Was a good show i tune in live
Q to Grouch , Was you wearing set make up last time ? lol
LOL. Nope! Thanks for the possible underhanded compliment, though?
methinks somebody is denying it a little too much
Fine! Did you guys think I was wearing too much lip gloss?
Jokes. I really approve of the program you’ve put together ^^
Was a good show i tune in live
Q to Grouch , Was you wearing set make up last time ? lol
LOL. Nope! Thanks for the possible underhanded compliment, though?
methinks somebody is denying it a little too much
If they successfully bailed, then no, you did not win the fight. You did not kill them.
End of discussion.
I honestly get so disgusted sometimes when people try and run away that I just don’t bother to chase them down.
It’s just…you know…screw them.
I’m not a huge stud of a player. But I feel almost…soiled…to try and fight someone running away.
Unfortunately this mindset is really bad for this game. You’re going to have to change that if you are wanting to be successful in this game (or if you don’t want people mocking you). Fortunately for you this is very simple.
The most important thing to note is that you do not dictate the rules of the game. Anybody can do anything within their power to win the game. Nobody has to sit there and die to you if they can flee, nobody has to fight against you if the odds are in your favour.
The reason you feel so “Disgusted” is because your brain has set this parameter that doesn’t actually exist in the game. The worst part about it is that, due to these new parameters you’ve set yourself, your builds and playstyle do not account for all the possible actions your enemy can perform.
You mentioned letting yourself die if your enemy “outplayed” you in a fight. You don’t have to die, you haven’t lost yet according to the actual rules of the game. You have ONLY lost according to your rules.
Hopefully I can get you to look at this from a different point of view with an example:
Imagine somebody felt that knockdowns were stupid and ruined the game, they decided not to use them. When they lost to KD’s they decided to post on the forums about how lame it is and how people should stop using KD’s.
They are part of the game and if you deliberately don’t use KD’s you’re at a disadvantage.
You’re at a disadvantage because you’re doing the exact same thing with regards to people retreating.
This isn’t actually a new complaint that any pvp players have had in any game. In GW1 people wouldn’t want you to kite, RS they didn’t want you to heal, SC2 they don’t want you using specific units. You can be dishonourable by DDoSing your enemy it has nothing to do with using game mechanics or strategy to your advantage.
Hope this cleared things up for you and you can go and improve.
If you die because you choose not to escape to try and protect your honour you are bad at pvp. Absolutely no exceptions.
Sorry to drop it on you but the other players who do not lack the brains to run are simply better than you.
Don’t understand why this wasn’t done from the start.
The might stacking hammer sounds really interesting. I would like to see that build when you are done with it =).
Not finished yet but this is currently what I’m testing.
I love the idea of might stacking on crit but the low precision is what keeps me from picking it up. I guess the increased might duration would compensate for the low crit chance.
22% is enough for me to keep up 10-18 might stacks all the time (remember the scetper is really strong for getting crits easily). The two blast finishers are important too.
The might stacking hammer sounds really interesting. I would like to see that build when you are done with it =).
Not finished yet but this is currently what I’m testing.
Well Mercy runes were meta in October but were dropped in favour of Soldier’s + Pure of Voice. But if you are running two Guardians there’s no reason why you can’t have Mercy on the DPS and so far I’ve found them to be extremely good in team fights. When you have to solo though you have a slight disadvantage.
Although Sanctuary is an optional for that defensive build I wanted people to have a strong 1v1 build. It has a decent effectiveness against everything and very strong survivability, you’d obviously use Sanctuary if you’re feeling that you’ll play more of a support role in the game.
I think you may have misunderstood my previous post slightly XD. The symbol DPS is seperate from the other 3 builds I’m testing. At the moment I’m currently testing 6 builds.
- Hammer/Scepter DPS
- Symbol DPS w/ Mercy/Sanct
- Might Stack Hammer DPS
- Might Stack Staff Support
- Condition Bunker
- Control Bunker w/ Binding Jeopardy
Now this last one was an idea I had last night for a damage Guardian, where you just stack 20-25 vuln on your target always and do a lot of extra damage. I then figured that if you ditch Blind Exposure and played as a bunker Guardian you’d actually be able to stack 13-18 vuln stacks on a target aswell as your immobilize.
This is determined on whether I’m running Signet of Wrath or not (Sanctuary would be dropped so in practice it would usually be 13 stacks but there could be a niche play for this build).
Builds:
Sanct: http://tinyurl.com/bq4368l
Wrath: http://tinyurl.com/dyfrn2u
It is pretty much like a normal bunker build but sacrifices some stability give your allies a large amount of extra damage on a focused target.
Sorry I couldn’t stay on, was probably on at the worst possible time =(
Why do you take the trait “Meditation skills are now instant cast” in Valor tree in the Staff/Mc-Fc symbol build? I thought maybe it would make Empower instant cast but I just did it and it’s still a 2 1/4 cast time hmm I’m just confused, definitely wanting to try this build so I’m asking! This is my first Guardian :P
Sorry!!
It was a blunder on my behalf, the build was meant to include Smite Condition. I have now updated the build to show that, I’ve also included energy sigils over fire sigils as they have a lot more utility on that build.
Focus Mind only affects Smite Condition, you need make it an instant cast so that you can remove harmful conditions straight away and compact damage more.
Here is the updated build: http://tinyurl.com/cqcwvn7
It is also updated on the main page now ^^
For those interested I’m also currently testing a symbol DPS build with:
- Ground target sanct
- Mercy Runes
To be used in conjunction with another Guardian on your team, will be very powerful.
Also testing: - Might Stack Hammer (around 14-18 stacks of might on self always)
- Might Stack Staff (25 stacks of might AoE always)
- Condition Bunker (need to test with a full condition team, haven’t got a chance)
90% chance of me being on then!
Well I’m totally confused as to when it’s happening!!!!
Sorry this was just way way too early. Slept through.
In PvE you can build a bunker Guardian spec’d into AH and Dodgeroll heals (not possible in pvp) and you get 18% more critchance and extra damage. Effectively you would be a Bunker-DPS Guard with no negatives.
There’s an extremely important reason why you can’t have that extra stat allocation in pvp.IMO, the limiting factor on that bunker spec has more to do with the 50% reduction in Selfless Daring HP scaling in sPvP than stat combos, coupled with the fact that you can run consumables to further boost your stats.
And yes, adding 6 options for stat pieces that still total to the same overall stats numbers provided by the 2 piece system now would create more variability, but always at a sacrifice. You couldn’t build the Bunk/DPS you mention above with the 18% crit chance w/out sacrificing some Healing Power (And possibly toughness) making the bunking aspect less potent at the gain of some additional damage.
And given that these combo options would be available to all classes, lowering your bunker based stats in an arena where players can spec higher crit damage with the true Zerk gear in the proposal might not work out too well for you.
As for ascended level stats, I don’t care either way.
You can min/max which means you can allocate more away from unnecessary healing power toughness and vitality. In over your can run ~500 with the same effect so you can again allocate that healing power elsewhere.
- it was a bonus 18%
- you don’t need more to defend against slightly more damage
If you want more explanation to how this won’t work you’ll have to wait because I’m on my tablet and takes ages to typeanything.
I’ll play if I’m on, not 100%sure.
Silven
Can’t record.
If we do this again in 2weeks+ I can be there for the entire event and record.
In PvE you can build a bunker Guardian spec’d into AH and Dodgeroll heals (not possible in pvp) and you get 18% more critchance and extra damage. Effectively you would be a Bunker-DPS Guard with no negatives.
There’s an extremely important reason why you can’t have that extra stat allocation in pvp.
Another suggestion I may as well address is when people say ascended gear should be in pvp, that brings out even more silly builds.
It is working as intended as the above people have said.
Remember most skills can be cancelled by the use of escape, this was a really important tactic in GW1 and now in GW2.
You can just run symbol DPS with Purging Flame for more damage and more survivability. There are just much better options than spec’ing completely into Virtues.
Here’s the link:
http://tinyurl.com/c3qp4nq
Two obvious options
- You’ve played more matches in that hour and won some of them so your net gain for the hour is positive.
- You lost a small amount of rank due to them being high level and other people above you lost more rank than you and fall below. You gained rank but lost rating.
can’t quote because of post size
1) I agree that targeting has been a point of contention around here since everyone has a different opinion on how it should work. We have not forgotten about this issue, but it is pretty low priority, unfortunately. This polish would fall under the umbrella of a combat team.
2) This would certainly be cool. There was a thread on this not too long ago. This is non-trivial polish that requires some back-end tech to be possible. This feature would also fall under the combat category.
3) This is a combination of how the reward system was designed, and the fact that we can’t have different rarity items in PvP for technical reasons. Once this is solved, each item could have a correct rarity and not always ask for salvage confirmation. This is a feature that the PvP team would be responsible for.
4) Vendors and collections were an existing way to get PvP items into the game. Ideally there should be a proper unlock system, but time and tech prevented this from happening. This is a feature owned by the PvP team.
5) I really don’t like suggestions like this, because its a complete band-aid solution to something that should just be redesigned for PvP. Why do you need to even buy free items to apply it 6 times? This is a feature owned by the PvP team.
6) This is some good polish, but it only affects these two specific collections out of the entire game. I would go so far as to say we shouldn’t need these oddly working collections in the first place (see 4). This particular part of collections is a feature owned by the PvP.
7) Haha yes. This. Polish owned by the PvP team.
8) This is a big one! Expanding our skill tooltips to buffs, traits, and items is already on our radar. No timeline. This is a feature owned by a combat team.
9) The reason for making people go to the mists is because the transition from PvE to PvP is a big one. If I new players were to queue directly into a PvP game, they’d have no idea why all their armor, weapons, and traits were different. Making this a two step process helps to eliminate this confusion. However, we realize that the flow of PvP is not efficient, and plan on working on this. This is a lot of features and polish owned by the PvP team.
10) Something I started, but never had time to get back to. This is a feature owned by me.
11) Not sure how this would work. What problem would this solve?
12) You cannot have bank access in the mists because anyone can port there for free.
13) Sounds cool. I don’t see why not. This would be a feature/polish owned by the PvP team.
14) This is a definite must for the future of the game. It is planned. It will come in time. This is a feature owned by the PvP team.
15) This requires some back-end reworks to become possible. This is a feature owned by the gameplay programmers.
16) The limit of 1 is a technical limitation.
17) This will not happen as it affects way to many things in the game. Why do you have that many things stacked at once as to need a stack size of 1000? The problem is not the stack size.
I hope this gives a rough idea of the kinds of things different teams own and the difference between a feature and polish. Anything I can do to make development more transparent is a win. A lot of people wonder why certain things aren’t “high priority” for the PvP team. Sometimes it’s because some other team is in a position to do it. Our team usually is not scheduled to work on game-wide polish or features, because we have so many PvP specific features to do!
Why are you not CEO?
edit: or dev captain or something
Running into trouble against rangers with the new build, bringing Wall of Reflection over Save Yourselves and with Master of Concecrations seems to do well.
I’m actually leaning more towards 00303010 with it but we will see!
Shameless bump too <3
Do you have Pure of Voice on? Because when removing certain conditions, such as bleeding, HtL will give you vigor.
edit:
I also noticed since the PoV buff (bug fix) HtL seems to sometimes change an extra boon randomly (the same rate at which it used to remove 2), this leads me to believe that their may be a piece of code that’s just wrong somewhere.
I haven’t tested it so this is purely observation which could defnitely be wrong.
http://tinyurl.com/SilvenGuardianBuilds | http://www.youtube.com/user/RoknnOut
http://www.twitch.tv/jaxsilven | https://twitter.com/JaxomPellow
(edited by Jax.5261)
Even though my internet is good it sometimes does lose connection, I’ve lost connection during a mAT before. So even with good internet it does happen and a 2hour ban is just insane.
I don’t think people should be punished severely if they dc, if it’s avoidable. That’s the way it was in GW1, you could reconnect to a game and not be punished (usually, wasn’t a bugless system).
- You shouldn’t be punished for a single leave/dc
- If you return to the game you shouldn’t be punished
- Reporting should be a feature
- tPvP premade should not have punishment for leaving
- Consistent leavers should be more severely punished
- Actual bans (as in you can’t play gw2 at all) should only be given by anet through the report feature on their site.
- Resign feature needs introduction
So a 20 minute ban (from pvp) for leaving 2 games (or reported enough) and then it increases if you continue to leave.
If they get reported by the site and clearly are trying to lose games then game bans can be induced.
I feel strongly that >20m bans from pvp on dc players extremely unfair and should never be considered. Not everybody can afford $100+ a month for internet. Some people have brothers or sisters who trip over internet cables. Some people have an emergency while playing.
Players who leave purely to disrupt the game or are angry should be banned or given a time out.
Games are usually 5-20 minutes (15 minutes for 85% of them I reckon).
isnt the time limit for a SPvP game 15min? so you just CANT have a game longer than that
i think you forgot that
average game is about 10-12min usually
but true, ppl should be anyhow punished for leaving rated games
I added in the wait times but yes you’re right.
Bad ISP = 2 hour time out!!
Wow how has this not been implemented!?!?!?!Has a bad connection but continues to tpvp lol…
No I don’t but other people have bad connections.
Screw them right?
Games are usually 5-20 minutes (15 minutes for 85% of them I reckon).
Use the Gw1 system.
- Leave = 5 dishonour points
- Reported as leacher = 2 dishonour points
- 3 or more people report you = 10 dishonour points
10 dishonour points = 10 minute time out
any additional points gained in the next hour stack onto that.
Bad ISP = 2 hour time out!!
Wow how has this not been implemented!?!?!?!
There are no dedicated healers
/threadDedicated healers is actually bad. At least in the way that they worked in PvP in World of Warcraft. Frankly, they made the combat less interesting and boring. I.e, from what I’ve seen, most people preferred not to meet teams with healers – Not because it was any easier, but because of the reasons that I’ve already brought up.
It’s another game, but we’re still talking about dedicated healers in an MMO’s PvP. Guildwars 2’s professions is designed not to have to rely on healers or the Holy Trinity, instead the system is divided into Control, Damage & Support. Everyone can support one another, which is why we’ve, in theory, a much better replacement for the dedicated healer.
You need to play GW1 to understand how healers are properly implemented. GW2 is as much as a clustermuck as WoW.
There’s no holy trinity in GW1, just healers and the rest of your team. Everybody can support one another and has to, it just doesn’t seem that way. When your ele snares a player they reduce their DPS by an amount (could be even 100%), which is as effective as any prot. When your warrior pressures their monk it forces them to use energy on themselves and therefore less energy for cleans which is again less pressure on your enemy which is more energy for their monks which is more energy for cleans which is more pressure on your monks.
If you don’t understand this then you won’t understand why most people want GW1 things back. Dedicated healers are really, really good if implemented correctly.
Should they have implemented them though? No, I don’t think this development team could’ve handled it correctly, I don’t mean any offense but seriously there’s no chance that they would have done it well.
Haahahaha, love this!
My favourite is on Foefire, this happens a lot!
*Game Starts
“Nobody our close”
>: ) ( :<
I think I’d like to add:
Be Specific
Give player/proffession names of the people who you want to come to certain places at certain times.
Most people just don’t realise when you say “2 henge” that you want them back, 90% of the time they’ll just assume you mean somebody else (unless they know what they’re doing). It’s worth typing out that little bit extra to know they’ll actually do something about it!
Everything else you covered extremely well ^^!
You’re dumb, your ideas are dumb and your face is stupid! <3
Res sig was only 25% E but full health, I think you were confused :p
At best you get ressed by a resto rit and get 42% or so energy.
Pact on resto rit I think can get close to 100% iirc.
Bringing a teamfight to far point would be nearly impossible. Every competent enemy you encounter would drop elites & revive utilities, and then graveyard rush the point, dropping elites & revive utilities again.
Highly exploitable. So, no.
Reminds me of something one of my monk teammates would do in guild wars 1 (good tactic imo). He would switch to his high set when forced to, then if the circumstances called for this, he would expend all of his energy, then if focused at that point, we would let him die, then rez with full energy while the prot monk took care of the team in the amount of time he was down.
Of course that’s high level play for you.So yes, it is apparent why this isn’t a feature; it was cause team fights to last decades.
Reses don’t res you with full energy, so you’d swap to your low set before you die. That’s just an energy saving tactic for the prot, if the energy required to save him is not worth it then he will try and save it and the heal will get a res.
It’s an ‘ok’ tactic. It’s meant as a last resort to try and get your prots energy back, it’s never really ok to die as a heal, even if you’re thinking you’ll get some energy back you’re now on 15%DP. Not to mention that when the enemy’s heal is down you can push way harder due to:
- People trying to res
- Lack of heals
- Lack of Enemy spikes
So yes it was used as a last resort only if your monk was going down anyway, not because he was low energy because all you’re doing is giving your team a massive disadvantage.
With custom arenas, the play-now functionality will be revamped to better place you in servers.
It’s like saying “sometime in the future when we balance the game balance won’t be a problem so don’t worry about it now”
…well ok…
I respect you as a dev because I know you’ve personally handled some important quickfixes (really quickly too) but your solution is just silly.
Your game is dying right now, you have to do something right now.
Get your act together.
Conditions will absolutely destroy you.
You fail to realize mace 2 removes all conditions when standing on a symbol. Don’t believe me try it out. It does.
No it doesn’t unless your allies are using it as a combo field.
But then your build should be called ‘The Unkillable Build – If you have 20-30 allies around you and your enemy doesn’t’ but I can see how that would come off as less impressive.
If you were to 1v1 any player who played conditions, literally any, you will lose. Even if they’re horribly built.
Your build is suboptimal too, even for what you’re trying to do (almost every trait you picked is worse than another you should’ve chosen) and I assure you even a standard Bunker build will actually be able to kill you.
Sorry.
Oops, also!
If you have an ally to immobilize for you the Greatsword is amazing, the problem is you get a slightly weaker (and I mean really slightly) result with Hammer without needing an ally. Usually you’re the person snaring for other people because you’re a Guard anyway.
I’ve actually found that the Hammer will always do more damage against good players.
Good players will:
- Kite WW/Symbols
- Dodge WW/Leap/Pull (even if you use JI)
Also when you: - Pull → WW – the enemy will dodge straight away and you’ll miss 3/4 of WW
- Chains of Light/Embrace → WW – the enemy will dodge after and you’ll miss 1/2 of WW
This means that the GS is just used to force enemy dodges so that you can use skills like Banish or your allies can burst them.
The main DPS on the GS is completely (and easily) avoidable. (this is unless you’re running rage sigils which sacrifice fire/energy) Of course you can land some WW and pulls if your enemy is saving their dodges for Banish, etc. But in WvW it’s not as important to dodge those skills as much as in pvp.
The Hammer:
- MB is actually not easy to dodge (3/4s), I sometimes miss dodges on it because I get some lag
- MB is still a high damage skill
- 4/5s recharge means doding it is usually not effective anyway and you miss your dodges for other more important skills
There’s no negative to faking out dodges with a Hammer and even if your enemy dodges MB it’s still to your benifit.
Although yes people in WvW may have too many things to concentrate on and you can get WW and your pull off really easily, but in the smaller scale fights you won’t be able to land it.
Sorry to say but as of now the GS is far inferior to the Hammer unless you have quickness then you’ll be able to get these skills off decently. Also if you’re going to say that “what if you’re against bad players” well then again it doesn’t matter what weapons you use at all because you’re better.
So its all about win/loss ratios?
No it’s about who you win and lose against.
Conditions will absolutely destroy you.
I really hope you’re trolling.
- Immobilize is not a disable (doesn’t disable skills)
- Stacking a 25% speed buff on 33% speed buff is unbalanced
- Theres a bug with One with Air which keeps your speed buff if you use a transformation
- Warrior is not polished, it’s underpowered and currently badly designed
http://tinyurl.com/SilvenGuardianBuilds | http://www.youtube.com/user/RoknnOut
http://www.twitch.tv/jaxsilven | https://twitter.com/JaxomPellow
(edited by Jax.5261)
KD/KB have longer recharge, casttime and and stronger effect. If you nerf the effect (which doesn’t need nerfing) you make it so it’s weaker than all other forms of stun. All the KD/KB I can think of are easily dodgable too.
They wouldn’t be effective due to you not even being able to knock a player off a point before they stun break, it would be silly.Understanding game mechanics is part of skill, if you know the exact point in time to stun break, that’s skill. Even though it’s really small and simple that’s what a skilled player takes into account, every little small thing and it adds up. I’ve never considered knowing when to use your stun breakers not skillful.
PS: Wrote this on my tablet that’s why it’s so badly written
How is a stun+displacement (knocking people in and out of combo fields, into environmental hazards, off points) weaker than just a stun? Why does it need to be unbreakable in addition?
You don’t get infinite dodges – something being dodgable doesn’t make it ok for that ability to be the only effect in the game that’s a guaranteed unbreakable stun. There’s no skill involved with “I hit you with this ability, so eat it for 3 seconds and you have absolutely no recourse”. To clarify, I’m not claiming “wah, I hit my stunbreaker and it didn’t work”, I’m saying “I know my stunbreaker doesn’t work on this skill, and that’s the problem. There shouldn’t be 2 classes of stuns in the game, 1 which is breakable by an ability explicitly designed to break stun, and one that isnt.”
When you change something that’s clearly OP, its a fix not a nerf. Thats why BV was fixed, not nerfed.
You’ll probably need to re-read what I wrote.
It isn’t OP. Your stun breakers do work on these skills.
To respond to your edit: Although I’ve always felt updraft needs a cast time nerf to 3/4s. The ele has to be in the Air attunement to cast this spell, this means it’s really prefictable even though its cast time is short.
I don’t know enough about enigneers to know why personal battering ram isn’t a super viable skill. But I wouldn’t feel it’s overpowered.
You’re not actually disproving anything, updraft having an activation time that needs a nerf does not mean ALL KD/KB NEED NERFs.
http://tinyurl.com/SilvenGuardianBuilds | http://www.youtube.com/user/RoknnOut
http://www.twitch.tv/jaxsilven | https://twitter.com/JaxomPellow
(edited by Jax.5261)
All builds updated, the builds for defensive are now map specific. I will consider doing that for the offensive ones in the future, but usually there isn’t too much difference per map for them.
The testing build is actually working out extremely well too woo!
I did get a few pms strangely enough asking why I didn’t name the builds, so if you guys have any suggestions. I thought keeping them named after what they actually do was smart, so people can’t get confused, but if you got some cool names let me know!
KD/KB have longer recharge, casttime and and stronger effect. If you nerf the effect (which doesn’t need nerfing) you make it so it’s weaker than all other forms of stun. All the KD/KB I can think of are easily dodgable too.
They wouldn’t be effective due to you not even being able to knock a player off a point before they stun break, it would be silly.
Understanding game mechanics is part of skill, if you know the exact point in time to stun break, that’s skill. Even though it’s really small and simple that’s what a skilled player takes into account, every little small thing and it adds up. I’ve never considered knowing when to use your stun breakers not skillful.
PS: Wrote this on my tablet that’s why it’s so badly written
Because when you’re knocked back into the air it would seem really silly if you were to magically stand on your feet. Im sure ANet kept this for smoother gameplay.
It’s not OP, it just takes more skill to realise when you can use your stun break effectively and I prefer it like this.
Sorry but I disagree with everything you just wrote.
edit: except for condition duration times without hover.
Must find new formula to clean up argument
It’s just reducing it by 33% is all, I just didn’t want people going all crazy about Bunker Guards getting 300 retal damage when they don’t.
Amusing as the thread that claimed Guardians did 1.3k burning damage per tick was, it unfortunately misleads people.
Retaliation Damage has already been reduced by 33% in PvP.
https://forum-en.gw2archive.eu/forum/pvp/pvp/Is-retaliation-damage-reduced-by-1-3-in-sPvP/first#post1633021
The above formula is wrong due to this.
To deal with retaliation damage you have to learn when you can and can’t attack through it. I’ve never had a problem with retaliation unless I’ve made some form of judgement mistake.
That’s the problem with any build though.
Due to not having a team for now I played around 50 games of solo Q and I did learn some important lessons.
ANet are not likely to update the game to cater for solo Q any time soon so hopefully I can help you guys deal with the problem. Of course I fully understand that players are never going be guarrenteed to listen/be decent but this is to maximize your team’s potential with minimum communication from the random players.
- When the game starts tell your team where to go, even if you’re not the expert in tactics, a slightly more co-ordinated team is better than a completely unco-ordinated team. Failing as a team is better than failing as individuals.
Some of this falls under my next point; be specific.
- You have to be more specific, I learnt this when playing Natural Selection 2 (in the endless hours before GW2’s release). When playing the commander I’d give general orders (ie. “I need some people back at base”) and people started complaining or just ignoring me, assuming somebody else would be that ‘some people’. You have to use names or proffessions if they’re the only one of their class.
Things like “2 Temple” will not prompt a response from any but the best players, you’re not playing with these players so why would you communicate if they were them?
- Tell them things, explain the mid buff is at 11:30 and all buffs at 8:30. Say that there’s 1minute left on these buffs then 30seconds left, tell them who is to go to the buffs. I do this every game, regardless of hotjoin, tpvp on vent, tpvp soloq.
Control Click your skills when using important ones (eg. Stand Your Ground, any snare) so that they can co-ordinate. Even if it means 1 person doesn’t use their stability because you already did. You just gained an advantage.
I hope this helps people, I understand that some people can’t type that fast but you can try. Or copy paste it from notepad.
I used to complain a ton about ANet not fixing the game, but the people who succeed are the ones who adapt to what they’ve developed long enough so that they can fix it. Sucks but it’s either that or lose.
Hey guys just letting you know I’m going to be updating this a great deal soon!
I also just put in the build I’m currently playing around with:
http://tinyurl.com/bnnglju
Basically you gotta pay attention to the phantasms.
-If all of the clones/phantasms start running toward you (and you’re not out of LOS) the mesmer just used a shatter. Dodge through the phantams, not away.
- If only one of the phantasms is running toward you, then the mesmer likely has his sword out and used the 3 skill. How this works is he can use the skill again to swap locations with it and immobilize you. Then he does sword 2 to slash a bunch and turn invulnerable. To avoid this simply dodge toward the phantasm.
-If he stuns you with a pistol shot, stun break it.
That’s really all you need to know. Conditions and AoE work better than single target direct damage because of how slippery they are. I used to have a lot of trouble with them on my power necro, then I switched to conditions and don’t have much trouble anymore.
You’re talking about how to beat a shatter mesmer, he’s asking how people deal with phantasm mesmers.
You also left out the audio cues of a shatter mesmer’s burst, which is the best way to defend against them.
I have a lot of problems against phantasm mesmers on my guard bunker but when I play dps I have no problems at all. You have to have enough AoE to destroy the phantasms while still pressuring the mesmer. If you’re not running enough AoE you just have to pressure them to the point they can’t get too many phantasms off. That’s the only good advice I can give. Obviously you have to dodge the phantasms. If they shatter they have to recast them and you can force interrupts which can just kill them.
Sorry for the terrible English, on my awful tablet.