We’re roamers – nothing more than 5. Whenever we see little zerg (hopefully less than 20) still we take a try. It’s fun, it’s challanging, opportunity to learn something.
In my opinion it would be:
D/D bunker cleric ele
2 healway guardians (preferably staff + gs/eventually hammer)
Warrior with Hammer, Axe/Warhorn
Mesmer Staff, Sword/Focus
With this or similar setup we’ve been running. I honestly can’t find other ultimate meta for outnumbered actions.
(edited by Lert.6287)
Always good to see GH fighting in the open field
You do realize 4/5 are minions, right?
I really liked the idea of base WXP for something split between number of players participating. Zergs are simply over-rewarded and all that for lack of skills…
Another one would be increasing AoE cap to 7-8 at least. Wasn’t there no aoe cap at the beginning?
Third one, along with two previous, would be increasing some of the abilities in small group and decreasing in bigger.
Something needs to be changed, cause as for first few months we were able to see small groups, now the only occassion to witness that is when they are on their way to zerg. We have really hard time finding roamers… there’s quite much no diversity. Either it’s zerging or blobbing.
Sadly not many good oppnents this matchup.
It triggers at the end of animation, but at placement where you were beginning from.
I imagine it can be problemating since other (or blasts from others) might not affect you.
Actually you can shorten distance. To do that you’ve got too look from above your character. At it’s best, leap will be around 100-150 (so you won’t leave the field).
If I was being whiny, I’d say “ANet doesn’t care about roamers”.
Devon, could you mention to us something about roaming? Not everyone is fan of zerging play-style and ANet mentioned few times big changes on this matter, yet nothing happened so far.
It’s pretty understandable that 5man group shouldn’t be able to do, what 30man group does, or do way less and being over-rewarded for that. But still, “roamers could use some love”. I’d love to see increasing AoE cap to 7, which would help in outnumbered small scale fights.
And thanks for your previous answers. Can’t wait for water area to by dryed (tho it could stay on ~3k radius) to see new interesting place to fight on.
Excellent as usual.
I’m WvW player and I don’t excluding it in any of my builds in last months. And I see plenty of players using SoR.
You do realise talking that you don’t use it won’t change anything? It’s still one of the best healing skills in game and undoubtly best healing skill for healing power based builds.
You’re kidding right?
It’s so good that it got nerfed on sPvP. Few patches back I was afraid they will nerf it for WvW as well, but gladly they didn’t.
Nice comment, impressive
you deserve your “Pro Troll” title.
In case of you didn’t notice, there was also a compliment in my comment.
Reasoning isn’t his strongest side.
Also a special shout out to Psy from Gunnars, the most annoying 4-6 man group I’ve seen. Whole zerg goes over them and they still survive xD
Hehe, thanks for the kind words. We appreciate somebody noticed our effort.
Peace.
Losing my 2.7k heal every 10-12seconds. Sounds like no nerf at all -__-
@JeroenXP “Never understand the need for GvG in WvW since it does not require really more skill more like understanding of stacking and blast finishers. If you want to proof “skill” do some 5v5 tournament or something. I think as well you get more “interesting” fights if people focus less on the rating/ranking crap in WvW.” <<<
WTF you smoking??
If you think being part of a good guild, a strong guild is about stacking and blasting you sir haven’t been a part of a strong guild.
As for proving skill, surely the organisation and teamwork, synergy in a 15v15 or 20v20 is far more superior than in a 5v5. Common sense. It takes much teamwork and skill in a 20v20 over 5 rounds to suffer only 1 death, or over 3 rounds to suffer no casualties. You sir are missing out on a big part of the fun and “skilled” part of the game.
Otherwise surely good guilds would be at a 50-50 chance of losing to even a thrown together team with an understanding of “stacking and blasting” <<< so 2012 btw. Love the zergs that do that, fall like dominoes.
Sorry but had to comment on your nonsense, drivel. It’s completely disrespectful. Some guilds out there with 20-25 take on entire zones, winning some losing others, and it’s certainly not achieved with simply “stacking and blasting”. You really need to be a part of a WvW guild.
Back to your matchup guys /wave UW miss you. You had more fight and skill and dogged determination than these French who just happen to have a lot of coverage.
“and then I told him zerging requires more skill”
On behalf of the whole zerg let me say …. nana nanana
? Life is Life ?
More!!!
Honestly GS thieves are fine. Yeah they hit hard but if you can stop the burst you should win every time. I would gladly fight a GS thief over a full PVT thief. Very tanky thieves are close to impossible to kill, they probably won’t kill you but they just don’t die. At least you can burst a GS thief down.
Yes, kitten these Greatsword thieves!
But I do agree with OP. Thief’s inbuild survivability is too high looking on how much damage he can deal, how easy it is to have outnumbered action, how mobile he is and how easy it is to stay alive.
xGokuVegetax: “hey where is the zerg at?”
Silly Pancake: “do we have a zerg on this map?”
Ilikebutts: “any karma train going on?”
It made me laugh.
Guardian’s PoV fromyesterday’s evening.
(edited by Lert.6287)
I don’t know why anyone didn’t post it till now, but by far [BNF] is the strongest guild we’ve ever faced and undoubtly strongest small scale roamer guild on Dzagonur.
(edited by Lert.6287)
At least there are some random <10 people roamer groups.
The point is to spread the stun breakers out, not keep them all on Cantrips.
This.
We might not like changes, but it doesn’t change the fact changes were needed.
Sure, even brotherhood. Heck, feel free calling yourself family cause you’re so much organised.
But well, here comes a question: Can roamer do well in zergfest? – Yes, roaming is much harder than zerging. So it’s kind of like mutiplying (harder – roaming) and simple adding to 10 and less (zerging). But most likely zerg won’t do well in small scale fights or duels, not due back build, but simply because lack of skills.Elitist Bullkitten. Join the GH 1v1 ladder and lets see how you fair against our nasty zergers.
Oh my, you told me.
=*( (sad face with tear to show how much it hurt me)
I would, but it’s most likely sPvP which I don’t really give a kitten about (that’s why, as you can see, I’m writing on WvW topic, not anything sPvP related).
I don’t get where did your anger come from. I’m just simply (as peacefully as I can) leaving my point of view on zerging/roaming and which one requires more skill.
I’m pretty sure any other zerg would do zerging stuff way better than our 4 people guild. (saying jokingly)
I didn’t mean to start flame war, but if you enter someone’s ambition… war starts itself.
Actually, most TUP players i met so far weren’t that great. Playing in a zerg and being built for doing so is totally different from smallscale roaming, though.
That said, i’d really like to be proven wrong and hope i will meet some of you on thursday =) I will most likely be a little late, but i will do my best to be there for some duels and look forward to duelling Lert again. Currently it’s 1:1 between your ranger and me
Yes, if you find me around i’m sure you can call me a duel-nub
and i’ll never stop to duel someone, since i have my role in my group, as every member of TUP, and i like to fulfill it as much as i can, so i have no time to stop to pump up a dueler kitten.
But that’s only me, i’m sure the others think different.
That said i think your statement is really out of place. The definition of “zerg” is really different from the “warband”. A zergling can run around in masterwork gear if he likes, his only purpose is to press 11111 and the power of numbers will be his own power.
If you compare your roaming build with a teamwork support-build then maybe you need to go for bigger goals, mate
Sure, even brotherhood. Heck, feel free calling yourself family cause you’re so much organised.
But well, here comes a question: Can roamer do well in zergfest? – Yes, roaming is much harder than zerging. So it’s kind of like mutiplying (harder – roaming) and simple adding to 10 and less (zerging). But most likely zerg won’t do well in small scale fights or duels, not due back build, but simply because lack of skills.
Actually, most TUP players i met so far weren’t that great. Playing in a zerg and being built for doing so is totally different from smallscale roaming, though.
That said, i’d really like to be proven wrong and hope i will meet some of you on thursday =) I will most likely be a little late, but i will do my best to be there for some duels and look forward to duelling Lert again. Currently it’s 1:1 between your ranger and me
I agree with the first paragraph. But pretty much same goes for ANY bigger guild.
And now about the second. First off: I dropped my ranger pretty much once and for all after being tired for taking blow after blow with any patch. I don’t remember loosing to any other players beside condi mesmer pre nerf (when i was getting hit for 4.5k confu by using my 8k heal :P) and some warrior. But well, we won’t find out since it’s garbage (more than it was before) and I’m not about to log on it anymore.
Anyway, cu in 2 days to all of you and that warrior with some sweet sweet moves i fought yesterday.
I’d consider both ele and guardian superior in this matter.
Guardian due often dodges, regen, f2, elite and in “healer” as supporter by crowd control and booning allies.
Pretty much same goes to ele. But for WvW (i don’t think there’s a need to to boost much healing power in PvE due its easiness) full healing power isn’t such great option. You end up with low any other stat. On the other hand 900-1300hp works great.
Ele has soothing mist which is great for small scale fights when each of your allies (even if they are far away) are getting healed for around 150 every second. Not to mention EA dodge+ swap to water which heals anybody around for over 5k (with written above healing power), gives regen (8sec with 60% boon duration), cures 3 conditions (with cure on regen trait) and applies soothing mist – repeatable every 10sec. With any weapon set.
Same as with mentioned guardian, ele is pretty good with applying boons to allies and decent with crowd control.
In my opinion there’s no better character that these two for this matter while still being decent attackers.
Guess Pocket Mirror is our most enthusiastic 1v1 Player if your interested.
That would be me. /wave
(Disclaimer: Duelling currently only available on said mesmer. Guardian is a PvE char, thief is inactive and engi not fully equipped yet.)
Well then, see you (again) on Thursday. ;P
For future just extend your previous topic instead of doubling it.
Answering (AGAIN) everything in short:
Overall thief is better for PvE due mobility, high burst and along that decent survivability. For roaming WvW as well, even does decent in zerging if you’re fan of it.
About ele. I think you answered yourself as Omnitek said and confirmed that. Swapping attunements (nearly) as often as possible is beneficial.
Else sticking to one attunement (which is always fire) will lead to actions like this: https://forum-en.gw2archive.eu/forum/professions/elementalist/Y-U-no-projectile-block/first#post2304323
Now go on, roll a thief.
Nice blobfest instert server name here, noobs.
Too soon?
I want to bunker staff Ele again. Is this viable?
Now even more, due to faster cast-time and ability to move while using water#5.
O, hello there.
I will start by saying that overall (somehow) this patch wasn’t nerf for elementalist (as for class) despite what people say.
There are few builds now, mostly between cannon and tank (which stays as it was) and stunbreakers being added to non-cantrip skills.
As to question.
Please mention why it’s beneficial to swap attunements while you have some points in water/arcane. Mostly talking here about PvE and newbie WvW elementalists who are using fire and fire only 95% of the times casting auto-attack. It’s simply wasting of elementalist’s potential.
Another thing new elementalists are not familiar with are combos. Insane might stacking with S/D by swapping from fire to earth, decent with D/D and many odds with staff (aura by water4 + blast, healing blast with water 5/3, might stacking and swiftness with air5+blast).
2 Cents from me.
Beside numbers, there’s factor called skills – in my opinion neither of servers seem to have.
Probably even this wouldn’t lead to win, but undoubtly would help.
GH currently has tad more players running around. If we (talking here as server) lose tower, we will get it back to keep 400-500 points ticking. And other servers can’t expect from us to be inactive.
Mostly inactiveness is due the lack of things to do. GH has many guilds running together with few outsiders following them and WSR/BT deff towers, so for individuals there’s quite much no WvW roaming going.
Just to let everyone picture something:
IF elementalist right now is in good, or at least decent place among proffessions, imagine how overpowered it was before all these changes.
You can still use lighting flash while being stunned/knocked, but you can’t insta attack right after. It wasn’t that much hurtful, was it?
Higher damage and 5sec shorter cooldown is fair trade, tho I’d like to keep the skill like it was pre-patch.
Personally I can’t picture many actions (beside some small scales) where it would be used offensive way, but hey, Earth dagger#5+LF will work better that way :P
For future and to everyone: Write if you’re instersed in PvE or PvP.
What weapon type are you mostly interested in?
As for PvE the bigger damage the better in 95% cases.
As for WvW zerker is no go. Builds not healing based are mostly with knight/cavalier gear and eventually some soldier to boost vita. With perma fury uptime and might from sigil of battle the damage with it is quite good even tho critical damage stays around 30-60% and chance tad over 50%. Plus the huge amount of armor.
Build healing based (with signet) have mostly 600-1200healing power with eventually calestial/knight gear for more damage/armor, but then health stays around 15.5-17k. The huge plus of it, is that once you dodge and swap to water, you gain close to half of your health and you can repeat that again in 10sec.
(edited by Lert.6287)
As someone who owns both with few exo gears.
I’m in love with ele in PvP matter, but despite being group support, i wouldn’t consider it as best PvE class. The huge cons of PvE D/D ele is that you have to be “awake” all the time if you want to get more out of proffession. So it’s mobility skills, combos (mostly might stacking), attunement swapping. No longer “brainless” skill spamming with good effect.
S/P thief (now with improvment healing signet) is much better. Can tank for it’s own and deal huge amount of damage without any bigger effort and it takes 30sec to change build to suit it for WvW needs.
Personally, during 500h on ele, excluding exp, I spent probably less than 30h on it farming/doing dungeons. Whenever I need to farm tokens/cash I just log onto thief and it goes way more smooth.
Btw is their some chance you will upload our old fights lert? I remembering that one of your guys recorded them. I’m still kicking my kitten for not recording those! With our Fights against IMP the best 5v5 we had so far.
Hehe. Actually two people were recording it – engi and guardian. The first one is responsible for editing and uploading both of their POVs. We’re keep bothering him about it, but seems he is a little bussy.
These fights were the most even we’ve ever had. So in future we would naturally like to repeat that, but sadly none of us is active lately and our play-times might be different.
I wrote to them, maybe tomorrow we all will show up for “Duel evening”. If not, you can count on me (i seem to appear every time such thing is up), and hopefully in close future the movies of our small scale GvGs.
It all started by OP saying ele isn’t overpowered. Heck, even more – that we should get some more things to stand a chance.
Correct me if I’m wrong, but that’s pretty much nonsense.
Even OP abandoned topic. It should be closed right away.
[Zumy] are the biggest zergs. I can prove that by saying that this guild is such huge zergfest that WHOLE guild transfered to t1/t2 server.
That’s the best I could think of.
If you know how to play with combo fields, you will have perma fury, swiftness, 10+ stacks of might and nearly all the time regen.
For greater damage you can drop one rune of each for 2 runes of divinity and have 2nd staff for stacking sigil of bloodlust.
Pointless to have Signet Mastery and Wilderness Knowledge with no signets or survival skills, lol.
It’s just a troll Warrior, check his post history.
Then wouldn’t he QQ how ele is overpowered?
What we need, is so people stop asking for more and more while we’re already in pretty good position.
It isn’t, but killing 7-8 guys trying to do the same from opposite server is.
With a thief fending off upscaled foes? Yawn.
Do you see any thief of GH in that picture? Yeh, neither do I.
That’s just a target, but I do believe there were some of yours as well.
Keep your eyes open and skill up for next time.
It isn’t, but killing 7-8 guys trying to do the same from opposite server is.
It’s really fun match up.
Germans are so squishy and it usually takes many of them to stand a chance, but my friend mesmer and I are really enjoying it.
Same goes for failed camp flippers of RoS.
It’s been really fun day on MS BL.
Edit:
U mad RoS that 1 guy flipped tower out of you? Btw, thx for destroying gate, I wouldn’t do that myself.
(edited by Lert.6287)
Let the blob begin!
Nah, kidding.
Gl hf etc.
Pretty nice work you did there, I really appreciate that.
Alternative to Fire #4 (sorry, even after so many hours, I still don’t know many skills name) could be stun or at least immobilize breaker, tho I’d rather remain it the way it is with shorter cooldown just to make more viable escapes.
Earth #4 alternative version wouldn’t going to happen, due guardian has that exact same skill. But for sure it’s one of main skills that needs to be reworked. Maybe adding some more damage and immobilize would be good push in right direction?
3rd skill in my opinion that is most in need, is Air #3. I’d say in longer range it’s pretty much useless cause it fails more often than it actually works. If it was heat-seeking or with faster speed and bigger radius, maybe then it would be good to go. Same thing with Earth #5.
Thanks to Piken and 10min after to Riverside for letting me take tower twice for my own. You guys da best! Keep the “good” work.
Danke Germans.
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