Bottlenecks are pointless in this game simply because all players can occupy the same space at the same time.
Maybe i am missing the mark here, i do not hate zergs, but i do feel that because of the game mechanics a zerg is not being handled properly and the devs have not implemented the correct tools to deal with them. Personally i think this would be a simple fix that could go a long way to fixing the “Zerg” problems.
Pro tip: 1 choke + 1 superior ballista + a bit of mastery = 1 dead zerg after theit commander called out stability and charged everybody through the tiny space.
Pro OP tip: 1 choke + 2 or more superior ballista + a bit of… you get the idea.
The opportunity to secure ourselves against defeat lies in our own hands, but the opportunity of defeating the enemy is provided by the enemy himself.
~Sun Tzu
The lack of collision or zerg debuff IS the zergs weakness, because his behavior becomes predictable. That is the definition of “ZERG”.
Nobody is joining Sor, only bg both payed and transferred on their own, TC to only a lesser extent but that was rougly before and earlier in the leagues
We had a good number leave. Pretty much BG will get all the transfers.
Whilst we can’t stop people transferring to us, we do want a balanced T1 and thus do encourage guilds to look at other options. Especially if they’re NA or EU.
ZDs are most likely going to transfer back to EU at season’s end, unless they really enjoyed the experience and decide to stay, which probably won’t happen considering the blowout matches we’ve had…
A lot of guilds are transfering to silver tier servers, which should see some interesting movements post-seasons. FA, SBI and YB probably can compete on an even level with SoS and Mag, but transfers and such (OCX going to SoS) will mean that T2/3 will be a completely different landscape.
Also, TC may or may not replace SoR in T1. Time will tell.
When leagues are over there is going to be a ton of movement. There are very long queues atm on BG & JQ. People eventually get tired of that and leave.
During NA and EU timezones, yes. During OCE/SEA timezones? Some days it’s hard to scrape together enough people for 1 float force to hop between 3 borderlands with only EBG queued due to achieve hunters and pugs.
OCX? If that’s the OCX I think you’re talking about, it won’t change the WvW landscape at all. PvE? Sure.
Is this a challenge to find a build that’ll go down the fastest with little impact?
Pro tip: A vote for blackgate is a vote for every server. The amalgamation of large groups of players from all servers around the world
I forsee many nudest guilds.
Which is the strongest 1vs1 class,you can see easily in 1vs1 arena.
At the moment is the strongest : S/D-thief, Hambow-Warrior and Terror dhuumfire necromancer or offguard with scepter and greatsword. Then phantasm mesmer with prisamtic understanding and spirit ranger.You can take a look in the solo leaderboard and the 1vs1 tournements that especially S/D thiefs, off gudards and hambow warriors are on the top.
But let’s be honest: the only thing that matters is what’s happening in WvW.
Probably because ZD approached SoR first. And SoR turned them away.
As if SoR had any real power to stop player transfers to their, or anyone elses server.
Its just not true.
Very few people on some arrow carts+ a trebuchet can delay a much bigger group for long.
While the huge blob sieges one place you can siege several other places of them at once.
And a organized guild group farms the public zerg easily. (greetings to GD here)
Winning a matchup is just about the better 24/7 coverage, not about running the whole server together. ( the exception is of course getting into SM,garni)
The theory is great but in reality things play out differently.
A 60 man blob shows up at bay and starts nuking siege, and setting up to burn down the gate. The defending side has a 30 man force available. Enough to sit and counter the blobs entry, but not necessarily enough to quickly charge out and wipe them.
You find a spare 5-10 men to go run havok, maybe even two of these groups. They head across the map away from the blob (weakeneing the defenders mind you, but they’ll hold for the sake of this scenario). When the havok groups get to their objectives, they find scouts in the towers. With an arrow cart or two they deny access to said tower. In fact, in a fully upgraded north camp with a couple bits of siege, and a dedicated scout, north camp can be easily held.
In one instance all is going well. You break into a tower and get to the lords. The scout there couldnt keep you out for some reason. Now, while you’re burning the lord, the blob at bay pulls off, wp’s out, and charges in for the save. Not that it’s probably needed but circle divers and warrior warbanners are on hand to slow the 10 mans progress if need be (blob servers are stacked servers, never short on players). The 10 man is no match for the incoming 60 + scouts, and is quickly overwhelmed. kitten … they should have come full force if they wanted the objective.
While it’s completely possible to ninjacap something, reality is that if the enemy knows you’re there, you’re already countered.
If this were true, BG blobs wouldn’t constantly be running/avoiding SoR counter (albiet much smaller) forces. But I can agree with your sentiment that there should be more counters to blobs.
You are aware that SoR is famous among all wvw servers for exclusively running full map blobs right? I know the SoR mantra that you are playing for fights, but BG right now is playing for PPT, and that frequently requires running to defend things rather than open field engagements.
Hell, if that’s what SoR is famous for among all wvw servers, then JQ must be Jesus, and BG Muhammad for fames sake, because both servers have been more stacked and running bigger blobs (across all maps simultaneously one might add) than SoR ever has.
Be honest now. Leagues have been going for 4-5 weeks? BG’s open field history, or lack thereof, has been running faaaaar longer than that. I’s cool though, I applaud your ppt mastery, I really do. But lets just be honest about things.
If this were true, BG blobs wouldn’t constantly be running/avoiding SoR counter (albiet much smaller) forces. But I can agree with your sentiment that there should be more counters to blobs.
How about a new trap that hits 60 players, and multiplies its damage based on the number of enemies it hits. So it’ll land a nice instant 500 damage vs 1 target.
2500 vs 5 man
5000 vs 10 men
10,000 vs 20 men
20,000 vs 40 men
30,000 vs 60 man blob. Insta counter. No longer safe to run blobs., and super costly prior to that.
Crazy idea but no more crazy than blobs?
For balance sake, trap could only trigger on 40+. Players can still blob, but there’s always that risk that the enemy has set an ambush.
This idea is brilliant! I’ll just log on my Thief, run into your zerg (in stealth ofcourse so you wont know im there) and just instakill a whole zerg.
That sounds entirely reasonable and above all fun. Right?
Or in a zerg on zerg fight, ill run into your clusterkitten and pop stability and just blow you all up with this trap. That sounds balanced right?
Because what this game needs is even more instagib mechanics that you dont see comming. Especially in WvW.
1) Yes. Finally a job for thieves. That said, if you’d ever placed a trap recently you’d know you can’t drop them in stealth. Good luck running into an enemy blob and doing a 4 second channel as a thief.
2) Yes, in general, it does sound reasonable. And fun!
3) Yes. But then again, are you suggesting you and your server are stupid enough to cluster up in the first place? Because surely you know and have heard about these new traps right? I mean sure, I’ll be reasonable, you probably pushed your luck a few, 5, 6, 7, ..10 times. But eventually you learned the new “dont blob you kittening idiot” meta.
4) But hey, if you cant look around and see 59 other players and think "I probably shouldn’t be standing here, I guess there really is no hope for you to ever see anything coming.
“http://tinyurl.com/Chronomistrust”
“http://tinyurl.com/flamewarrior”
(edited by Ross Biddle.2367)
If this were true, BG blobs wouldn’t constantly be running/avoiding SoR counter (albiet much smaller) forces. But I can agree with your sentiment that there should be more counters to blobs.
How about a new trap that hits 60 players, and multiplies its damage based on the number of enemies it hits. So it’ll land a nice instant 500 damage vs 1 target.
2500 vs 5 man
5000 vs 10 men
10,000 vs 20 men
20,000 vs 40 men
30,000 vs 60 man blob. Insta counter. No longer safe to run blobs., and super costly prior to that.
Crazy idea but no more crazy than blobs?
For balance sake, trap could only trigger on 40+. Players can still blob, but there’s always that risk that the enemy has set an ambush.
“http://tinyurl.com/Chronomistrust”
“http://tinyurl.com/flamewarrior”
(edited by Ross Biddle.2367)
Anet never said no healers. They said you don’t NEED healers.
Well???
First they need to come up with an idea. Then they need to test it. There’s not been enough time for an official response.
Hybrids are actually quite nice, you just gotta find the right balance to make every stat, skill and trait be useful.
I run this condi/damage build atm
http://gw2skills.net/editor/?fgAQNAW7flwzipXUTkGb9IipHBHyBcnUAdSXJF62FC-jEDB4MCyk0w0HBKBqIaslRFRjVvATdKpqUwqXA6YQWdA+ELrWKgnmDA-wIt has a lot of flexibility in weapon choices due to the 0/20/30/20/0 layout.
And being able to apply decent condi damage on top of decent direct damage can put a lot of pressure on the enemy.This is what i am aiming for in the next few weeks
http://gw2skills.net/editor/?fgUQNAW7flwzipXUTkGb9IipHBHyBcnUAdSXJF62FC-j0BBYMCyk0wUIBK5rIaslhFRjVVjIqWlETKgnmDA-wEven in this build there are a lot of things that are optional, like the weapons, runes, food, sigils, most of the traits, can all be filled in to what flavour you want.
And about Aoe, i think all mesmers are quite vulnerable to aoe pressure since so much of our offense and defense is in clones and phantasms which die in aoe very fast. It’s not just a problem for the scepter.
As for the OP.
I do seem to like your current build more than the one you want to get in the future.
The planned one seems quite fragile to me, but that may be just my own preference since i like to run sturdy builds that can survive a storm when a zerg passes byTaldren and I play on SoR, no amount of tankyness survives teir 1 zergs
.
No, but tankyness plus mobility will have you running around laughing at them all day long (Hell fellow Rallians!)
I think every class should have the three options to get speed:
1. signed
2. trait
3. runeOr make everyone run the same speed in wvw (the real problem with speed is that enemy can outrun you in wvw).
While WvW is a bid deal by all accounts, lets not get stuck on it either. Speed is just as pertinent in tPvP/sPvP and PvE/dungeons as well. There is no way to talk down about being able to outrun things; it matters everywhere. Its a big factor in normal gameplay, just like dodging and vigor, so either no one has perma-swift options, or we all do. Remember, this is a crucial function of the game itself, and having a lot of swiftness over others will frustrate opposing players and empower those who have it as a result. I just think because of how basic and simple this concept is it tends to get underestimated when it really shouldn’t.
Also, I think mesmer running trait should be re-worked because its only use is in combat and the buff it gives is too small to have any impact, maybe make it so you have 25% running buff without clones and you lose 5% per clone you have out. That way you get perma-swift when not fighting, while evading, and you still get a small swiftness even with all 3 clones out so it doesn’t feel too punishing in a fight.
But at that point, why not remove the trait altogether and just make mesmers faster by default.
“Living Story” league rewards.
The win a key upon procuring X achievements was a huge mistake. The intention was for it to keep rewards in the hands of actual active WvW participants, and away from half-hearted PvE’rs. While that was not a means to in an end in itself, there was good logic behind it.
However, all that ended up happening was WvW maps got filled up with your typical PvE zergs which ultimately interfered with the hardcore, focused, dedicated WvW communities. This also had an impact on league server performance (some good, but more bad). Once the PvE crowed had completed their living story tick box, they flittered away again leaving a scarred and ruined server league matchup for the dedicated WvW’rs.
Yes, have more rewards for WvW participation. But attaching it to “living story” was a huge mistake. The content of the achievements was all wrong too. It was perfect for grindy PvE’rs to come in and do (it was zerg friendly. Karma train to completion. No actual PvP needed). This needs to be rethought and reimplemented.
I’m sure you loved the badges achievement chests gave you.
Hmm, I think it was lovely of ArenaNet to do that but unfortunately I have nothing to spend them on! They’re coming out of my ears! Speaking generally though, yes, I did rather like them.
BUT, have a feeling you’re trying to tell me, “Wah, wah, wah, you got BoHs and you didn’t have to even spam #1!”
Au contraire, I am also what you people like to call a “WvWer.” I WvW for most of the time I’m logged into the game. That being said I have 4 level 80s all with full ascended gear because I understand that people should have to do the necessary content to get the best gear not just have it handed to them because their mascara begins to streak.
I leave you with this: Does having BoHs give you an advantage over other players?
Have a lovely day!
I don’t get it. A PvE’r zergs up and spams 1, and his reward for grinding through his “content” is legit. But a WvW supposedly “spams 1” during his content, and he forfeits reward?
You should WvW as a mesmer sometime. Spam 1. Tell me how that goes.
If they gave mesmers a 25% speed signit, all that’d happen is a few days of joy followed by another year of complaints how everyone else has perma swiftness uptime and we’re 8% slower at best without taking a focus and rehash current swiftness woeful arguments here.
1. make the wvw dev’s actually show up
lets be honest the wvw version of the cdi was nothing like the pvp or pve version’s
the wvw dev’s only showed up when players started getting testy and then pretended they where active participants the whole time. the thread had a very poor discusion because the wvw dev’s barely showed up to have a discusion with.
Not to mention, the devs participation always seems to involve "We’ve got some ideas about this, but can’t divulge any info yet. Either because we’re not allowed (stats, figures), or because we don’t want to make any promises, getting people excited, which don’t come to fruition).
It’s a stuck between a rock and a hard place scenario, but sucks all the same.
I could have sworn I saw a video with this build explained, but I can’t seem to find it now. Any chance you want to divulge some of your secrets?
Yeah, after the December 6th update I’ll be posting the Holy Hell Advanced Scout (as seen in the vid), Holy Hell Freezes Over (good for small man), and Holy Hell Burn the Zerg builds.
I’ve only played mesmer since launch.
When fighting another mesmer, I quickly single the real mesmer out in the fight, including when he comes out of stealth, and focus him down.
How? I learnt 2 play.
25% wont amount for much. You need high swiftness, and preferably a long range blink.
Hi Doug,
Can you name any or all of the guilds Blackgate “bought” and the amounts paid? Also can you clarify your definition of “bought” under this context so we can keep things clear. Looking forward to your insight on the matter.
Why do you get so offended when, in terms of playing to win, it was the soundest strategy to win the league?
Because the devs haven’t gotten around to coding all weapons on all classes yet.
Yes, let’s ask all of WvW population and see what everyone’s view on the subject is. I’m sure we’ll get plenty of deep and insightful post about “Buy Wars 2”.
lol
Spectators are allowed to build balista on the stairs and shoot at the downed.
Because nobody cares?
Hello all,
With the introduction of WvW Season 1 and its reward chests related with server performance, I think that when this season finishes a lot of players from low population servers will transfer to high population servers.
Shhhh, this is Anets plan.
Watch the skyline, sing along, enjoy
http://www.youtube.com/watch?v=C6ahCrGCWFo
what makes you think BG is going to loose they haven’t lost yet?
JQ closed a 4k gap and built a 4k lead in one day, for one thing.
Add to that BG’s first win was decided by SoR playing Kingmaker. Question is, what are you going to do about it in the next match?
I think that the first place will be decided this week from the match between BG and JQ.
If JQ wins this week, I don’t see a tie happening in the last match… probably both JQ and SoR will decide that teaming up is the best solution and try to push BG in third position.
If JQ loses this week, I see SoR focusing on finishing in second place in week 6 (that is with JQ and TC so can become very important) and in week 7 try to not finish last, to avoid a tie with TC.
Another thing that SoR can do to avoid a tie is pushing TC in third place directly this week, so they don’t have to worry about the last 2 matches.
My predictions are:
1. JQ
2. BG
3. SoR
4. TCor
1. BG
2. JQ
3. SoR
4. TC
There are only two things to take into consideration here.
1) SoR doesnt care.
2) SoR would love to see all that gold of BG’s waisted by focusing them down in a JQ, SoR, BG matchup.
But ultimately see 1.
Another problem is that burning oil and cannons are too prone to damage. They are to exposed and melt down in seconds. The user dies even faster. There should be upgrades (unlocked by higher tiers in mastery and buyable from vendors) available that provide more defensibility to that kind of siege and much more protection to the user.
Oil/Cannon masteries: Iron Hide and -70% condi duration to users?
Topic choice sets up the entire thing.
I’m all for picking things people are interested in, but perhaps population imbalance wasnt the best topic for discussion. How about the devs exercise a bit more discretion, and pick from amongst the interesting topics that’s more appropriate/interesting for discussion, and not opening up the forum for a massive grief thread.
This is WvW right? How about we talk about siege, what the devs are doing with it, how it could be improved, masteries, what’s working, what’s not, etc etc. This is just an example, but it’s a whole different aspect of discussion concerning the game than the last topic chosen.
20s, watch as the warrior suddenly poops his pants as i pass his bleeds back to him and he has 23 on his kitten .
“http://tinyurl.com/Chronomistrust”
“http://tinyurl.com/flamewarrior”
(edited by Ross Biddle.2367)
Torch is actually a pretty useful weapon when traited for condition removal as it allows for different utility skills / runes. I often catch myself casting iMage at an obstructed target since it will cleanse even if the cast fails.
That about shows how useful the phantasm is without the trait… ^^
That’s a pro tip, but its two cndi’s cleansed off the attacks bounce, and 1 every six seconds on bounce thereafter. That’s 6 condi’s in 24 seconds assuming the mage lives that long.
Dude honestly i have the same problem, I use a condition build but before i finish them off they either cleanse the conditions or run away. haha.
You guys are just trying to live at each end of the dps spectrum. To do that you’re giving up what’s needed to actually win the fight (though in the case of the poor shatter zerker it’d mean traiting entirely into the wrong tree). I’ve said it before and I’ll say it again, mobility is king. All builds should start with mobility. Why do you think Traveller runes have become so popular? It’s not 60g for a full set because people like the pretty picture on the runes.
I for one haven’t tried traveler runes yet. But is it worth it to sacrifice other stat points from other runes for the mov speed?
I don’t know, I don’t run it. That said the other benefits of traveler synergize with zerker builds. As for condi builds, you’re sacrificing max condi damage for mobility (which, as said above, is king). If you’re a hybrid, then I suppose there’s no real loss.
If you can get your mobility/swiftness from other sources however, it’s a mute point. If you want to answer the question a different way: just look at travelers popularity and that might be telling.
I use Traveler’s runes in my Blackwater condition variant with good success. 25 stacks of Corruption and a constant 6-9 stacks of Might help make up for the loss of damage from Traveler’s runes. Also once you have 25 stacks of Corruption, use a 2nd torch with Sigil of Bursting. (Sigil of Torment might even be better but I still have to test it).
Also keep in mind that Traveler’s runes also provide you with +15% Boon duration and +10% Condition duration which is nice.
The only class I have real problems with is ironically Shatter and Phantasm Mesmers.
You and a lot of others are doing (having to do?) the same thing. But swiftness 33% > traveller 25%. Then add to that teleports, leaps, gap opener/closers. All 25% move speed on it’s own accounts for is being able to either outrun someone without anything else, or keep up with another traveler user who has no gap openers/closers. The playing field becomes level once everyone’s saved up their 60g.
The problem with swiftness/movement speed isnt that mesmers don’t have a lot of it. Rather that everyone else has far to much of it.
Like condi spam, and vigor spam, the future of swiftness will be for it to get toned down. In that case it’ll look a little more like what we have now, which is a burst of swiftness. Kind of like what a temporal curtain boon does now without any boon duration.
Sea of Sorrow! Blackgate need your help double team Jade Quarry! We will help you double team Maguma next week!
Aren’t you supposed to speak with your wallet?
Dude honestly i have the same problem, I use a condition build but before i finish them off they either cleanse the conditions or run away. haha.
You guys are just trying to live at each end of the dps spectrum. To do that you’re giving up what’s needed to actually win the fight (though in the case of the poor shatter zerker it’d mean traiting entirely into the wrong tree). I’ve said it before and I’ll say it again, mobility is king. All builds should start with mobility. Why do you think Traveller runes have become so popular? It’s not 60g for a full set because people like the pretty picture on the runes.
I for one haven’t tried traveler runes yet. But is it worth it to sacrifice other stat points from other runes for the mov speed?
I don’t know, I don’t run it. That said the other benefits of traveler synergize with zerker builds. As for condi builds, you’re sacrificing max condi damage for mobility (which, as said above, is king). If you’re a hybrid, then I suppose there’s no real loss.
If you can get your mobility/swiftness from other sources however, it’s a mute point. If you want to answer the question a different way: just look at travelers popularity and that might be telling.
How often do you scout Ross, i’m curious. (Its not a slam, i am curious).
I do my 15m shift in a tower or keep on the odd day (I play a few hours of gw2/wvw a day). Most of my scouting is open field, find and tail the zerg. But on my travels i’ll run dolly’s, drop sup siege, move supply, lay traps.
I dont scout half as much as many of the other members of my servers core wvw community. They play a lot more than me for one, and typically don’t mind it as much. Also, I find I’m more inclined to do it on a day where I’ve been playing for hours and hours. Usually when it’s time for some food, or some other chore/task.
Warrior… no question… warrior… yep warrior.
Only class in WvW that is a beast in almost every role (roamer, skirmish, zerg). They are the highest burst class, best zerg damage/utility (banner warrior), pretty much tied for best solo mobility (speed warrior), tons of control attached to a lot of damage. They even shrug off conditions and start with enough HP/Armor that most light/medium armor get only by stating for it.
So good they are finally nerfing the control/damage/speed warriors.
Then they met my mesmer and cried.
Dude honestly i have the same problem, I use a condition build but before i finish them off they either cleanse the conditions or run away. haha.
You guys are just trying to live at each end of the dps spectrum. To do that you’re giving up what’s needed to actually win the fight (though in the case of the poor shatter zerker it’d mean traiting entirely into the wrong tree). I’ve said it before and I’ll say it again, mobility is king. All builds should start with mobility. Why do you think Traveller runes have become so popular? It’s not 60g for a full set because people like the pretty picture on the runes.
Just from my experience its really hard to fight condition builds with shatter mesmer, most of the time i lose from overload of condition, but when i can get distance i have a better chance at winning. My problem is that when i go in for a shatter i do not do enough damage and pretty much point where i lose, condition builds probably have bit too much toughness. Im at a point where i will hang up the shatter build and use a condition build. My question do you guys thing that berserker builds need more damage?
High toughness is a problem as it’s countering your power, and with the amount of hp’s out there these days you’ll have a big deficit to make up in damage. So make sure your targets dont have protection up (cleanse it, or arcane thievery for the steal). That said it could just be your method.
In any kind of shatter build, condi’s are going to kitten you. There’s a reason you don’t see zerker shatter mesmers out there these days.
So do shatter builds need more damage? No. Playing smarter is most of it, but also the devs need to make changes to allow shatter mesmers more condi removal. They’ve fallen behind the meta.
Yes 7 rounds. Season 2 will be sometime next year, assuming they have another one.
Oh man, just have to throw this one in…
You’ll know season 2 will be about to start when your guild is approached by a cloaked BG representative carrying a santa sack sized bag of gold.
I know round 7 end’s on december 5th but are there only 7 rounds.
When will season 2 start?
Season 2 will start, hopefully, after they’re reviewed all the kittenups from season 1 and they decide that “this time we’ll do it properly!”.
That may require professional consultation.
I feel like a goal of getting three of a single phantasm on the board at any given time, during PvP, will always be a flawed strategy. These days, roaming solo or small group, I’ll more often than not have just one phantasm on the field seconds before the end of the fight, regardless of the outcome.
I wouldn’t set out with that goal either. But if it comes about due to the nature of the particular encounter, then it comes about. If it becomes the winning factor of the fight, then it’s counted as a win.
iMage is really strong, but it could do with a review. Confusion and retal have both been nerfed in WvW. All manner of things from iMage cd, attack rate, stacks applied, and duration of stacks can all be taken into consideration. That said, I regularly see people comparing it to other phantasms, which doesnt mean it’s weak, just that arguably iy might not have as much dps. Then again from what ive seen, the procs add up.
Sometimes I encounter enemies with massive sustain, and I find I can’t burst them down. Given they can’t take me down either, one tactic I switch to is taking my time, and spawning 2-3 iMages on them. Once you have 3x iMages pumping out 3 stacks of confusion for 5 seconds every 6 seconds, they’re done for no matter how much sustain they have.
Here’s a guy running torment runes in a heavy condi build.
I am not sure if my torment weapon/armor idea is good or if he is just a great player. To bad he did not post his build.
Here’s his thread
https://forum-en.gw2archive.eu/forum/community/links/Roaming-mes-vid
Send him a PM with your build and ask him what he thinks.