I’ve recently realised sth that is IMHO very important:
- If there are 2 Casters, both very often follow the same Actions, often I see one Caster that has control over the Camera, going exactly where the other Caster is commentating Stuff.
I think it would be very important to have 1 Caster, that is also controlling the Camera for the Viewers, that is focusing on Play-by-Play (which is basically all the casters do atm.). The other caster should not focus on Teamfights or Scenarios that are covered by the other caster, but hop around on the Map and take a look at the big Picture, so he can give insight into overall strategies when there’s downtime in Teamfights or when really important things happen (like Players that are about to Join the currently covered Teamfight or plays regarding the secondary Objective). This Analytical Caster should mainly focus on which Players are where and why, what their impact could be where they are or where they could have been etc.
Diablo 3 PvP is abysmal…
Especially as its a very recent game…
The worst thing about D3-PvP was, that it was only recently implemented, years after it’s release…. And I actually bought it with very strong intentions to PvP, but I’m defenitely not going back to it now. ^^’
Oh yeah: One of the “coolest” Parts of SWtOR PvP Gear-progression was it’s randomness.
It was completely luck-based if you got sth. useful out of Chests or not and I was the highest PvP-rank on my Server, but I had such incredibly bad luck, that I actually had the Gear of a newb.
I almost cried each time I’ve opened a chest… It was like a 20-30% chance to get sth. useful out of it and I opened about one hundred chests and got basically NOTHING. ^^’
The by far worst PvP I’ve ever played, which will show the whiners in here how good GW2 PvP actually is, was in SWtOR.
The Game itself and the Modes weren’t too bad and I played quite a lot (two 90+ PvP-level Chars) In fact, Huttball was one of the coolest Game-Modes ever, but now it gets absolutely ridiculous:
1) PvP was only Server-intern, so you were only able to play with Players from your Server.
2) Tons of Servers were underpopulated, which means a few months into the game, we had like 20 really active PvP-Players on our Server, which meant you were only able to play ANY KIND OF PVP, during a few hours of the day.
3) Most Game-Modes were Reps vs Imps, but there were certain Maps were Teams of the same allegiance could face each other.
4) Many Servers had much more Imps than Reps, which together with the above fact meant, that Imps were able to farm gear and play PvP during times where reps weren’t even dreaming of finding enough Players for even 1 Group. 
5) Gear made a huge difference, so when the Reps were actually able to play against Imps, they got roflstomped because Imps literally were all 1 Tier higher in Gear.
6) You had to first PvE your way to a Full-level Char, which took tons of time and was extremely boring to Players that just wanted to PvP
7) There were no Server-Transfers available, so if you wanted to switch to a more Populated Server, you would’ve had to start a completely new Char.
—> And this Problem existed for several Months, so I basically paid monthly costs on a game I was only interested in PvP in and wasn’t able to play PvP. It literally was a luxury of other Servers to complain about balance and stuff, because at least they actually could play PvP…. -.-°
(edited by PowerBottom.5796)
Its funny ppl where calling warrior the most op spvp class about a month ago lol.
“Funny” in the sense of “completely made up?”
Basically since the release of the Game, Warriors were probably the least played class and this has been true until now.
*Edit: I really don’t understand why so many PvE-Players post in this Subforum… Do I come into your Forums and post stuff that has completely no connection to what your preferred game-mode is?
If you have a Problem with Builds, address it in your Forums and push ANet towards seperated balancing, there’s no need to post it into the PvP-subforum, it just makes you look uninformed and whiney…
(edited by PowerBottom.5796)
- Get rid of downed in sPvP should be there, or atleast a sped up “FINISH HIM” animation.
The Downed Mode is one of the coolest Parts of PvP and has a huge impact on gameplay, build-creation, playstyle etc. – removing it would be completely senseless.
I’d love to see a bit more love towards “while rezzing” and “on rez” effects though. Especially the ones that trigger after a Rezz could be much stronger, because it’s quite a prerequisite for the Trait to Trigger.
Uhhhh no it’s not, it’s just an annoyance, especially considering other classes have MUCH better downed skills than others. I usually don’t even bother using the finish animation since it takes so long that their allies can come and revive them.
By that logic, you should remove being able to do DMG, because some classes can deal more damage than others.
The Downed-State is one of the Events in a game which requires quick thinking, good preparation and Teamplay. People that want it removed are often solo-q’ers that can’t grasp that concept of teamplay, making a Teamcomp that can control downed Players, stomp them well and are able to revive Teammates.
And I can completely understand your Problem, but that’s why many Teams specifically create Builds that can damage and Poison downed Players to make it possible to stomp them before being revived.
- Get rid of downed in sPvP should be there, or atleast a sped up “FINISH HIM” animation.
The Downed Mode is one of the coolest Parts of PvP and has a huge impact on gameplay, build-creation, playstyle etc. – removing it would be completely senseless.
I’d love to see a bit more love towards “while rezzing” and “on rez” effects though. Especially the ones that trigger after a Rezz could be much stronger, because it’s quite a prerequisite for the Trait to Trigger.
Balance-wise it would be:
Warrior
- Vigorous Shouts: Increased Base-Healing and gain from Healing Power by 20% 
- Mobile Strikes: Removes all Movement-Impairing Effects
- Dogged March: Now gives 5 Seconds of Regen
- Kill Shot: Changed to an Instant, very fast flying Projectile that deals no DMG, but Immobilizes the Target for 2, 3 or 4 Seconds depending on the Adrenalin
- Adrenal Health: Now Scales with Healing Power
- Quick Breathing: Now added to the Warhorn by default
Necro
- Withering Precision: Double Duration and Proc-Chance
- Reapers Precision: Double Life-Force Gain and Proc-Chance
- Addition of 1 Minor Trait that make you regen Endurance when going into or while in F1-Form
Engineer
- HGH on the Throw Elexirs only procs for allies, not for yourself.
- Grenade-Range down from 1200-1500 with the Trait, to 1000-1200.
Ranger
- Stalkers Strike CD up from 10 to 15
- Hornet Stings CD up from 8 to 12
And surprise us with making some unviable Traits of any of the classes more intereseting – there are literally about 10 of them per class. :P
Warriors are supposed to “…inspire allies and demoralize enemies.” right?
Maybe banners could provide area-debuffs on enemies within its appropriate range much like how its ally area-buff works?
Please don’t bite my head off for throwing out an idea for another banner buff. (. _ .)
How else does warrior demoralize other than it’s super long cooldown fear ability…
I think they should rework Banners overall, because they are just boring to use. They could be made much more interesting and impactful, If they heavily buffed the “picking up and replanting-Effects”, that way, it could be important to position yourself well and to rotate players picking up and replanting the Banners. It’s basically a passive right now that requires little skill and planning to use…. -.-°
They could maybe make the effects stronger when they are planted and degenerating in efficacy every 5 Seconds or so. They could also be made into double or tripple Blast-Finishers, this could allow some interesting Team-setups.
(edited by PowerBottom.5796)
1) New Maps with more open Spaces and bigger Nodes and maybe more important secondary objectives.
2) Seperate Ladders for Group and Solo-q and a better working Ranking-System
3) More viable Builds
Is this a joke.. I’m a main thief and secondary class Warrior. While I do agree that warrior needs major attention in Spvp; Arena net devs are replying to which I’m saying congrats! You’re acknowledging the problem.. but do you plan to do anything about thieves… There has been zero replies to hundreds of ideas in the thief section and not one reply; meanwhile warrior gets 5-10+ arena net replies.. This in no way is fair; Pistolwhip / Dancing dagger have been nerfed due to quickness and need revamping , P/P set, a few trait lines.. This is my knowledge of thief only; I’m sure other classes are being neglected as well..
Yeah, ANet is biased in regards to balancing-issues that make sense….
We see at least 3 Viable Thief-Builds in sPvP and probably 80% of Teams run a Thief. The S/D-Thief might even be quite OP (we need a bit more time to know that for sure). Thief also has been top-tier in the competetive scene basically since the game came out.
On the other Hand, we have the Warrior, which is heavily Underpowered, has no really viable builds in sPvP and is almost never played competetively and it has been like that for months.
There are so many in depth things these shout casters could be talking about in between games, during the “dead air” periods that they just don’t know about.
So many times they are talking about how they have nothing to say when there is so much strategy team comp rotation etc they could be talking about. They miss crucial aspects of streaming such as lord attacks (blaming minimap is no excuse its extremely easy to watch) and calling tactics well before they happen.
If you guys need someone to help you understand the depth and strategy that is involved in this game please ask the community I think some of the better players can really help you.
Things like going over builds arent as crucial as you make them out to be, sure its nice for the noobs but you could just do something where they submit builds beforehand (build overview alone took up so much time and its so standard to the players that know what they are doing).
Please please look into strategy of the game and how team fight interaction works (peels, rotations, why someone should back cap right now vs why they shouldnt). If you need help please PM or message, im sure there are plenty of people who would help. Talking about why the krytan on the clocks looks like it does in the final match with everything on the line instead of strategy and what they thing could be going on and why PZ is making switches etc is just bad casting.
Anyway to leave this on a good note, grats on the successful tournament and viewers, hope we can make it better.
Are you serious? You’re offering to teach a guy that is 1 spot bellow you in the NA leaderboards. The current spectator mode lacks so many tools for the casters to keep up with everything that is happening. But seriously, I’m baffled by the hidden arrogance in this post.
Being high on the Ladder doesn’t mean you know anything about in-depth-strategy and i know that from experience!
I was a Monk in a Top-20 Team in GW1 and I basically just did what the strategy-caller told me to, simply because when you play backline, it’s hard to see the overall picture. I wouldn’t have been able to call strategy on that level.
In GW2, it’s the same: If you don’t call strategies, work on the Build etc. you can easily be very high on the Ladder just by playing your Char well, but without having in-depth knowledge about strategy.
It’s an active Process you have to work on to understand how the game works and how a team can win a scenario or maybe loose a battle, but still win the Match. You cannot just play or just watch, you have to theorycraft, try stuff out, talk with other Players, practice certain scenarios and experiment a lot.
I don’t think it’s a huge Problem with the casting atm, but I’d recommend that the Casters look into stuff like that and maybe start considering bringing in guest-casters that are themselves very high-end players with high strategical knowledge. Basically the callers on Top-Teams…
Its not like we care about pve or something..Look again on what forum you are.
Everytime i see “but pve” i wanna throw someone out of window.Well, i do care, and i didn’t like seeing my main – an engineer – get constantly nerfed in pve just because of a couple good builds in pvp.
Balancing the whole game around pvp has made pve a joke. Warriors were already good in pve and got buffed patch after patch, aside from the quickness nerf (albeit that was more a nerf on time warp) just because they weren’t good in pvp (not that it solved anything in that regard, though).
PvP and PvE are extremely different and balance in both of them can’t be achieved if you base changes just on one of them; Even if they do that now, what they did in the past is done and gone. But at least they can avoid doing even damaging it even more.
Why are you hating on PvP then? It should be no Problem at all to balance PvE and PvP seperately. We really don’t need PvE-Players hating on PvP, like you don’t need PvP-Players hating on PvE – it’s absolutely useless.
Can you give us some Details, maybe on what Traits you are currently looking at?
Here are some Ideas regarding Sustain:
Vigorous Shouts: More base-healing and it should scale better with Healing Power.
Adrenal Health: Base Heal is good, but it should benefit from Healing Power
Determined Revival: It should stack the +Armor with the Mercy-rune. I want a Rezz-MONSTERRR ARGHHH! ^^’
Dogged March: Still way too weak, I actually preferred the old Trait… I think you can double the Reg-Duration….
Last Stand: I think the CD can esily be halved. It’s way too easy to CC Warriors and it absolutely messes up so many builds… I think it should be way harder to CC a Warrior.
Mobile Strikes: Here comes the big one! Make it remove all movement-impairing effects! Again, Warriors suffer so hard from CC and Slows/Immobilizes, simply because it’s such a Melee-oriented class. I don’t think that needs to be the case, because Wars have a harder time getting rid of Condis anyways and as said above, they suffer from it way more than other classes.
/agreed, war lacks heavily in versatility….
I had a very different idea about how to make the warrior more viable in tPvP.
I was thinking about how to give the warrior a unique role which wouldn’t be just another dmg dealer.My idea is to change the adrenaline effect a little bit. At 0 adrenaline the warrior has more toughness and a little bit more healing both of which he gradually loses when he gains more adrenaline. At the same time more adrenaline makes him deal a lot more dmg.
The warrior could be a defensive profession at 0 adrenaline and at full adrenaline he has more dps than a thief. He shouldn’t be too good at bunkering, though. It should be a challenge for the team to keep the warrior alive so that he can gain full adrenaline at which time he will be immensely usefull to the team (but only until he loses his adrenaline due to spending it on burst or coming out of combat).
With this kind of warrior the team wants to win long team fights and keep the warrior in combat all the time.
The sad truth is that the warrior will never has his place in conquest, because ranged-AoE is completely killing him, even before he can reach a target.
So basically you have to give the warrior decent gap-closers and not skillz like eviscerate, which once your slowed will never reach its target or you give him better ranged options, which is completely nonsense as a warrior should be a melee class.
Also there should be a trait, which would ignore conditions on gap closers. So the warrior can actually escape teamfights like every other class can.
Well, they could:
1) Improve Rifle, especially the F1 on it, which is completely useless atm.
2) Improve Longbow to somehow make it viable for both Power and Condition-builds.
3) Improve Mobile Strikes so it will get rid of all movement-impairing effects.
and if they wanna get reaaally fancy, they can look at stuff like:
1) Giving the War the Option to choose 3 Weapon-Sets (switch with F2-F3), which will allow almost all War-builds to run a Ranged-Weapon. (The War is a class with the fewest usable skills anyways with only 1 F1 per Set)
2) Improve different Gap-closer’s so the War can actually jump up on cliffs.
3) Give the War defensive Bonuses against ranged-attacks and/or AoE
(edited by PowerBottom.5796)
AOE might not be so prevalent if it wasn’t the only way to combat stealth, rampant clone/AI generation, or offer the best means to contribute to team fights for classes that aren’t bunkers or built to melee gib someone.
I don’t really Agree….
1) Stealth: If you don’t stun/immobilize the Target, he’ll just walk out of the AoE. On some builds that deal lots of bursty DMG, it’s a good Option, but that’s not true for AoE in general. When has a Staff-Ele ever killed a stealthed opponent?
2) Pets: Yeah, as if Pets are going to die in the most commonly used Ranger-builds. There’s no Point in damaging them, because most of the Pets that are used are extremely tanky, or the Ranger simply swaps the Pets.
3) Illusions: a good Illusion-Mesmer won’t have all Melee-Illusions that ball up easily, he’ll have a Ranged Pistol-dude, the Defender which is Melee, and the Berzerker, which is all over the place – so AoE won’t really do that much. For a shatter Meser, AoE is again only good, when it’s extremely burst or hinders movement or sth. which not all AoE does.
Look at what Builds with very strong AoE are currently used competetively:
- Nade-Engi: Simply OP, great against downed Players because of very low CD’s, Poison-Fields and long range.
- Thief with Shortbow: Extremely good 2nd Weapon, again with high DPS, Poison Field and you don’t even have to do anything but take the bow with you to make almost perfect use of it on almost any common Thief-build.
- Ele with Arcanes: The fact that he has a lot of AoE isn’t really important: he needs both arcanes for good burst and stuff like the Tooth and Phoenix are very very often single-target DPS. on a DD-Ele, the other Team would have to be braindead to eat lots of AoE on multiple Players, but other than the S/D-Ele, he is at least a bit more reliable against downed-Players. So even though this build has AoE, it really isn’t that strong.
- Necro: Pretty bad atm. Epidemic and Marks and stuff could be pretty good, but the Necro does basically nothing the Engi can do better besides boonstripping…
….what other AoE-Builds are there that are soooo Powerful?
When I read some of these answers I have the feeling I play a different game. Such as “if you take AoE-Dmg it’s your own fault”. Are you even know how conquest works or are you just hotjoining allday where staying on a node doesn’t matter at all?
If one Person is on the Node, there’s no need for other Players to take AoE-DMG. It’s easier said than done though, because of the bad Map-design, which also makes Melee-classes way less useful.
There are AoE-Specs that are too Powerful, but it’s only indirectly linked to the AoE. Nade-Engi can do AoE – I don’t mind, but the Nades are overall too good.
If your Team seriously has Problems with AoE, it doesn’t necessarily mean that the AoE is too strong, because good Positioning can help a lot and atm. good Positioning is very rare in GW2, even at the Top-level. Also, and I don’t like this Point at all, you may need to look at your builds and make changes depending on the Map, because on certain Maps, Chars that do most DMG in Melee (Arcane-Ele, Thief, War, Bomb-Engi etc.) just don’t work too well.
*Edit: It’s IMHO the Combination of different things that can make certain AoE-Builds very very strong:
- Map-layout (small Areas where you need to fight and good Positions for ranged-spammers)
- Being high range: Together with the above Point, those builds not only avoid lots of DMG, but they can also comfortably spamm without having to go into the fight themselves.
- Very strong Builds (there are tons of AoE-Skills and Specs that don’t get played, because they aren’t strong enough)
(edited by PowerBottom.5796)
AoE isn’t the Problem, it’s the narrow Areas where most Teamfights happen that are the Problem and the fact that most Maps offer a hard to reach spot for ranged AoE-spammers (and of the most common AoE-Heavy builds in sPvP, many of them have a large range, like Nade-Spammers).
There is for example no excuse on Midpoint of Foefire when your Team takes too much DMG from AoE; there’s more than enough room to spread out and have good Positioning, but on Points like Mid on Niflhel or Kyhlo, it’s a whole other story.
Also, I don’t think any AoE besides the builds that are clearly OP (Nade-Engi, but not simply because it’s AoE, but because it’s too strong in general) are a bad influence on the gameplay when considering damaging downed players – it’s simply a thing you’ll have to keep in mind when you set up your Teamcomposition.
I’m currently running a Rifle + Axe/Warhorn in PvP.
I think it’s an amazing build, cuz it has great ranged pressure and an amazing spike that hits for 7+ k.
It’s also very easy to hit it, because you have a immobilize on the rifle that is very easy to land.
I chose the Warhorn, because I don’t really need the Stun of the Shield, I’m not too glassy to need the Block as well, but the Teamsupport of the Warhorn is simply great and between the Spikes, I always have time to use the Warhorn-Skills.
http://gw2skills.net/editor/?fIAQNBkODbkzp4t5R3hJOAYUUUQqHtZXcJFixGA-TsAg0CvIqRVjrGTNyas1MKYxxuAA
Engineer
- Firstly, check out Teldo’s FB-Page, he has some neat tricks there!
- Healing Turret: If you spam your button to activate it, it’s possible to get the Overcharge off right when you drop it, so you don’t have to w8 3 seconds to pick it up again or explode it for the combo-finisher.
Mesmer
- If you play against a Shatter-Mesmer, always keep a look directly under his healthbar (you need to have the right Mesmer targeted though). It’ll show a little Icon with a boot under his Healthbar when he activates his Illusionary Leap, so you should probably dodge right when you see it.
Warrior
- If you like the Sword-F1’s Immobilize but hate the long channel and low DMG, you’re in Luck; you only need to hit 1 attack for the full Immobilize, so you can switch to another Weapon-Set right after 1 attack. It’s important to get the right timing though, because sometimes, there’s a weird glitch where the War won’t be able to activate a skill for like a second. But the timing isn’t really hard to master.
Which is why I specifically mentioned that there might be some need to split the DR values of crits and non-crits.
Like you pointed out above, the damage reduction portion of weakness is currently a joke for GC spec’d classes – it might as well not even be there for anything other than the endurance regen debuff.
The worst part is it’s more effective against players who try to build balanced builds – there’s been copious bashing of the Burst/bunker dominated meta (less so recently, actually, but still), and weakness just helps reaffirm it – the more survivable/hybrid/tanky you try to be, the more effective weakness is against you.
My point is, if part of the effect is so paltry as to be almost useless, why have it there? Either find a way to make the dmg reduction portion relevant, or remove it entirely.
True, in a small manner, it favours glass-cannons over certain balanced-specs, which is just supid.
I kinda like the Idea of Splitting – ANet is looking for a new Condition anyways.
I really think that the current defensive Conditions aren’t as good as they are supposed to:
- Chill: Who cares if all DD’s have tons of Teleports, ranged attacks etc.?
- Weakness: Yeah, as discussed above – it doesn’t do anything in terms of defense.
- Blind: Again very dependent on builds: It can reduce DPS-output of certain builds by a huge amount (Backstab, Arcane-Ele etc.), or it can do almost nothing (spamming classes)
—> I really really would like to see a reactionary Condition that can be applied quickly onto single targets that greatly reduced DPS, but doesn’t have a long duration. Just sth. like Blind in GW1 or a little less drastic, with a longer duration but less DMG-reduction.
Just because ANet doesn’t wan’t dedicated Healers doesn’t mean that there shouldn’t be good defensive Conditions….
No1 cares about the dmg-reduction effect of Weakness, because it’s basically non-existant, because:
- Most DPS-classes have about 50% crit-chance, so at 50% of attacks, it won’t do anything. (50% chance)
- Then, the 50% of non-crits have a 50% chance to be affected by it (25% chance)
- Then, those 25% deal 50% less DMG (12.5 % DMG-Reduction)
But wait, that wasn’t all, because the 50% of hits that can be affected by weakness aren’t equal to 50% of the DMG, because the crits deal up to 200% of the DMG of the normal attacks, so we can reduce the overall DMG negated by 50% again!
This equals a measly 6.25% DMG-reduction.
—> It really is only about the -50% endurance-reg.
But taking into account the logic above, if it would actually affect crits as well, the DMG-reduction would skyrocket from 6.25% to 25%, which is IMHO a bit extreme!
The two most common and very very viable Engineer Builds are:
HGH-Nade Engi [http://gw2skills.net/editor/?fcAQJAqalspiYnuShF17ICoC5loHPGlNZfewWPIEC-ToAg1CqI+S9l7LzXyvsfNqYGA]
AND
Bomb-Node-Fighter [http://gw2skills.net/editor/?fcAQJAqelIq6Zn1ShF1LJx4DdG8h8KqQ+/8gtyNtA-ToAAzCpI+S9l7LzXyvsfN6YKA]
The HGH-Engi has great teamfight-capabilities, because he can stay at extreme range and spam his grenade, he has a good rez and in melee range, his burst is also very high. It’s a pretty glassy build though.
The Node-Fighter is designed to decap and eventually cap the enemies homepoint (or other Points) by knocking out the defending player and by being very strong against common Builds that are often seen at the Enemies home-node (ShatterMesmer for example). The Teamfight-capabilities aren’t bad on more open Points, but on narrow Points like mid in Kyhlo or Niflhel, it can be quite annoying that he has to go into Melee-range a lot.
I’ve seen the sonic boon thing you’re talking about, while it looks good on paper I’ve fought a few myself and completely destroyed them. The key problem with this is that usually they catch u with u facing each other meaning they are very very prone to interrupts and the chain itself is long. Sword burst is a rather long channel and add 100b on top of that, you got amp time to stun and just stop it completely. Not to mention you do this to most classes has alot of escapes and this relies heavily on full adrenaline bar since your immoloblize duration is based on how much adrenaline u got.
Or maybe I fought a few bad apples, haven’t tried it myself but using a sword means I need condition damage, and a GS is heavily reliant on crit + raw damage. In a way you’re gimping one or the other, seems a bola is the better substitute.
You know you don’t have to hit the full Sword-F1, but only 1 Hit to get the full Immobilize, right?
But true, it surely isn’t a very great 1v1-build and stability can be pretty important, but it doesn’t need to be a 1v1 build and theres room enough to fit stability in there somewhere.
People love to complain about how there’s no team play in this game.
People love to complain that elementalists can’t land dragon’s tooth by themselves.
I don’t get it.
Dragons tooth forces dodges/CD’s, so even if it doesn’t hit, when you combo it with knockdowns/updraft, you at least force a dodge/CD, or, if they don’t have any left, it can hit…
And the lack of very intricate teamplay isn’t because of GW2 in general, but because atm. it’s not yet needed to win. If the competetive community keeps growing, it will surely be needed very soon. Also, some teams already show great communication and teamplay in teamfights.
Nah, Warriors just need either Teleports, Long-ranged and fast Pulls or better Leaps that can traverse distances in height better to get to the places where the ranged-spammers are hiding.
Giving them Smoke-Fields and/or Stealth wouldn’t fit the class and we simply don’t need another class with stealth.
Builds that are considered OP are IMHO defined by 3 Aspects:
1) The Builds is very strong; Not necessarily Gamebreaking, but it needs to of course be very viable.
2) They fit into the Metagame very well.
3) They are often played, get lots of exposure and spread like wildfire.
There are some very decent Builds that are potentially strong, but no1 would ever call them OP because they simply dont’ fit into the Metagame. I also think that there are good Builds that work well in the current Meta, that some Teams are playing, that don’t get too much exposure; so no1 would ever call them OP, because most ppl don’t know about the Build.
What I don’t really like about the DD-Ele is, that in it’s current form, the real heavy DMG is always done when going into melee:
- Fire Grab
- Arcane Blast
- Phoenix (Phoenix doesn’t need to be changed, it’s an awesome skill, but you cannot look at it as a reliable ranged-attack; it’s best used on knocked down targets when you spike)
- Knockdowns/Updraft
I’d really like to see the Focus being buffed to give the Ele more sustained ranged-DPS and offensive Support in a tradeoff for very strong Combo’s:
- On Fire, the Flamewall is pretty decent for ranged Teamfight-Support, but the Fire-Shield is kinda useless for that, a nice ranged (AoE-)Attack would be much more appreciated
- On Water, the Skills could work for a more range-oriented Ele, but they are just too weak. They could easily have 5-10 seconds reduced CD.
- On Earth, the Skills are good and they work great for a Ranged-Support/DD, because you can always need survival-tools like that.
- On Air, I simply hate what they did to Gale: In GW1, it was one of the best Skills to apply pressure, to assist in Spikes, but it had such a huge drawback to make up for the very short cooldown. I wanna see this type of Gale again with 5 Seconds CD, 2 Seconds Knockdown, but a big drawback; I even have some decent Ideas:
1) Make using Gale give a global CD on your attunement-switch that stacks in duration every time you use Gale until you leave the Combat: The First use of Gale is a 5 Seconds Global CD, the Second one is 10, then 15 and so on.
2) Make Gale give you the Knockback to yourself as well, again with stacking durations until you leave combat.
—> Gale was one of the best Support-Skills in GW1 and I think it could really put the Focus back on the Map if you make it an interesting and in teamfights potentially deadly skill again.
I honestly think the only real dps is from 100b, and the issue with 100b is the amount of setting up you need to do; You need to drain ANY stunbreaks or condition removal before using it otherwise and also use stability if they have CC. Not to mention if its a team fight I need to use endure pain on top of this to make sure I don’t die since I can’t move. If you want to look at it, I had to take bullcharge, endure pain, balanced stance and blow all my utilities just make sure it connects. Warriors need help, alot of it.
That’s why I like Sword F1(Burst Mastery) so much; it’s really the only Utility you need to get off a full 100b (okay, you need at least 10% increased Condition-duration, but you can easily accomplish that) and you can inevst the rest into whatever else you want (Utilities, survival etc.) and you get the combo every 8 seconds, which means that even in moderately long fights, you can easily drain most Chars of their defensive CD’s and by the second or third combo, he’ll likely eat tons of DMG from 100b. Sword is also very good for mevement (LeapMovement skills break immobilize) and does good pressure-DPS.
Let’s take a look at what the most common Builds have to get out of the Combo:
- DD Arcane-Ele: Basically just the mistform if you catch them in waterform.
- Cabtrip-Ele: 3 CD’s when you catch them in waterform – quite a lot, but it’s a tank after all and as an offensive roamer, it’s likely that they’ve already burned 1-2 CD’s by the time you get there to kill him.
- HGH-Engi: They can cast the Elexirs, but it’s likely that they’ll have to activate more than 1 to get out of the immobilize and often, they use the Elexirs so offensively, that they can’t get out of it very easily.
- BM-Ranger: They have the dodges and the Signet; again not the easiest target to kill, but no tank is for almost any class.
- Shatter-Mesmer: If they run GS, Immobilize is very very strong, if they run the staff, you need to catch them when they switch out of the staff or when they’ve used up “Staff 2”
- Thief: Most Thiefs will be quite hard to catch with this build, they either have the melee smoke-field, tons of teleports/dodges, the heal that gets rid of Immobilize and so on, but you can deal lots of DMG just with cleave and stuff like that.
- Necro: Most likely 1 CD to get out of it, so a very nice target for the War.
- Guardian: Quite a few CD’s, but with another Teammate that deals Condition-DMG, they need to burn through them quite quickly, so it’s a good pressure-DD against Guards as well.
wow, you’re actually proud of having abused IWAY? ^^’
I don’t really see a reason for IWAY not being in gw2 though, as it will be harder to abuse….
i think the endgame is signing up for prized tourneys and establishing your (guild) rep. then you get your $$$, TV coverage and groupies. I heard it might enlarge your kitten.
No way dude – maximizing your Glory-gain with mindless grinding through noobs is where it’s at! ^^’
Haha, really though: structured PvP is the best way to play the game in PvP, everything else is just “for quick fun” or for testing out stuff. I really don’t give a flying fart about where I get more Glory or stuff like that…. -.-°
I like the Idea as an Option for Custom Arena’s that could be easily implemented:
- Just take the current Maps, but let ppl choose the Option that only 1 of the Points is “active” and maybe even that the “active” Point is rotated between the other Points at certain set time-intervals.
As a Full new Game-Mode, it could work as well, but we’d still need secondary objectives to make it more strategically interesting and we’d definitely need larger Cap-Points and bigger and more open Areas around the Points as we have now on most Maps (Foefire midpoint is the best example for how a good Point for bigger Teamfights should look like, Midpoint on Niflhel and Kyhlo are terrible and how a Point cannot look like to allow for balanced and interesting teamfights).
The Guild-Tag definitely rings a bell somewhere… ^^’
Nice to see NA stepping up their Game and forming Guilds and stuff!
GOOOO NA! ^^’ (We EU’s need good competition…. xD)
I was kinda disappointed by CN’s Warrior Build, because it made no Sense whatsoever to me.
If you run 100b, you either need Frenzy, or a very reliable Immobilize; “R O M” didn’t run any of that.
It’s still baffling to me that no1 tries Sword/Shield + GS with Burst Mastery, it’s IMHO one of the best and most solid War-builds out there (although the MU is very important and the Team-Setup as well), but the current Meta favours the build quite a bit, cuz lots of builds have problems getting out of the Immobilize:
- Mesmer that run GS instead Staff (against Staff-Mesmers, the build has much more Problems as a DD)
- Ele’s with only 1 Stunbreaker that doesn’t even negate the Immobilize
- HGH-Engis: If they’ve used their Elexirs, they get 1-shotted and even if they have 1-2 Elexirs to get rid of Immobilize, they take a lot of DMG
- Bunker-Rangers: They can evade in the Immobilize, but at least you get rid of potential Dodges.
- Bunker-Ele’s: Once they’ve used up their Cantrips, you can simply spike them each time they switch to Water and deal lots of DPS, especially good for spiking with 1+ additional Players, because often, you can even prevent them to use their dodge-heal on Water.
- Guardians: Pretty decent DD/Support to bring down a Guardian.
- Bomb-Engi: Really useful against them, you should run some sort of stability though.I use sword/shield and gs myself. The level 2 or 3 flurry allows me to get my full HB out way more then a bulls rush does.
with Burst Mastery, I can literally dish out a level 3 Sword F1+Full 100b every 8 seconds….. So good for longer teamfights with 2-3 Players (on most Maps, it gets annoying for a Warrior if there are more Players, because he’s Melee-only)
This is the build I currently use btw.
http://gw2skills.net/editor/?fIAQNAR8ejcOFvNPCPMxBA7BjuMgiJ1D7qLOA-TsAg0CtIKSVkrITRyisFNsYZxuAA
Nice, haven’t really messed with the new burst mastery too much (except in certain Longbow builds). Gonna give it a try. But I just love the sword man. The mobility and the flurry is invaluable against a lot of specs now. I do miss the burst from Axe and the CC from Mace but I always go back to the sword.
Sword is soooo good and Burst Mastery just puts it over the Top together with 100b.
Which build (not only Warrior, but in general) has such a good Combo like Sword F1+100b (about 10k DMG) every 8 Seconds that is so hard to get out of for many classes?
It’s basically by far the biggest and most solid single-target-DPS-output a Char can have.
Also, the build is decent against conditions, has high movement, decent Utilities and isn’t too glassy.
Again, the only 2 big Problems I see in this build are:
1) Against some builds, you won’t get off the Sword F1+100b combo (Mesmer with Staff and S/D-Thief for example)
2) It’s Melee-only, which can get extremely annoying on certain Nodes where your prime Targets (HGH-Nade-Engi, Shortbow-Spamming Thief, Necro) can Position themselves on for the Warrior very hard to reach places. Also, on most narrow Points, another Melee-Char besides Guardian (and sometimes Mesmer or Ele when they spike in Melee-Range) is really bad, cuz you’ll just eat way too much AoE…
—> That’s why I like this build so much on Foefire: Less Places for Ranged-Spammers to hide and big enough Nodes for several Melees to coexist without being doomed into really balled up and bad Positioning.
I was kinda disappointed by CN’s Warrior Build, because it made no Sense whatsoever to me.
If you run 100b, you either need Frenzy, or a very reliable Immobilize; “R O M” didn’t run any of that.
It’s still baffling to me that no1 tries Sword/Shield + GS with Burst Mastery, it’s IMHO one of the best and most solid War-builds out there (although the MU is very important and the Team-Setup as well), but the current Meta favours the build quite a bit, cuz lots of builds have problems getting out of the Immobilize:
- Mesmer that run GS instead Staff (against Staff-Mesmers, the build has much more Problems as a DD)
- Ele’s with only 1 Stunbreaker that doesn’t even negate the Immobilize
- HGH-Engis: If they’ve used their Elexirs, they get 1-shotted and even if they have 1-2 Elexirs to get rid of Immobilize, they take a lot of DMG
- Bunker-Rangers: They can evade in the Immobilize, but at least you get rid of potential Dodges.
- Bunker-Ele’s: Once they’ve used up their Cantrips, you can simply spike them each time they switch to Water and deal lots of DPS, especially good for spiking with 1+ additional Players, because often, you can even prevent them to use their dodge-heal on Water.
- Guardians: Pretty decent DD/Support to bring down a Guardian.
- Bomb-Engi: Really useful against them, you should run some sort of stability though.I use sword/shield and gs myself. The level 2 or 3 flurry allows me to get my full HB out way more then a bulls rush does.
with Burst Mastery, I can literally dish out a level 3 Sword F1+Full 100b every 8 seconds….. So good for longer teamfights with 2-3 Players (on most Maps, it gets annoying for a Warrior if there are more Players, because he’s Melee-only)
This is the build I currently use btw.
http://gw2skills.net/editor/?fIAQNAR8ejcOFvNPCPMxBA7BjuMgiJ1D7qLOA-TsAg0CtIKSVkrITRyisFNsYZxuAA
I was kinda disappointed by CN’s Warrior Build, because it made no Sense whatsoever to me.
If you run 100b, you either need Frenzy, or a very reliable Immobilize; “R O M” didn’t run any of that.
It’s still baffling to me that no1 tries Sword/Shield + GS with Burst Mastery, it’s IMHO one of the best and most solid War-builds out there (although the MU is very important and the Team-Setup as well), but the current Meta favours the build quite a bit, cuz lots of builds have problems getting out of the Immobilize:
- Mesmer that run GS instead Staff (against Staff-Mesmers, the build has much more Problems as a DD)
- Ele’s with only 1 Stunbreaker that doesn’t even negate the Immobilize
- HGH-Engis: If they’ve used their Elexirs, they get 1-shotted and even if they have 1-2 Elexirs to get rid of Immobilize, they take a lot of DMG
- Bunker-Rangers: They can evade in the Immobilize, but at least you get rid of potential Dodges.
- Bunker-Ele’s: Once they’ve used up their Cantrips, you can simply spike them each time they switch to Water and deal lots of DPS, especially good for spiking with 1+ additional Players, because often, you can even prevent them to use their dodge-heal on Water.
- Guardians: Pretty decent DD/Support to bring down a Guardian.
- Bomb-Engi: Really useful against them, you should run some sort of stability though.
Hell yes!
The Game is actually pretty good atm. a lot of Players are coming back and the balance is at a very good Place.
Don’t listen to all the cynical Nay-Sayers….
Couldn’t help but go check out PowerBottom.5796’s soundcloud music (link in his signature) … this kitten is crazy! Give it a try… mad stuff to be working to (yeh I’m at work) while pumped up on caffeine.
Haha, thx, that makes me very happy! ^^’
Hell yes!
The Game is actually pretty good atm. a lot of Players are coming back and the balance is at a very good Place.
Don’t listen to all the cynical Nay-Sayers….
In the many Builds I’ve tested, I come across Skills/traits so often, that look amazing on Paper, but that don’t work the way they should. It’s often very frustrating, that’s why I wanted to talk about some of them:
Static Discharge
The Lightning-Bolt basically hits the ground for about half the Skills. Especially when throwing Elixirs it almost never hits. Yes, in the current state of the Engineer (especially HGHEngi), making this skill work properly would push the popular builds over the top even more, but if you’d balance the builds properly, this Trait could open up quite a few new and interesting builds.
Chill of Death
How is it possible that this Traits still triggers at 15% health instead of 25%? It would be a reaaaally good trait if it would trigger at 25%, maybe ven make it 33%, but at 15%, it gets way to volatile.
Orb of Light
Why can’t I target an allied Player and hit the Orb properly, why does it go straight into the ground if I don’t Target an Enemy? Yeah, you don’t want dedicated Healers, but this skill should work when targeting Allies anyways.
Signet Mastery
In terms of reduced CD’s, reducing the CD on your Heal is almost always the most viable one, so why doesn’t this trait reduce the CD of my Signet of Restoration?
What are your experiences with this Issue?
Give us sth like the old blind from GW1:
- short casttime
- short duration
- drastic decrease in dps dealt
Or sth like diversion:
- moderate duration
- drastic increase on recast of the skill used under the influence of the condition, which is then also removed-
“Drastic” is a bit of an overstatement, but a buff is certainly still in order.
What if:
Warrior’s Sprint -> Incraese to 25% IMS when wielding Melee Weapon in MH (increase from 10%), Possibly even do it like necro and make it 15% MH 10% OH melee weapon.
Mending -> Removes 3 conditions (increase from 2) and grants regeneration for 4s
“Shake it Off” -> Cures 2 conditions (increase from 1)
All of these together might be a bit too much of a buff for Warrior, but basically it would allow Warrior to chase down kiters more effectively, and improve their condition cleansing ability which is currently abysmal, while making some traits and skills that are currently kind of “meh” and make them really solid options.
I like the Ideas, but it will still be way too easy to avoid Warriors on most Maps, because of the layout of the Nodes.
In the current Meta, it really begins to show that most teams don’t wanna run a Melee-class that isn’t a Tank that needs to be on the Point. Why would you choose a Melee-(only)-DD that can’t reach half the enemy Team?
Kiting actually isn’t even a good Word to describe why the War is so bad as a Melee-sustain-DD, because on most Maps, kiting isn’t even possible, it’s just that the layout of the Map make the backline often extremely hard to reach.
Just take Foefire for example: I’m sure ppl could come up with very decen’t Warrior-Teamfight-builds for this Map, but why practice a build you can only play on 1 Map?
To add to the list:
-Add an option to show picture in picture for the other capture points. That way you can get a glimpse of what’s going on at the other nodes without taking you away from the bigger fight. (for example, you could set 2 of the eyes to be your pictures-in-picture; you could set it to the other nodes, or to other points of interest, like a fight at treb)
-Show progress bar of capture points on the spectator UI (maybe up top under the node icons)
This would definitely be cool, but I guess it’s not too easy to make this happen AND there’s always the possibility for the Streamers themselves to arrange sth. like that. Yes, it would need to be quite a Production, but at least it’s possible. ^^
I also had another Idea:
Toggle Condition-Icons above the Chars
Would be cool if you could toggle the Option to see the Conditions that a Player is suffering from: Just sth. you could toggle a few seconds long when you get into a fight or when certain classes are fighting to give the viewer a better Image of whats happening, who might be winning etc.
The biggest Reasons why Warrior aren’t played that often are:
- The good Combo’s, the Synergies between Weapon-Sets, the Utilities on certain Weapon-Sets etc. make many Warrior-Builds Melee-only.
- Most of the current Maps severely favour Ranged-classes with hard to reach places, long ways to get to them in general and often the targets you would want to hit are behind the Guardian, which can easily make the War almost useless with his CC alone.
- Most Warrior-builds, work best in Teamfights, but that’s exactly when the above mentioned factors kick in really hard: Warrior needs better Gapclosers, CC and more and easily accessible Stability to work in the current Meta and on the current Maps.
I was was watching quite a few streams of Tournaments/scrimms recently and even though I play a lot of PvP, it often was quite confusing to watch. In this Thread, I want to talk about what the Streamers themselves can do to make the game easier to watch and understand, but also what I think ANet could do to make the game more viewer-friendly:
Teamcolors
Seriously, it should be standard that you use “show teamcolors for everyone” when you are Shoutcasting and streaming a Tournament, the benefits of making the game easier to watch far outweigh the pretty colors of every player (you can show them before the game starts when explaining the builds).
Effects in Teamcolors
It can get soooo confusing watching a Teamfight with Multiple Fire-Fields, some Fields of the Mesmer etc. and If the observer recently was on another part of the Map, the teams run similar builds you cannot identify who casted the spell, it’s basically impossible to quickly see whats happening on the Field. I highly promote making the effects, especially the ones of AoE’s with longer durations, easier to identify by adding an Option to use Team-colors for them. I don’t know how much time this would take, but if you want GW2 to become an e-Sport, it’s definitely worth investing time into it.
Pets/Illusions/summons with Teamcolors
Same as with the Effects; just paint them blue or red and with Pets and Summons (that would look stupid all red/green), put a blue/red hat on them (semi-serious: Just come up with sth. to make them easier to Identify, even if it’s just a Blue dot on Top of them).
Possibility to toggle a big Icon during the game with the Class and Teamcolor
If the observers could simply press a Key to show the Class-Icon above the Heads of the Players in their Teamcolor, it could make things much clearer in Teamfights.
Icon/Healthbar for Downed-state
A downed Player is extremely important for the outcome of a game and it should be clearly visible when spectating (not necessarily when playing though), so why not show an Icon of a Skull (again preferrably in Teamcolors) or a big Version of the downed-state “Healthbar” above the Char in Teamcolors?
Do sth. about Asuras
It’s soooo hard to properly Identify the Class, the Animations etc. of those Asuras that it can get really confusing for spectators that aren’t playing on a very high level.
Ability to Toggle Skillbars
Make it possible to Toggle the Skillbar with the Name of the Skill cast, the cast-duration and a small Icon either above the Heads or next to the Healthbars on the Side of the Screen.
Customizable Layout of Healthbars and other additional Info
Being able to place them on different parts of the Screen, the ability to make it bigger/smaller etc. would be helpful
The Map
First of all, it seems that the little Map on the right bottom seems to change my selected “Zoom” at random and often switches the position of the Map, showing me stuff I don’t wan’t to see while ruining the Setup where I can confortably see the whole Map.
For good spectating in a Game like GW2, an easily understandable Map is key: There should be Options to make it even bigger, make it semi-seethrough when the cursor isn’t on Top of it or make it possible to slide over the Map with the Mouse and make it pop up a bit bigger.
I really think that stuff like that will be extremely important for the success of GW2, because it’s a pretty hard to understand game, so we should do whatever is possible to make it easier to understand whats happening.
And ppl argued if CA’S and spectator-mode would make a difference – GW2 PvP is really coming along nicely!
What’s wrong with Khylo and Niflhel?
The Mid-node layouts are horrible:
- Too narrow and small which makes good Positioning and Kiting very hard.
- Hard to reach places that can be heavily abused by ranged classes.
Just watch/play a teamfight mid on those Maps and compare it with Foefire – so much better on the latter one.
To see Teldo playing a HGH-Engi was like listening to Kenny G playing the Kazoo. ^^’
I’m so glad he’s back to playing his old build, because it requires so much more skill and is really interesting to watch.
Best balance yet by far between classes, but still tons of really bad skills/traits etc but that isn’t a huge deal.