I thought I’d try recording some of my gameplay, so I recorded my last ranked game. The cool parts are even tagged for all you TL:DR’ers out there.
https://youtu.be/ncKW7k7orMU
Here’s my build: http://intothemists.com/calc/?build=-RZ-g;1VPV1127JV-71;9;4STV;0038038048;4Twl3L;1IBl3IBl3a0E
Also if there are any PvP teams that need mesmers, please give me a shout
(edited by Matty.1953)
Update: loving Temporal Enchanter — I’m probably going to stick with it. I tried recording my last ranked game so you could see it in use; I’m currently uploading the video to youtube and will link it when it’s done. It’s my first ever recording and the gameplay isn’t too bad, I get a good few kills in
(edited by Matty.1953)
Trait wise, get rid of Mental Defense. With either null field or feedback on your bar you will get a TON more use out of Temporal Enchanter. Especially because staff + longer fields = more chaos armor for everyone on top of the other benefits.
I would debate the usefulness of portal, especially since you are running blink, unless your team as a whole is dead set on it and uses specific team tactics revolving around it.
If you switch the traits and get Temporal Enchanter I would stick feedback there. Feedback is great all around, very strong vs ranged, nice counter to lichform necros or DS necros spamming 4 or running dhumfire , etc. And on top of that makes your staff more effective cause again more chaos armor and the buffs from temporal enchanter trait for the whole team.
I’m running vamp runes atm, I find they work well.
I need to way up my options:
- Temporal Enchanter: short super speed and resistance every 32s and every 180s + 2 condis + boons shed for 5 allies and enemies respectively
- Phantasmal Defender: extra illusion for shatter that deals low damage and soaks damage at 900 range for 5 targets every 25s
Even when I rationalise it like this I find it hard to come to a conclusion. I’m going to give Temporal Enchanter a try for a while and see how it goes. This would probably also make Time Warp a must so I’ll spec that; it’ll be sad not to have stealth in the kitten nal.
(edited by Matty.1953)
http://intothemists.com/calc/?build=-RZ-g;1VPV11A7JV-71;9;4STU;0038038256;4Twl3L;1jzyvjzyva0P
This is what I run which I believe to be well balanced for tournament PvP. Thoughts and ideas?
Hi, I have some thoughts on it.
25% movement buff is a total waste for SPVP mesmer in a tourney. Get something more useful. the SPVP maps are so small that it is just irrelevant, not like WvW, and in a tourney you’ll be part of a team, not mostly solo flying, your team mates will provide swiftness which will override and thus further negate the need for the 25% speed increase.
I assume this is a lockdown build to be used on team focused targets, otherwise it is very weak. Lockdown mesmers are very easy to beat for me in 1 vs 1, on my mesmer as well as my other toons. If you get caught in less then optimal situation you’ll be in trouble.
You intend to portal yourself + team mates around to cap or defend points quickly ? It may be OK, but its a very niche role that makes you weaker by having to have portal on your utility bar, and you will not always be able to execute it properly, double that due to your lack of stealth.
Build also lacks stealth, both PU and stealth generation which right now are mesmers strongest points. If all you run for stealth is MI, you are omitting your strengths greatly and replacing them with far lower end choices.
You know what, I totally agree on the Traveler’s Runes. It’s for solo q atm because you can’t rely on having team members with swiftness. If it were a team situation I’d likely run Pack/Vampirism.
I’ve been really trying to consider what I use most in the build at the moment and because of it, actually dropped the Chaos bar altogether. This is what I’d probably run in a tournament right now:
http://intothemists.com/calc/?build=-Rg-Z;1VPV1127JV-71;9;4STV;0038038046;4LBW6U;1F-03F-03a0k (The middle utility slot is basically a free slot — it depends on the enemy team)
It doesn’t evoke the same assassin based play that comes from using PU/Decoy/Torch but I’ve messed with that build and personally find sword/torch wildly inferior to the staff (Mesmer staff is the best weapon in the game in my biased opinion). That’s why I’ve built around ranged shatter/cc/support. What do you think to the new build?
http://intothemists.com/calc/?build=-RZ-g;1VPV11A7JV-71;9;4STV;0038038046;4Twl3L;1jzyvjzyva0R
I’ve actually switched to this and so far it’s working very, very well.
So what you’ve got there is pretty much the standard double ranged interrupt build. It’s very solid and works well. Ignore what Mogar is saying, he’s totally wrong. Illusions doesn’t add much punch to your shatters, and inspiration makes it a different build entirely. Chaos gives massive utility through lowered cooldowns, reflect uptime, and the all-important CI.
One thing to note is that IoL is almost definitely not a good choice to take. Better options would be either the condie removal mantra or the daze mantra. I personally take the daze mantra, but if conditions are an issue, the condie removal mantra is what you’ll want.
I also prefer to run it full zerk, but marauder’s is fine as well. Lastly, I prefer pack runes, since I don’t generally have too much mobility issues, especially if you’re taking portal. I’ve also been leaning more towards time warp than mass invis, just for the incredible utility it has in a team fight.
I know a lot of people think that Illusion of Life is a poor utility choice, but what made it suddenly become unfavorable? There is no set-in-stone opportunity cost for taking IoL because the third utility skill is pretty much a free choice. Since it benefits from reduced recharge and is hard to interrupt since you’re at range, why not?
Because
A: Long CD
B: Condi cleanse is more important than IoL, and Portal is more important than condi-cleanse <- -_-u
C: Mantra of Daze offers far more utility in terms of res stops, and hard resses than IoL can. It can also function in place of condi-cleanse since offense provides the best defense. MoD also has unparallelled uptimeI run zerker ammy. I go in for hard resses all the time, even in rediculous 1v4vdowned situations ;D
I actually disagree. The cd is ~96s for a potentially game changing skill with a not-so-long cast time. The skill’s potency is ever greater in a coordinated team because team members can be encouraged to down close to each other. Overall team DPS increases as a result of allies not having to hard res each other and it is very easy to take allies off point after IoL to rally them again. Any skill that saves lives is worth a lot of scrutiny IMO, and IoL happens to be one of the better ones.
Mesmers have always been weak to conditions, so it’s not massively an issue for myself.
So what you’ve got there is pretty much the standard double ranged interrupt build. It’s very solid and works well. Ignore what Mogar is saying, he’s totally wrong. Illusions doesn’t add much punch to your shatters, and inspiration makes it a different build entirely. Chaos gives massive utility through lowered cooldowns, reflect uptime, and the all-important CI.
One thing to note is that IoL is almost definitely not a good choice to take. Better options would be either the condie removal mantra or the daze mantra. I personally take the daze mantra, but if conditions are an issue, the condie removal mantra is what you’ll want.
I also prefer to run it full zerk, but marauder’s is fine as well. Lastly, I prefer pack runes, since I don’t generally have too much mobility issues, especially if you’re taking portal. I’ve also been leaning more towards time warp than mass invis, just for the incredible utility it has in a team fight.
I know a lot of people think that Illusion of Life is a poor utility choice, but what made it suddenly become unfavorable? There is no set-in-stone opportunity cost for taking IoL because the third utility skill is pretty much a free choice. Since it benefits from reduced recharge and is hard to interrupt since you’re at range, why not?
May I ask why? I personally prefer chaos because you get tonnes of protection from it, and reduced recharge on manipulations goes really well with Blink, Illusion of Life and Mass Invisibility.
http://intothemists.com/calc/?build=-RZ-g;1VPV11A7JV-71;9;4STU;0038038256;4Twl3L;1jzyvjzyva0P
This is what I run which I believe to be well balanced for tournament PvP. Thoughts and ideas?
This is horrifically arrogant — guys sorry we don’t know anything but that’s fine cos Senso knows best (lol)
Truth is I couldn’t disagree more — games should be designed around everyone, not just the very top % of players. Its the general casual gaming population that actually brings the money in, after all.
Also, bigger patches don’t always equal better.
So I guess you guys learnt that one the hard way huh. I’m sorry but I really don’t appreciate you patronising everyone with questions like “what is fun?”. Helseth’s claims may often seem outlandish, but what he is describing is how he feels,and the truth is that these sentiments are shared with a huge population of pvpers. This is how we feel, you can’t just dismiss this or label it as subjective without alienating a lot of people.
You say you want constructive criticism. Well, I personally would like to see a LOT more transparency. I’ve noticed the player interaction has really dwindled in the spvp forum as of late, with pretty much every post that mentions balance being completely ignored. You say there are reasons other than PAX that stop you from pushing balance changes, yet you fail to enlighten us — are we not entitled to understand why you are leaving the game in a sorry state for an extended period of time?
Also, please don’t lash out at players in this thread saying that if they don’t give you info you can’t do anything about it; this information is in abundance in the spvp forum. There are extensive notes and suggestions and it feels like they’re being ignored. I’m explicitly stating that this is what it feels like before you start an argument.
The players in the pvp scene are understandably angry and this is reflected in their posts. You, however, have no right to be so rude.
The people arguing against dodging aren’t making any sense. If we say “mesmer don’t have a lot of damage if you can dodge it” then we could say the same for almost anything. “s/d thieves don’t have a lot of damage outside larc strike, make it undodgeable” “GS guards don’t have a lot of damage outside whirling wrath, make it 600 radius and undodgeable”. Why should any class get unavoidable skills?
Well,
Why do you believe it makes any sense that you should get two chances to dodge our attacks (At phantasm spawn and their actual attack) when we should only get one chance to dodge yours (When your damage occurs)?You’re supposed to dodge the damage, not the setup.
It is that way with every profession.Maybe i dont understant what you tried to say. Are you saying that is fair to have to dodge two times when you only use 1 skill/utility? Did i get this right?
You did not get that right.
It is fair the way it is now, as you get one opportunity to dodge damage (The phantasm’s attack), just like I have one opportunity to dodge damage applied by you (Your attack).If you could dodge the summoning of a phantasm to negate the spawn entirely, you would have two chances to dodge the same attack. As you would be allowed to miss dodging the summon and still avoid damage by dodging the first attack.
Ok. If only the attack of the phantasm can cause damage to the other player thats fair for me. Thanks for the answer.
But the phantasm should only attack once.
And then do what? Just stand there? Besides, the cooldowns are way too long for phantasms to only attack once.
I saw that… they really should be ashamed of themselves.
Don’t know what that guy’s talking about, Helseth hit the nail one the head with this rant. If Arenanet ignores this and the fact that many people agree with him, they should be ashamed of themselves. What I want to see now is a personal response from one of the devs to see what they’re doing to address this, since there’s no transparency at the moment.
I’m not holding my breath.
Too much of the mesmer’s damage is tied to his illusions. The shatters also suck without investment (need heavy trait support) and Cry of Frustration is outright bad, while Diversion’s daze doesn’t take amount of clones into account while some warrior can stun someone for 3 seconds on a low cd your mesmer gets huge cd’s on a 1 sec daze and a 25 sec cd buggy aoe knockback.
I don’t really agree that CoF is bad, but I definitely agree that Diversion should have some return on investment — it truly is stupid. The only way you can do this is by staggering your shatter by placing the clones at varying distances from the target to chain dazes, but it shouldn’t require this much effort and the long distance clone will probably die on the way, especially in a mid fight. Thing is, this issue stems from CC not being stackable. Maybe if the amount of clones influenced the number of of targets affected, that might work. Compare it to a warrior burst skill and the recharge does seem frighteningly high, though.
Hello,
haven’t played GW2 for some time, didin’t follow any news. So here’s my question :
Is there going to be added some tipe of ‘arena 2vs2/3vs3’ mode anytime soon? If that would happen I’m preatty sure many GW2 pvpers would be satisfied.Nope, ex-wow players would be satisfied
We had tons of gamemodes in GW1, I hope they will take some from there before starting to copy other formats.
Infact, I am an ex-wow player, but are you saying GW2 pvpers do not want arena type of pvp ? That’s what I understood from you.
If you are writing the wow formats I know you can’t imagine better gamemodes, which gw1 had a great variety of.
Indeed, we need a deathmatch, but not a 2v2 3v3.
4v4 or 5v5 with some secondary objective maybe.
I actually disagree and I didn’t come from wow, I came from gw1 as well. With no dedicated healer 4v4s and 5v5s would be too much in terms of dps in a deathmatch environment.
I do like your ideas, but I don’t think the changes to clones will make enough of a difference. It’s the movement of the clones that is the kicker; they auto attack the target on the spot and then follow it when it goes out of range. They’re just far too obvious anyway, and to truly produce a Mesmer that can confound and confuse its opponent would require giving clones access to dodge rolls and weapon skills other than auto attacks, and their AI would have to be drastically improved.
The thing is, even if Anet could realise all of the above, it would make Mesmers really overpowered. The only way it would work is if clones were made purely visual, and didn’t actually damage the target. However, taking the Mesmer in this whole other direction just isn’t practical. It would require big changes to traits, a whole rethink on the Mesmer mechanics and a lot of coding.
I do agree with your second set of ideas though — I can see the target switch thing making a significant enough impact in a mid fight. Once again though, I doubt Anet will be willing to implement something that requires so much effort. I’m guessing it would take a great deal of tampering with the targeting system to come up with something. I agree with whoever said they should put a red arrow on downed clones though — the fact that this isn’t already in place is very, very stupid.
I just think Anet are big fans of quick fix balancing right now, so I still think a good suggestion at the moment is to just move Shattered Conditions to the master tier. I made a thread about this but it didn’t get a very good following.
“the mesmer is no longer the successful duelist it used to be, " no reason to read further
…why? I’m strictly talking about tournaments here; you’re not going to see mesmers running around with phantasm builds. Shatter mesmers are very often beaten by many of the popular builds around in tournaments at the moment, so I don’t think I’m wrong in saying they’re unreliable duelists.
Perhaps I should’ve rephrased that. My point is that they’re not successful roamers.
(edited by Matty.1953)
I originally put this in the mesmer forum, but I feel it’s getting ignored so I’m going to post it here. Apologies for the double post.
I was thinking about how we could carve out a new niche for mesmers in tournaments and what their role is currently and what it could be. With s/d thieves, spirit rangers and necromancers dominating the meta at the moment the mesmer is no longer the successful duelist it used to be, so I believe it could be anchored in the team fight a lot more, capitalising on its utility, with semi-roamer capabilities and moving the team around with portal. Obviously the issue is the mesmer’s susceptibility to conditions. To counter this, I tried messing around with Shattered Conditions which apparently was ninja patched some time ago. The condi removal is really quite something and it compounds the idea of team utility, but with its placement as a grandmaster trait requires huge sacrifices in other trait lines (in fact when someone told me that it was patched, I actually got annoyed for this very reason!). We need 20 in duelling for clone generation, and we can’t take away from the first trait line because that isn’t enough, so we are forced to completely forsake the illusions line and illusionary persona which completely changes the play style. While I’ve been giving this a try, the huge recharge on shatters and lack of Illusionary Persona, while allowing more sustain in a condi meta, removes a lot of reactionary anti-spike and allows for mesmers to get bursted down easily. That’s why I think if Shattered Conditions was moved to a master trait, we could spec into condi cleanse, whilst maintaining the characteristics of the shatter mesmer. This would bring a lot of semi-passive, party-wide condition removal and utility while bringing relatively high damage to the table.
Rant over — what do you think? Do you mesmers out there think this could work?
P.S. It might be an idea to rework Shattered Conditions so it procs with Illusionary Persona (i.e. shattering yourself to remove a condition) but I’m not sure.
I really like your Mirror of Anguish idea, but imo it would be more appropriate to just get rid of the anti-CC since that’s a little overpowered for a master trait :P
Don’t you think some of your suggestions are a little OP though? Like, that’s some insane condi coverage and boon stacking just from blocking :P and condi removal to boot! I do agree that a lot of those traits need a rework mind you, they’re just so useless like you said
Oh forgot to mention, and I’m not sure about this one, but possibly making it so that shattering yourself with Illusionary Persona procs Shattered Conditions might be a good way to go.
I was thinking about how we could carve out a new niche for mesmers in tournaments and what their role is currently and what it could be. With s/d thieves, spirit rangers and necromancers dominating the meta at the moment the mesmer is no longer the successful duelist it used to be, so I believe it could be anchored in the team fight a lot more, capitalising on its utility, with semi-roamer capabilities and moving the team around with portal. Obviously the issue is the mesmer’s susceptibility to conditions. To counter this, I tried messing around with Shattered Conditions which apparently was ninja patched some time ago. The condi removal is really quite something and it compounds the idea of team utility, but with its placement as a grandmaster trait requires huge sacrifices in other trait lines (in fact when someone told me that it was patched, I actually got annoyed for this very reason!). We need 20 in duelling for clone generation, and we can’t take away from the first trait line because that isn’t enough, so we are forced to completely forsake the illusions line and illusionary persona which completely changes the play style. While I’ve been giving this a try, the huge recharge on shatters and lack of Illusionary Persona, while allowing more sustain in a condi meta, removes a lot of reactionary anti-spike and allows for mesmers to get bursted down easily. That’s why I think if Shattered Conditions was moved to a master trait, we could spec into condi cleanse, whilst maintaining the characteristics of the shatter mesmer. This would bring a lot of semi-passive, party-wide condition removal and utility while bringing relatively high damage to the table.
Rant over — what do you think? Do you mesmers out there think this could work?
Look at that! https://www.guildwars2.com/en/the-game/releases/august-06-2013/
:)
Will the leaderboards be reset for this patch? It makes sense to me to do so, and its gotten really stagnant with people that haven’t played for months
I’ve been playing almost nothing but Necromancer since the first day of the first beta weekend, and this patch has just been disheartening. Something that I was quite looking forward to just turned into this big mess of a patch. We’ve been mostly asking for some form of disengagement before the patch, and that’s basically the one thing we didn’t get, or, if anything, we did get it in the way of extreme unneeded counter pressure, which is obviously not working at all.
A lot of the changes we got were quite positive though, despite the fact that these seem to be the ones people are ignoring the most. I feel like things such as Focused Rituals being an adept trait now, spectral skills not being removed on DS and Tainted Shackles actually opened up a lot of room for build variety and healthy tactical play. Most of our utility skills seem to be somewhat useful now which is also great.
However, there are things that need changing quickly, and these are my suggestions:
- *Burning needs to go. It’s not needed, it doesn’t fit us, and it is just too powerful with Terror. I would much rather have it giving us Torment and maybe Chill, which would not only be more fitting, but also not mandatory to take, added to the fact that it would allow some movement impairing support builds to emerge.
- *Terror -> Grandmaster. It provides too much of a damage boost to not be considered a grand master trait.
- *Doom reverted back to a 1 second fear. I didn’t get why this was buffed in the first place, I got completely caught by surprise. Maybe they wanted it to be some sort of close range peel, but it just doesn’t work like that.
- *Allow us to use the other trait lines. Make us pick between more damage or survivability, without making either obligatory. (e.g. something like a ground target-able dark pact as a blood magic/death magic grand master trait).
I also believe that a lot of these issues might come from the fact that you can simply stack up the same profession as part of your team which, instead of allowing variety in team compositions as was initially intended, it’s just allowing people to fill up their rosters with whatever profession/build is the most powerful at the time, like we’re seeing now with necromancers and their synergy together. Either balance classes in a way that doesn’t allow it to be 100% completely beneficial to bring more than 1 player of the same build to a match, or just prohibit it in competitive games altogether.
Ultimately, they’ll have to do something. The “let’s wait a few more weeks and adjust to the new meta” argument just doesn’t work when things are so out of proportion. We’re seeing 2+ necros per team and absolutely no warriors, thieves and rangers, and even guardians and mesmers have been a rare sight these last few days.
This is my view on the subject.
How has this comment been completely ignored? Does anyone not realise how thoughtful this is?
Condition removal.
There really isn’t enough condi removal now though… I went on a necro (never played it before, may I add) and 1v1ed an experienced bunker guardian and he simply didn’t have the removal to survive more than 30s. That really isn’t acceptable imo.
Why is it such a problem for you to rent a GW2 Server like any Server in other games?!
It’s normal to pay money, if you want to have a game server (CS, Minecraft,..).
It’s just a gift from ANet to us, that we can change gold for the server costs.
Or can you rent a minecraft server with gras- blocks?
Oh cmon, this really isn’t the same thing. If it was, we would have the option to host servers ourselves.
Whilst crudely written and rudely put, I agree with Adam’s point.
So, I admit I don’t main warrior — I only play it every now and then, but I was messing around to see if I could make something viable in TPvP. This build is really really rough so criticism is welcome as I’m sure there are some warriors out there that know much better than me!
Here’s the build: http://intothemists.com/calc/?build=-sFwg;1VKFM0U4kL-60;9;4T;09T17A;40;027AUok6;2JF04JF045BU
Sword is the new axe IMO, crips on auto attack and skill 2 to proc immobilise, and a final thrust that does the same amount of damage as evisc to free up a burst skill for that AMAZING 5 1/4-second immobilise. The damage from it is minimal, so I tend to skill-cancel straight after using it because you dont have to sit through the stupid animation and you still get the immobilise which can allow for chains with 100b and other damage skills. I chose the GS because I believe the mobility just can’t be overlooked. AND we have 25% run speed now!
Also, physicals are amazing now! Stomp allows for amazing down state control in tournaments and Bull’s Charge doesn’t really need any explanation, does it?
P.S. Chaining immobilises, stun and physicals provides amazing lock-down capabilities!
(edited by Matty.1953)
It’s interesting that the biggest nerf was to Focus’ Illusionary Veil/Into the Void and no one has complained about this one specifically. I guess we saw it coming and it is a reasonable change. However it greatly harms the Focus as a viable weapon with iWarden’s placement and A.I. being so luckluster.
Without a shadow of a doubt, this is the nerf that most annoys me. I’m probably going to be running pistol for shatter now.
I’m annoyed that this thread completely undermines Pyroatheist’s well written post that might actually have gotten us somewhere…
So, something seems really off with the leaderboards… Just before the patch, I did tonnes of solo queue and my rank tanked to about 95%. These past few days I’ve been playing decent matches and my team mates, that are on the leaderboards, have been going up hundreds of ranks. I, however, have gone up 2%. Does anyone know what’s going on?
Watching someone play s/tPVP in real-time is much different than watching a nicely cut youtube video of select footage. High mouse speed + constant view spinning to look for incoming players is not fun to watch. Also, the camera spazzes out quite a bit when you’re near a wall or cc’d.
Yeah, this is what I was thinking. But that said, it should still be a choice in my opinion. I mean, I’m still curious as to what people are looking at/ how they view the field — it would be quite interesting, wouldn’t it?
Am I the only one that wants to be able to see what the actual player sees? A lot of the way someone plays is in how they control their camera, and I often find the current camera that pans behind the player really annoying. Would this even be difficult to implement and why didn’t Anet do it in the first place?
Ah that really answers my questions, thanks. I would really like it to be that I produce clones that target my actual target, because its a real problem against the emerging beastmasters in PvP.
Me and a ranger friend have been messing around in 1v1s and we noticed when I was running shatter I seemed to be doing very little damage. He kept asking if I was targeting his pets and I insisted I wasn’t, so we tested it out and it turns out that when you shatter your clones will just shatter their target — this means that if you evade a ranger pet’s attack and a clone starts attacking him, he will always shatter the pet, even if you are casting skills against the ranger itself and “cast” mind wrack etc against him.
Do you reckon this is right? Could this be a bug or is it intended, and if so should we be allowed to control who our clones shatter?
You do know that engis have been consistently nerfed? Yes HGH condis is strong (in the current meta) but it keeps bunkers in check- imagine trying to kill an ele or guardy if it gets nerfed.
Shatter mesmer :/
Despite what everyone says, as a shatter mesmer I tend not to die against any condition based builds (necro/engi) because they burst down so easily. Eles and rangers are the main problems.
Ele – if they can’t win – they will run away
Thief – highest burst damage, and good chances to run away or stay in stealth on c/d
Some guardians and rare warriors, that know how to play.Mesmers DO NOT have problems in PvE. Others classes are simply easy mode in PvE, mesmers play “normal” =)
And yes, very limited abilities for run speed. No signet for it, no passives (only tiny bonus when u have active illusions), only skill in focus (with crap bonus fantasm).
Run air runes and a focus — pretty much unlimited swiftness
I use it for getting around in tournies
This really puzzled me, so I did a little investigating. My skill bar kept on disappearing whenever my health got low so I got screwed over in PvP, and I didn’t understand why! It turns out that the sixth effect of the vampirism rune is bugged: instead of turning you into mist, you lose your skills
Hope it gets fixed soon because it would be a really nice rune otherwise!
This would really help me because I’m left handed and as such my controls are extremely awkward, so to take some pressure off the keyboard would be really nice. At the moment, mouse wheel up/down control camera zoom, but this isn’t actually necessary as most of the time people will have the camera zoomed out as far as it will go.
ANet: please, please, PLEASE implement this!
Hey, me and two others are looking to start a tournament team called Transcend and we need two more to complete the group. At the moment, we have a guardian, a mesmer and an engineer. We are definitely looking for an elementalist, and then the other member we’re not sure about. The three of us at the moment are rank 20+.
Members should speak good English, have a good understanding of their class and be willing to learn to cooperate with the other members of the group on a high level. We will have to practise together to achieve this so you should be quite active. Also, we need you to be really talkative in-game, as we’re looking to achieve really high levels of communication — that means no awkward silences in the middle of a tournament! Plus, you might have to be able to tolerate mine and Adam’s singing because we tend to get a bit carried away
especially when I put down a time warp, everyone starts singing Let’s do the Time Warp Again
Oh and, we’re all European so although being European isn’t a necessity, you must be willing to play at the same time as we do!
If anyone is interested, either post on this thread with your rank, class and anything about you that would make us want you on the team or hit me up in Guild Wars — my IGN is Momc!
All applications considered!
Hey, me and two others are looking to start a tournament team called Transcend and we need two more to complete the group. At the moment, we have a guardian, a mesmer and an engineer. We are definitely looking for an elementalist, and then the other member we’re not sure about. The three of us at the moment are rank 20+.
Members should speak good English, have a good understanding of their class and be willing to learn to cooperate with the other members of the group on a high level. We will have to practise together to achieve this so you should be quite active. Also, we need you to be really talkative in-game, as we’re looking to achieve really high levels of communication — that means no awkward silences in the middle of a tournament! Plus, you might have to be able to tolerate mine and Adam’s singing because we tend to get a bit carried away
especially when I put down a time warp, everyone starts singing Let’s do the Time Warp Again
Oh and, we’re all European so although being European isn’t a necessity, you must be willing to play at the same time as we do!
If anyone is interested, either post on this thread with your rank, class and anything about you that would make us want you on the team or hit me up in Guild Wars — my IGN is Momc!
All applications considered!
(edited by Matty.1953)
Was just wondering: does anyone know how to craft a PvP Warstaff?
I didn’t really know where to put this so I kind of worked around it by turning it into a suggestion
Is anyone else having their mail constantly spammed by WOWGL and PvPBank, the websites that sells gold? The crap that goes “Dear hero…” or “Welcome to WOWGL…” It’s bloody annoying and no matter how many times I hit the report button that darned company just keeps on spamming!
To be honest Carlin you’ve caught my attention on this because all you ever do is rant incessantly and get annoyed responses. It’s boring.
Cool, I’ve invited you guys now, and just a little bump to keep the thread alive!
We’re an active and friendly PvX guild of about 150 recruiting members to strengthen our numbers. We’ve a good mix of WvWvW, sPvP, tPvP and PvE players so you’ll always have someone in common to play with. If you’re interested in joining, send a mail to Momc with your in-game name and I’ll add you to the guild.
Home World: Desolation
Guild Name: The Syndicate [SYND]
Guild Website:
In-Game Contact: Momc, Adam O, Ethán
Focus: PvX
Quick Notes: We’re a friendly bunch, and currently over 150 members. We’ve been doing a lot of tPvP lately.