You shouldn’t be forced to have a preamde team in order to have fun/win in tPvP
Why not? You’re moving from casual to competitive when you queue at the tournament master. Stop blaming the system. If you get stomped, it’s your own fault for coming unprepared. See sig.
So what you are trying to say is that everyone who doesn’t have a preamde team shouldn’t play the tournament? Give me a break.
Why should they? They can go 5v5 with pugs against pugs on the same maps just fine in spvp.
You shouldn’t be forced to have a preamde team in order to have fun/win in tPvP
Why not? You’re moving from casual to competitive when you queue at the tournament master. Stop blaming the system. If you get stomped, it’s your own fault for coming unprepared. See sig.
Pug vs pug is insanely boring (as you noted with your spvp comment), already available, and removes an incentive for players to seek a team, reducing the size of the competitive pool.
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WvW->8v8->5v5->free->paid.
At some point along that line of progression you’re going to have to learn to play with others if you want to be any good at this game at all.
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I certainly didn’t feel badly about the class pre patch. Removing those blast finishers really hurt, but I’m starting to see the rationale now. Can no longer take on entire teams with ele+necro, which was admittedly pretty OP. Water fields would have been the more logical target, but whatever.
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If you’re using well of blood, shaman’s is a big drop in damage, but a gigantic increase in survivability and support. If you’re using consume conditions, it’s a big drop in damage, a moderate increase in survivability, and a very small increase in support. If you’re planning to do 8v8, spec power instead.
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I added 26/14/0/20/10, totally viable and new build like 14/16/0/21/9. I love the 6253 variants of builds in this game!
Actually single points in trait lines are useful in some condition specs.
Oh yeah, and nerfs to bunkers to the point where power/burst builds will be able to solo them without even using boon removal. Way to kitten on the necros team role.
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Oh, and this gem was sitting in the notes too:
Leeching Venoms: This trait now scales based on the thief’s power
Mark of blood is not a blast finisher, dodge roll is not a blast finisher, so that’s a pretty interesting ‘bug’. Pass the koolaid.
Necros are great team fighters now, that putrid mark recharge is awesome, especially since you never have to use it without a field because it’s clutch or anything.
The best bit is they fixed none of rangers pvp issues, so they nerfed my main and did nothing for my alt. Time to get good at thief guard or mes, since they nerfed ele hard too with the ‘unintended blast finishers’.
I didn’t really expect to get nerfed… now we have one blast, no leaps, no whirls and no 100% projectiles? Am I missing something? No more long duration stability from lich, no more soaking damage with LF when I’m a moa. In exchange? SR works as described, mark of revival works as described, and I get an extra stack of vulnerability from reaper’s touch.
This is the first time I’ve been angry about the state of necro. Removing that blast finisher is a straight “kitten you guys, <3, anet”.
This doesn’t fix the issue that the barrier of entry to paids is still too high, so there’s little point to them unless you have a really solid team.
Yeah why cut the rewards without cutting the cost of entry? Now you don’t even get most of your tickets back by making map 2, you need to get to map 3 to avoid flushing your entry fee. Those daily/monthly tickets are just going to sit in peoples bags forever.
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I’ll be playing the same amount (too much). One of the best pvp games I’ve ever played.
Give rangers shadow trap and watch them become mandatory :P
I was thinking a skill called something like “Stand Guard” that would make their pet hold position, and the second activation would teleport to your pet (“Sound alarm”).
That would give rangers something to compete with mesmer portal, without having identical mechanics.
Give it to necro instead
Double flesh wurm teleport range and I’d be a very happy camper. It would still be far weaker than portal.
They do have “Guard” though, “Sound Alarm” seems like it would be nice and easy to implement.
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the best: thief/ele/guardian/mesmer
the rest: necro+/engi/warrior
rangers: rangerbasically you want 2 bunkers, a mesmer, one glass, and one ranged aoe teamfight pressure. Ele and guardian are the best bunkers, plus you need to the ele to kill treb, thief is the best glass mostly because it can also double as a ranged aoe pressure in larger fights, necros and engis are kind of neck and neck for the teamfight pressure spot, but necro wins slightly because it’s more effective at range and has plague form (engi’s main advantage is mobility). Warriors have some advantages over thief, but having to commit to melee to do anything is often a liability in big fights, and the lack of a teleport hurts them on khylo. Mesmers are just much better at being mesmers than rangers are.
Rangers aren’t quite as good at teamfight pressure as the teamfight builds, or spiking as the spike builds. They should be competing with mesmers for the position of back point defender, since mesmer has no competition, and rangers probably have the best semi-tanky 1v1 build of any profession, but they have no portal equivalent to allow them to assist other fights without leaving their node entirely open. The only other place rangers shine is the fact that they have a reliable on demand quickeness on a short cooldown for stomps, but currently that’s not game winning enough to replace one of the people on your team. Maybe if bunkers get a nerf rangers with quickness stomp and some decent damage would make a good semi-bunker.
Two mesmers is probably better than one on khylo. It’s faster for your ele to get to and from mid than it is to get to and from your close point, and mesmer on side lets you put 3 mid while you’re trebbing, holding close, and killing their treb, which is pretty much the game. That means you have 4/8 classes that are optimal, and 4/8 that can fill in if you’re short on the good ones.
Give rangers shadow trap and watch them become mandatory :P
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I tend to regard thieves as a vague annoyance when playing necro.
I tend to sacrifice condition duration. It’s win more against classes with bad condition removal, and near worthless against classes with good condition removal. It’s very fun to get 20 stacks up though.
Red side has a bit of an advantage in this fight. It’s much easier to cut across mid and slow enemy bunkers on their way to keep at the beginning of the game, which can guarantee you the mid cap when combined with boonstrips and line/ring of warding from your own bunker. Also mine has much better visibility than henge, whether you’re standing on point, standing off point to the front, or standing off point to the rear. The issue in middle is the larger one though, putting blue team immediately on the defensive tactically, being forced to send someone mid for no advantage in case red team sends someone mid to gain an advantage.
Necro works well with 0/10/20/20/20 and 0/0/20/20/30. Pun unintentional.
Man would I laugh at someone who flashed a rank emote at me.
Kinda rules out everyone I know for the free trial weekend. Most of them have lives. An MMO without a gear grind is an easy sell. An MMO with a gear grind is an impossible sell, everyone who I would have invited has been there before. Not even going to bother asking anyone now.
Portal and time warp could use looking at, the rest is fine. Null field is pretty strong but if all three were nerfed you’d never see another mesmer.
Woah, we are so conditioned to think that the word “nerf” means completely neutering a skill into complete uselessness that we are starting to claim nonsensical statements like the one above. This can be blamed in part due to a history of poor balance from other MMOs or how difficult it really is to do so (or you know, just collective consciousness nonsense).
Come on people, be realistic for once, several classes need serious adjustments in terms of balance, being it buffing (improving) Rangers or nerfing (toning down) Thieves, Mesmers, Guardians, etc. but that doesn’t mean neutering or overpowering.
Let us wait for the Patch, then we should judge how competent they are on balance.
If you ‘slightly toned down’ time warp, null field, and portal, you’d never see another mesmer. Better?
Portal and time warp could use looking at, the rest is fine. Null field is pretty strong but if all three were nerfed you’d never see another mesmer.
Rangers are pretty decent. Healing spring is ridiculously strong. Nature’s renewal is also very good, and entangle is useful against some teams, although mainly because it’s buggy. They deal good damage from range which makes them nice offensively, and are quite good on stomps.
They have weak utilities and not many viable weaponsets, but they’re not doing too badly.
I play necro and ranger btw, and feel like both classes are doing pretty well.
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I have tried it to make it work for a long time, no matter how many settups I try build and gear combos, high DS spec just does not work…. I would call it terrible its a traps for new necros to waste points and be even worst…. its that bad.
Spending 30 points into a useless line just so we can get 3 seconds of stability is a joke.
I could happily spend 50 in SR.
Agreed, it’s the only tree with actually interesting choices
EDIT: that is not to say that I like foot in the grave, if we had a real source of stability cough spectral armour cough, it could pass, but as our only source of stability anywhere, it’s a slap in the face
Foot in the grave is one of the better sources of stability. I think it has the highest uptime of any source. It has a tiny recharge, and a long enough duration to stomp/revive. The problem with it is that it locks you out of using your class mechanic for ten seconds, and you almost always need to use that mechanic immediately after stomping/reviving.
I have tried it to make it work for a long time, no matter how many settups I try build and gear combos, high DS spec just does not work…. I would call it terrible its a traps for new necros to waste points and be even worst…. its that bad.
Spending 30 points into a useless line just so we can get 3 seconds of stability is a joke.
I could happily spend 50 in SR.
From a tpvp perspective, you’d have to do some fancy talking to get me to invest more than 10 points in the top 2 trait lines. The bottom 3 are much stronger.
Spite is particularly bad, with about 3 or 4 useful major traits, only 1 of which is what I would call a strong choice, and then only if you’re using a dagger mainhand.
Curses is much better. It’s very narrow beyond tier 1, but it has strong talents. Just not as strong as the stuff you can find in DM, BM, and SR. Focused rituals is the only one there that can compete with stuff like mark of revival, foot in the grave, or mark of evasion.
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Anvil Rock, Stormbluff Isle.
how so? In other games 1 skilled player can kill 2-4 bad players if they play well. In GW2 you can’t do that thanks to downed state.
Except you still can just fine. I never understand this complaint.
Downed state, the bane of bad players.
Still can’t xfer to my friends server because it’s full all the time, but one of my other buddies managed to catch it at high for a few minutes and xferred, so I guess the game must be dying.
To assist in mid fights on map 2. I usually run 3 wells and either a 4th or epidemic, which is strong on small points, but the giant graveyard reduces it’s effectiveness. What good options are there?
In addition it’s very easy to fear people on top of keep down to ground level with you.
Wow, I never tried that, how do you position yourself when doing that? I normally use Spectral Grasp for this, but it’s easy to miss
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Walk right up to the doors of keep, in the little alcove north of the node.
If you place a mark partially on the side of a wall, it will fold over the top – a handy way to pester someone standing on the edge of a cliff or platform.
Also – you can sometimes get a mark to reach areas that are beyond your normal attacking line of sight – as long as only a portion of the mark falls within your line of sight. This is very helpful when you’re getting harassed from the back entrance to the keep.
In addition it’s very easy to fear people on top of keep down to ground level with you.
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Anyone got something that works? Offensive wells are pretty limited, epidemic is also a bit hit or miss, anyone got suggestions?
Relogging didn’t work for me but leaving the mists and then entering them again did.
Against any relatively aware human, the skill is one button away from worthless.
It covers an entire node with a 15 second poison field. I don’t use it because we have better utilities, but it’s strong.
People are looking at the wrong half of weakness, which is why they think it’s crap.
Cause it is crap. Against condition users, its useless as they dont care if they glance or not, the conditions are still applied. Against power/crit users, the crit just overrides the weakness completely bypassing it.
The only main people its best to use against are people who run soldiers/valk/cleric and the people who use that their burst isn’t that scary in the first place making it a moot point.
Those battles are already pretty equal and fair that you wouldnt complain about weakness in the first place.
If weakness was something like 100% of non crits glance, then yes itd be somewhat useful.
Or like 50% of ALL attacks glance (including crits).
So currently weakness is crap.
Check the bold.
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People are looking at the wrong half of weakness, which is why they think it’s crap.
It’s got a lot to do with spec. I tend to beat most mesmers on my necro, but I think it’s due to the role I play in teams being a lot better 1v1 than a shatter mes. I’ve lost a few 1v1s vs mesmers but it comes down to being outplayed rather than countered.
The only classes that really give my necro trouble 1v1 when they’re specced for team play are ranger and ele. Ele is definitely winnable, but you really have to outplay a ranger.
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Vitality doesn’t give 1:1 EHP to death shroud. Toughness does. Vitality doesn’t scale with healing power. Toughness does. Vitality helps against conditions. Toughness doesn’t.
Something people probably overlook is that paid tournaments have to be a ticket sink to counter the ticket influx from free. If it was a zero sum or positive game, there would be no point to playing free. If you can queue with 39 friends and come out ahead, you can bet people would be doing exactly that.
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If it weren’t for the fact that I still can’t server xfer to play with friends because half the servers are full 24/7 and the other half are high, you’d have a point. Too much time on forums not enough in game imo.
I prefer the warhorn synergy with dagger MH, but if you’re a necro without focus 5 in pvp, you probably need to think about the role you’re trying to fill. Warhorn 4 can make up for it in the right team I guess.
The real answer is probably take both, use whichever is needed in each situation.
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I like the cooldown in general. The only issue I have is that necro staff auto can’t hit anything at all, so if you need to use a mark it’s often most effective to just dump all 4 marks (in 2 3 4 5 2 order no less), then death shroud so you can avoid wasting time on the auto. I’m sure a few other classes have supposed utility sticks that result in similarly simplistic play on swap.
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Buffs to ranger utility skills is going to get them plenty of tournament play. Healing spring is already a bit over the top, and natures renewal is nearly as good as time warp. When their utilities are brought on par, rangers will be doing fine.
I tend to agree with you then I think. Situationally, dancing dagger is very strong, but that’s the case for every ability. The real issue is thieves pushing every other glass build except mesmers and warriors into nonexistence. They just don’t get run. I think an aftercast on steal might be enough to change that, but we will see what happens on the fifteenth anyway.
I think you still need to come up with a utility or weapon based mitigation technique that actually works against this for each class. The only option I have is on a ninety second cooldown (and it only mitigates a third of the damage anyway), while thieves can spam 4 dds every 10-20s depending on spec. I’m still fine with it, because I’m not built like glass, so 99% of thieves are basically roadkill for me, but that doesn’t make the glass v glass matchup any more fun when one side is a thief. I understand the role they’re supposed to fill, but it shouldn’t be so easy to fill, nor should the outcome be such a certainty.
Would it be out of line of me to say that in the matter of glass v glass that thieves may have an edge over other glass as it’s what their mechanics allow them to do?
I’d also say that anyone that isnt built glass has an edge over thieves because thats what their builds/mechanics allow them to do.
You say yourself that you roadkill 99% of glass thieves, I believe that wouldnt be your class being OP, that would be a superior build for the situation of you vs glass thief.
As for coming up with a utility or weapon based mitigation?
http://wiki.guildwars2.com/wiki/Invulnerability
http://wiki.guildwars2.com/wiki/Block
http://wiki.guildwars2.com/wiki/Blind
http://wiki.guildwars2.com/wiki/Dodge
http://wiki.guildwars2.com/wiki/ReflectThe same stuff that you use to mitigate any other projectile in the game.
I’m not sure you’re reading everything you’re responding to. I already said I understand the role they’re supposed to fill, but it shouldn’t be so easy to fill, nor should the outcome be such a certainty. An edge is fine. Downing people in 2s with a shadowstep, or 5s while staying at range isn’t an edge, it’s a near guarantee, and that’s stifling potentially viable builds from other classes, and therefore it’s stifling potential comps. Thieves are not causing anywhere near as big problems as mesmers and guardians (or rather portal and block/control/immunity/dodge rotations) are, but it’s still an issue.
And I already pointed out that most of those tools aren’t available to every class, and when they are, they often don’t cast fast enough to have any impact on the initiative dump.
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I don’t have an issue with dancing dagger, I have an issue with stupid arguments.
I think Anet should put in another language filter that replaces “Dodge” with “Dodge + any utility or weapon based mitigation techniques”
So these sorts of things are avoided in future. (I swear there was no pun intended)
I think you still need to come up with a utility or weapon based mitigation technique that actually works against this for each class. The only option I have is on a ninety second cooldown (and it only mitigates a third of the damage anyway), while thieves can spam 4 dds every 10-20s depending on spec. I’m still fine with it, because I’m not built like glass, so 99% of thieves are basically roadkill for me, but that doesn’t make the glass v glass matchup any more fun when one side is a thief. I understand the role they’re supposed to fill, but it shouldn’t be so easy to fill, nor should the outcome be such a certainty.
I too, have infinite energy. Everything is balanced because I can always ‘just dodge it’. I mean, this was only 4 dancing daggers. If you can’t dodge 4 times in 5 seconds, you deserve to lose.
You have no stuns/dazes/invulns/weapon based evades/heals/blocks/blinds/weaknesses/protection/retaliation or second hp bars that you could use in the mean time? How bout an immobilize and move out of range? No? Nothing? Only 2 evades?
The only time when DD is a bit silly is when its bouncing between a downed player and someone rezzing.
I support a tone down of BS because it does happen very quickly and the damage is a bit on the extreme side with the CnD/Steal/BS combo.
However if you legitimatly get down to a DD spamming thief, then you get no sympathy, and my only advice is l2p.
Just pointing out that we’ve all heard the ‘just dodge’ argument 90 gazillion times and we all know that it’s just a waste of text.
While I’m at it, I’ll point out a few more that are the same. All of my stuns, blinds, and dazes take four to eight times as long to cast as dancing dagger. I have no invulns, no blocks. Weakness doesn’t affect crits, and if 2715 per hit on a bouncing attack isn’t a crit, dancing dagger really needs toning down. Retaliating for 300 against a 2715 damage attack is not a counter. Even if everyone except thieves was forced to use sigils of energy because of thieves, it still doesn’t give you enough endurance to dodge 4 times. I have one immobilise on one weapon set and it has shorter range than dancing dagger. My second life bar takes about twenty times as long to become available as 4x dancing dagger.
I don’t have an issue with dancing dagger, I have an issue with stupid arguments.
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