a whole lot of need for a “Total Healing Done” aspect for the scoreboard. Classes that really are viable that offer any real healing are Guardian (virtue, staff 2, and empower being the main ones), Elementalist, and Engineer (with it only really being their water field).
Another problem with it is how to count the healing done. Currently, water field blasts scale off the healing power of the blaster, which would indicate that it would count as the blaster’s healing. Which leads to the question who’s contributed more to the healing, the person who drops a field or one who blasts it.
IMO what would be nice to see is;
Damage Done
Damage Received
Decaps
Captures
Kills
Deaths
Assists
A breakdown of the score based on points from cap, other objectives (lord/orb), and kills would be nice as someone mentioned above.
I personally feel that making it so you can look at previous tournament games after the fact would be very nice, even if its just the scoreboard. If you want to go all out on this, make it so you can watch via replay your last 3ish tournament games, if this is possible I think the changes in the scoreboard would have a greater effect.
When I read the title I thought here’s an interesting idea, rewarding servers with low points by increasing drops. Then I read the post and realized he was saying the opposite and I banged my head against a wall.
No doubt best moment was being down 380-490 on Legacy, we end up getting a decap at 494 then they get a stomp for 499. Pull off a triple cap and no deaths to win 502-499.
Basically what these other posters have said. If you want hard hitting shatters, run zerker amulet, have shatter traits 4 4 0 0 6). You can’t expect knights to work well for shatters since they’re much more crit dmg focused.
I’ve always believed that pretty much any class will destroy a thief provided they outplay. Imo, thief doesn’t really hard counter anything. To win as a thief, you kind of just have to outplay your opponent.
This might be the case against heavy classes but it’s just dead wrong against burst ele or shatter mesmer. Thief has an advantage against most light armor burst specs just due to the mechanics. It’s not a bad thing, not saying thief should be nerfed since 1v1s isn’t what the game is about. But saying you have to outplay all your opponents is just wrong.
Phase Retreat, Mind Wrack, and Portal.
Reflect on block, he pops lich use sword offhand block, he gets wrecked.
It doesn’t matter who made the build. For goodness sake within the first week of the game I’d tried out 10 0 0 30 30 on my thief with s/d.
There are reasons why people refer to it as Sizer’s build, namely he made it popular and its easy to say “Sizer’s build” when talking about it since a large number of thief players will immediately know what build is being talked about. If I was to say “Oh yeah I switched over to Arganthium.5638’s build at the patch” people would have no idea what I was saying.
TLDR: Its not about who made the build its about who made it popular.
Protect from melee.
Yes.
Honestly condi engis are a very hard fight for thieves, especially if one isn’t taking SA. However, there are a couple of key things that can make the fight easier.
1. Shortbow is your friend. Especially in spvp, the engi wants you to fight on point where they have the advantage and can just spam their skills on you. Use the shortbow’s poison field and cluster bombs to put good pressure and when you see an opportunity move in with s/d.
2. S/d 20066 has a ton of dodges. When you’re engaged in close and in a small area your spec can just keep spamming dodges to avoid the majority of the engi’s damage.
3. Use sword 2 to your advantage to get some distance and reset when need be.
With a s/d 20066 spec, engis are one of the tougher fights, but easily winnable as long as you aren’t stupid and provided you play to your strengths not theirs.
Find a build that can kill the things and use it.
You keep talking about winning. We haven’t brought it up once. Now i’m glad you can out argue yourself but please understand all we are saying is that they would self admittedly have more/better competition if they weren’t on the same server. Not that they are stacking. Not that they must win.
I think whats being lost here is the fact that they are all on Maguuma for a reason, which has nothing to do with trying to flee from competition or make a weaker GvG scene. If you look at the list that was posted above, Mag has 5 guilds listed compared to SoS having 4, which isn’t a huge difference. The reason Maguuma might appear to have a lot of GvG guilds is due to how (as mentioned before) there are really only two true t2 servers currently, SoS and Mag. This leaves guilds who were transferring before leagues with a decision between the two, since no guild wanted to wait two weeks during leagues without WvW due to the transfer block.
Its possible that once leagues have ended, guilds might transfer off and even out between all the t2 servers, instead of just two, but we’ll have to wait and see.
The matchup after next. So if you transfered today, you will not be able to play outside of EOTM until reset on the 16th.
Interesting that all the elite GvG guilds who say they are looking for challenging fights transfer to the same server. They know they can’t fight people on their own server right?
Since I assume you’re talking about Maguuma, Pyro and Ark were always on Maguuma so we can cross them off. EP went to Maguuma coming back from EU due to how they’d been on SoS for a period of time and were looking to fight the SoS guilds, so we can cross them off. Lets see, KH as far as I know transfered off TC due to queue times not due to wanting to explicitly GvG so that’s kind of a moot point and we can cross them off this list of “guilds stacking Maguuma omg.” GF transfered off TC both due to queue times and also for a desire to rebuild within a stable T2 community, of the two stable T2 servers (Mag and SoS) Mag’s style and community suited them the best, so they transfered there and we can cross them off as well.
Lets take a look at that list again of Maguuma guilds.
Maguuma:
Everything Purple [EP]
Pyromancers [PYRO]
Arkham [Ark]
Kwisatz Haderach [KH]
Good Fights [GF]
Strange, it appears each of these guilds have good reason to go to Maguuma (or were already on Mag) which had nothing to do with them desiring to not fight each other or whatever other conspiracy people come up with. Truth is, as Wads said, there are a limited number of suitable servers and this leaves a decision to be made.
I’ll still remember the day I got an angry whisper from a ranger in spvp saying “Wow such a HS spammer. I thought people stopped doing that when they realized how lame it was, but I guess some people still do it.” Simply told him to check his combat log, he actually responded saying he was sorry and that he was mistaken about the HS spam :P.
Another time I had a condi engi in wvw yell at me for stealthing and trolling him and a friend calling me a perma stealther who couldn’t 1v1. Of course whenever I would open on his friend he’d jump in and so I’d reset and let the cycle repeat.
Unless it’d been bug since the April patch they fixed the old bug a while ago.
Or, they could just release Guild Halls and introduce an official, ANet-sanctioned GvG game-mode.
Call me crazy.
P.S. – This will probably never happen because they can’t sell it in the Gem Store (or can they…?).
Meh they could sell servers like the spvp ones on the gem store except for OS. Then you could have private gvgs without any threat of trolling as well and you could actually practice gvgs against your own guild while using your actual gear and not spvp gear.
Honestly instead of making it a mega server, allow people to pick a server from a list of servers like spvp. That would allow for any number of gvgs to go on at the same time and still allow for dueling to occur on other servers. Hell if you wanted to go all out, allow for spectating views to be available on the servers so you could spectate without actually being in the map.
Ok. I will then buy a precursor, empty out my inventory and then loot at the end of fights only.
Loot is fine. If you don’t think loot is fine, kill more things. If you can’t kill more things, pve.
this is what’s wrong with gamers these days, instead of learning how to dodge and getting better at the game, ask for devs to nerf the only thing that gets them killed.
kitten kitten , let me purposely eat this stun early so i have stun immunity so i can spam all my buttons in peace.
real nice guys, casualize the game some more.
^ <3 ya Wads
can guarantee that everyone against DR is relying highly on stacking Cc, someone said that Dr leads to less skilled play, what skill is there killing someone who cant do nothing back, because u constantly have them Cc’d? chillingcripple a melee classes while u run nukeing from distance, or immonilized till death with nothing can do. So PRO play there
I was the one who said DR promotes bad play. And its true. It promotes the ability to eat CC and moves that normally should be avoided at all costs/cost of a stunbreak and high cd ability.
Something else I would like to point out is that the stuff you mentioned isn’t really what people here would consider CC eligible for DR. You point out a lot of soft CC, which is exactly the stuff that can be used to great effect to avoid the current hard CC that people have issues with. What those players are doing is an example of skilled play, knowing the enemy’s weakness and exploiting it to stay alive to deal damage.
I’ve said it before and its been beaten to death. Diminishing returns do not need to be in GW2.
GW2 already has both immunity to stuns (stability) and abilities to break stuns. Adding DR on to the top of these would just be overkill. The addition of DR leads to less skill play imo. DR would make it harder to punish the opponents mistakes and be a crutch for bad players who get hit by CC a lot.
How is is a crutch? A good player will utilize their defensive abilities (dodges, stunbreaks, blinds, blocks, stabilies) in order to avoid being hit by CC/mitigate the damage done during the CC. This means a good player will be hit less with CC than a bad player. With DR in the game, the bad player benefits by a larger margin, creating a more casual game/easier game mode. No longer do you have to dodge the CC or mitigate it, one can choose to eat the CC at the start of a fight and then know that they are basically immune to it for a period of time without really any action on their part.
TLDR: Diminishing returns are not needed in GW2, since abilities to mitigate CC already exist and DR promotes bad play.
Yes if it does no damage to structures, only players. And damage scales with the number of people it hits. Thus becoming the anti blob siege.
No. A blob will simply build more of them than you will and use them as open field siege. Any new siege implementation is a bad decision.
o/
The blind mechanic currently is just fine. While blind spam can be an issues while fighting D/P thieves, the majority of the time the mechanic currently allows for skilled play without RNG. Since it only impacts the next hit and is 100% miss chance, it allows skilled players to blind the proper attacks to avoid damage. If it was only a X% chance to miss it’d take some skill out of the game, which is a bad thing.
What is the best food for WvW d/p 10/30/0/0/30?
I personally use seaweed salad food. It’s +10% damage while moving which impacts basically all your skills as a thief. Otherwise I’d use any food that gives power and crit damage or power and vitality if you need more survivability.
Actually i think its a terrible trait, 5% and only on critical hits, this mean a medium aa crit of 1500 will heal you for 75, and a bs of 5k will heal for 250 now you put this low hp sustain against a +20% damage under 50% hp which is probably the best singe trait the thief even have?
While I agree with how the +20% damage to foes below 50% hp is probably one of the best traits if not the best trait, the grandmaster would have some purpose, at least with glass builds who have trouble surviving currently. I know I’ve been hitting players for 4kish with auto attacks (crits of course) recently which would be a 200hp heal, which is no small amount especially with the speed of the auto attacks. It comes down to if they add an ICD on the heal. You could see people coupling it with signet of malice and cluster bomb/daggerstorm in group engagements for some sustain within larger fights. If there is no ICD and you’re cluster bombing you could potentially get 800-1000 heal per clusterbomb (assuming around 5k crits with cluster bomb on around 5 people).
I disagree about making it a life steal. A lifesteal would be a bit op imo, since it’d basically be putting 5% more damage on our crits overall while healing us, so basically a 10% hp swing extra in a fight per a crit. I would at least see how well the trait works before making any changes like that.
Its definitely not a useless trait, however it would have been nice to see it in a different traitline. Critical Strikes is already a strong trait line which pretty much every thief takes anyways. You put this in Deadly Arts instead you’d maybe start to see some more trait distributions (though it’d be tough to explain why you’d adding a critical dependent trait in DA).
It will be interesting to see if any extreme cheese builds comes out of this, because I can almost guarantee you will see some. Even a cheese SB/SB evade thief could use this for even more annoyance.
Yep. The only puzzle piece left for this is making it so the sound will play through the ‘Mute game while minimized’ option. Then it will be caaaaaaaaaake.
Could there be another option that allows you to check a box that says “Play notification sounds even while minimized”? I’m not sure the difficulties around such a change, but then such a thing could be added to all queues (overflow/wvw/spvp/etc) and still leave growth for whatever else comes up during the games growth that could be classified as a notification.
Why encourage people to abuse a clearly broken mechanic and spec?
I encouraged them to run D/P 10-30-0-0-30, which is hardly broken given that it is extremely squishy and requires a decent amount of skill to pull off in a wvw setting especially. I mentioned that if they are having trouble living that they can always add more armor to their build or run some shadow arts. I wouldn’t say I was encouraging it, I said that it is a possible alternative for someone who is having trouble with a superior spec (imo).
How S/D doing these days? I’ve tried it last night and felt pretty solid, nice pressure with auto attack and plenty of survivability. And it feels somewhat simpler and more straight foward.
Sometimes I think I’m just not skilled enough, since I just couldn’t adapt well to D/P. That thing of heartseeking out of the BP circle to get stealth and stuff just felt weird.
I’m probably playing it wrong anyways
Any good gameplay videos for reference would be awesome!
I used to play S/D, and it has its moments where it is very nice however I personally find that it can suffer due to the need to his CnD to gain stealth (at least in wvw). Played corrected it is still good, however I personally believe it has a lower skill cap than a D/P build has.
The D/P stealthing does take some practice :P. Personally the same thing happened to me when I swapped from S/D to D/P, I just couldn’t get the hang of pulling off the combo right when I wanted. However, once I got used to it you really start to love it.
As far as videos goes about D/P thief, I don’t know of any guides, however if you want just some gameplay video of one of the best thieves in game, check out http://www.twitch.tv/narcarsis/profile. Watching is play will give you a good idea of what a really good D/P thief can do.
what gear would you use for that build? I usually only run that in sPvP, but I’ve found that full zerk usually isn’t that great in wvw.
Umm basically I use full zerk armor with ogre runes and I use zerker rings and backpiece, valk earrings and amulet. I use zerker weapons, with stacking power sigils for stacking and fire sigils once that is done (or if I’m dueling).
However, you can make a number of changes without significantly losing damage while helping you gain survivability. One of which would be swapping out one or two of the rings from zerker to either valk or cavs (I personally like valk over cavs due to my belief that as a thief you can use evades and good positioning to avoid melee/direct damage well enough, which makes toughness less needed, while being condi bombed is going to go right through toughness anyways so you need vit to counteract that).
The second change that can be made is swapping out the ogre runes for lyssa or travelers, of the two I’d lean lyssa. Lyssa would give you the full condi clear and all the boons, which can save your behind in a fight and allows you stability rez someone in your shadow refuge which is very nice as well.
One last thing I want to mention about the build in wvw. It can be extremely frustrating at times with all the increased condition duration and condition builds you run across while roaming in general. However, from all the builds I’ve tried with thief, this is the one that is; the most fun; the most powerful; the most group support/ valuable to the other members of a roaming group. I was hitting people for 4k+ auto attacks with the dagger earlier today, and hit someone for an 8k+ cluster bomb as well. That being said, a dead thief does no damage. So if you find yourself going down a lot, feel free to throw in some valk/cavs and tweak the build a bit.
If you have any specific questions you want to ask, feel free to whisper me in game or message me on the forums.
For pvp, (spvp or wvw roaming), 10-30-0-0-30 trickery build is best imo. Has the highest skill cap and leaves a lot of room to make plays. D/P and Shortbow. Extremely powerful if played correctly. Some people prefer having shadow arts in their build, however I personally believe that its a crutch traitline and doesn’t contribute to your team as much as a trickery build does. However, if you want to never die and abuse the stealth mechanic go ahead and use it.
Honestly the class I never avoid as a roamer is necro. Though part of that is because I dislike the class as a whole while roaming so I try and kill every single one that I see. Basically if you want to roam on a class people don’t often roam on I’d go necro. People seem to not roam solo on them due to how slow they are and the fact that most likely if you engage you’re “in for a penny in for a pound” since you lack escape abilities to disengage. However, a properly played necro is a force while roaming and if you play it correctly you can walk over people. It also comes with some diversity for how you want to build it, power or condi, along with utility if you ever want to zerg a bit (via wells).
<- Example of power necro.
In general posting on the matchup threads (the new community ones) helps show you’re interested. Also if you see other guilds GvGing, see if you can’t message one of the leaders to set up a GvG. A lot of times, just making it clear you are looking for GvGs will get people to ask you.
I am slightly biased but, this video is one of my favorites. The video is from a single fight that lasted for 40 minutes, cut down to slightly shorter period of time.
Now this idea isn’t great.
Mesmers have a long range aoe weapon with the greatsword already and short range mesmers can use sword auto attack.
If someones goal is for bags on a mesmer, all they have to do is trait for glamours giving confusion and blind. Blind is useful and confusion does still do damage even after the nerf a while back.
You are asking for a change that isn’t completely needed. I understand it isn’t as easy on a mesmer to tag enemies but its not impossible.
As for mesmers being berated by their commanders; either get a new commander or don’t mess up.
No, because they gather every kill in a duel or a in a fight against overwhelming odds.
You typically don’t stomp people in duels so someone should have very few kills from that. And on lower servers every side has fewer numbers and that doesn’t mean you are outnumbered more often.
Well, let me see how to address this.
1.) Heartseeker spam, as mentioned by most of the other posters, is terrible dps and is effectively a death sentence against a competent player.
2.) Necros have a decently large advantage against thieves especially if the thief is specced for burst. Condition necros especially should do well against a thief even more so they’re heartseeker spamming.
3.) If you are going down quickly against a thief as a necro and you are just assuming its heartseeker, I’d check my combat log again. I have had players whisper me telling me to stop HS spamming and usually its just cause that was the animation they noticed before they died.
No.
It all comes down to who it would benefit more and in the case of anti-stability traps (or the antiboon trap suggested a few posts down) it would mainly benefit larger zergs/blobs.
What allows for guild groups/organized groups to overcome greater numbers boils down to a few things and one of those things is their uptime on stability and other boons. If you took away the stability for these groups, their effectiveness would dramatically decrease and make them at a disadvantage against the larger groups they are facing.
You might say, well you can use the trap as well to counter their use of the trap. This thought, while seeming to be a fair point, is not good in practicality. When you’re facing 50+ with the around 20 you have with you, its not practical to stop and set down a trap to strip the enemies stability, while the 50+ man group would not have a problem having one member set down a trap since its only a small portion of their force. Also to go along with this, stability is a major weapon when fighting against larger numbers. It keeps you from being cced which allows you to avoid the enemies bomb and stay alive. Now if you take away the stability (and lets say you take it away from both sides) it becomes a game of who can lay out more aoe and cc at any given time and even with the most organized group the 50+ players can do more of this than the 20 players.
So to sum it up, a trap that takes away stability (or any boon/boons) is not a good idea to implement since it would benefit the larger zergs/blobs and put the so called “zerg busting” groups at a significant disadvantage when fighting these blobs.
Suggestions like this would have no impact on the blobs. If you have 50+ people you don’t exactly need great boon coverage to push in on a group. As with most suggestions of this sort, it would really just punish organized groups which go up against greater numbers constantly. You are taking away something that gives an organized group an advantage over blobs and claiming it would limit the effectiveness of the blob.
Personally I think the guild is entitled to behave how they want. If they don’t want people to follow them and have said “don’t follow us,” its perfectly reasonable to not expect them to help out players who are downed around them. If that is how they desire to play don’t hassle them about it, just follow someone else.
Based on what I gathered from asking Grouch this same question (though I might be misremembering and if I am I do apologize Grouch), he mentioned the ability to change overflows to where your other parties members were and that he didn’t see any reason why one would have trouble getting one’s guild into a single overflow. So I’d believe based off that that there is a reliable way to get into the EOTM with the people you want to be in it with.
That being said, last I heard there hadn’t been a decision made about whether or not to allow for cross server EOTM overflows. So if there was an overflow it would only have players from the matchup you are in, as it currently stands. This might have changed, but I haven’t heard anything about it (if you have please enlighten me).
Killing players gives you the most badges.
I want to point out there is a reason I linked the wikipedia page for the skill. Its cause the page shows that the cd is 30s, which is reduced to 24s.
But even then, you’ve got what? Stand Your Ground (5 seconds, 60 sec cooldown, breaks stun), Hallowed Ground (10 sec, AoE, 6 sec cast, 80 sec cooldown), and Virtue of Courage (Only if you get the Master trait, 3 sec, 30 sec cooldown) are all Guardians have for that crucial boon which can be removed by a Necromancer. 3 things that grant 5-man groups stability that can easily be removed and do nothing against a group of 15 warriors with at least 2 stuns and a knockdown if they only equip hammers. Just thought I should put that down.
Not sure which guardians you’re running with, but I might question them about their lies about the Stand Your Ground cd. http://wiki.guildwars2.com/wiki/Stand_your_ground. Not only that, but I’d be asking them why they aren’t running shouts cd reduction if you’re having stability trouble.
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