Rank: Top 250 since Season 2
#5 best gerdien in wurld
Should Ele’s Cleansing Water have a 1s ICD again?
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-April-15-2014/first#post3957343
Cleansing Water: This trait no longer has an internal cooldown while in PvP.
I think it was removed previously.. but two Ele’s grouped together will abuse that trait.
I don’t think their damage should be touched imo.
Actually it’s Center For English Language Education.
OP in being literate, 3 out of 5 players in TPvP are.
(edited by Saiyan.1704)
Posts like this are symptomatic of what’s wrong with the game but complaining about things in the wrong thread while belittling those in it is clearly the solution.
am i right? anyways…..
Also, why keep pushing 1v1 specs against abjured. I think the biggest weakness they have is in the group game where they are “overall” vulnerable to spike damage due to the composition of classes being light armor and how quick they can recover. Mesmers, thiefs, medi guardians, burn guardians, bunker guardians and ranger builds all have major holes in them at the top end of conquest. I don’t think any of them can make up for the limitations they have in mobility, group play and/or staying on point. In one game any of them can be a superstar but when you are deficient in too many areas you can be exploited. Even the best “leader” will be unable to use all his pieces effectively in all match-ups.
They’re not overall vulnerable to spike damage. Zerk medi vs d/d Ele is a prime example. You can’t beat their group game.
All honesty I think these type players have a better chance at beating the Abjured. No one has crafted a full team of 1v1’s. The ones who have, go group game with a team like Abjured and lose. Or they do well at first but then lose their rotations. You’d have to constantly play sides and rotate at every stomp. You don’t need to have super godly peels like a thief or Ele if you’re not needing to peel off to survive.
You don’t need a thief if you’re not worried about a 2v1 gank burst.
I say this because I,ve seen Phantaram/Wakkey 1v1 for days until either 1) they win or 2) other nodes loses and a thief, or said partner, rotate in to help. 3) Thief rotates in to gank, regardless.. cause he’s a thief.
The issue is… Phanta or Wakkey knows if they’re going to need help or not. The Thief knows where to rotate and who to burst. It’s a double edged sword. One is just sharper than the other..
Sigil of Doom would be viable no matter the meta. It’s just an absurd sigil. It gives various classes an enormously powerful condition that they’re not supposed to have in the first place. It’s no surprise that throws off balance.
Honestly, somebody would have to fundamentally misunderstand how strong poison is to not get that.
Are we blowing Doom’s power a little out of proportion here? What makes Doom an “enormously powerful condition”? It applies Poison on one target for 6s… procing every 10s. It’s base Condi damage is 2x less than Fire and Airs. Does a hair more if you’re a condition class. I understand Fire, Air, and even Energy… But you can completely counter play Doom with Cleanses. You have more than enough time to do so.
Note
The Abjured: Both Ele’s(Doom), Necro(2xEnergy), Engi(Doom).
Only 1 Doom equipped for each class. That’s approximately 6s of poison every 9s.
Air/fire would do almost twice the amount of damage than doom, assuming doom doesn’t get cleansed. They’re obviously using it to offset healing with the -33% debuff.
If there’s any type of nerf talk about doom, it’s about the healing debuff.
(edited by Saiyan.1704)
Except the two I mentioned can do a variety of things exceptionally well. Mesmers are nowhere near the level of absurdity as the two mentioned. When you have access to ALL of that, it’s an issue. Elementalist’s were not nerfed into the ground since beta, in fact they were the kings of spvp at launch so I don’t know where you’re getting your facts from.
Edit: And if you believe all professions have to compromise something, you’re delusional.
Well I played Ele since Beta and I get my facts from all the patch notes for all the nerfs since then (the first one was to damage, then cantrips change, the more recent ones were to mobility/range and cooldown timers etc).
And yes all classes have an Achilles heel.
Really and what is an ele’s achilles heel?
Me. I’ll let you know when it’s meta.
Y’all arguing about who the best dueler is when the answer has already been answered. This player has won 3 out of 4 1 v 1 officiated (3k gold per tourney) tournaments and didn’t make it to the last one because of exams.
Btw, Triggerless is back for whoever mentioned him.
Goodness that’s a lot of gold… Are these type tournaments still going on? There’s only one 1v1 weekly tournament going on at the moment so i’m curious.
The tournament needs to work like the stickied 2v2 one, instead of go4gw2 rule sets.
http://battlefy.com/aspectgg/awo-2v2-1/54e8e19ba844664c00dbd4a0/info
These should be additional rules, imo.
1. It should be double elimination.
2. Not allowed to change builds. The build you use when you first start the match, should be the build you stick with throughout the tournament.
3. You’re not allowed to reset combat at any time.
Banned Bunker Amulets (Settler/Cleric/Magi/Valkyrie/Celestials)
I would add Celestials if only Cele vs Cele didn’t take so long! Therefore, they’re considered tank amulets.
Nobody can 1v1 phanta when he is on far so they have to zerg him while losing other points.
nobody of equal skill can 1v1 a good d/d cele ele. has nothing to do with who the person is.
Wrong.
The thing that beats cele ele just doesn’t fit on teams.
This. Well… more or less.
they dont even have a warrior
Oh you’re right mb…
Really wish there was a site that actually listed team comp and builds.. forced to watch an old esl tournament.
I think that yes even though they are good, their comp kind of shows an issue with the celestial/tanky meta.
Not really. People have just been going about it all wrong. Why fight the best Celestial team comp, with another Celestial team? Fighting fire with fire has never been a good idea.
Similiar to what OP suggested, my theory is to have a hybrid team composition, mixed with two high condi (or ele counter) classes while the rest are three Cele. OR 1 zerk mesmer. 1 cele ele, 1 bunk guardian. A bunk guardian can hold 2 celestial classes for quite a long time, so he just need to be on a contested node or rotating to area you already own, that’s about to get zerged by 1-2 people.
The start rotation can be the following 1 home 1 far rest mid.
In Theory
1) they can’t send anyone to help far or home without risking a handicap elsewhere.
2) By the time they send some one, hopefully the Ele (the solo class at home/far) will already be dead.
The biggest issue with a team like the Abjured is, they don’t have to necessarily be the best in 1v1. Just good enough to hold a 1v1 long enough for their Thief or Warrior to come. The said game is going to be a battle of rotation.
The Abjured’s Counter Play
1) They’re going to rotate their Thief or Warrior to help Ele on home/far because mid will sustain just fine. They might be able to risk a handicapped 3v2 in mid if they play defensively until their Thief/Warrior and/or Ele returns.
2) At least 1 side, either home or far, will contain a 1v1. That 1v1 fight is going to be a deciding factor on where the game is going to go.
Incredibly risky team comp. Not to mention you have to climb the ESL pool just to face the Abjured.
That’s just my 2 copper.. it’s probably rubbish.
Being teamed with; literally noobs, as OP stated. For a soloQ player like myself, there’s no way to raise my MMR high enough to be placed with higher skilled players.
I have no issues with noob team vs noob team… and i’m on one of the teams. It makes for a challenging game actually. It’s being on a team that’s 10x more “new” than the opposing team. That’s when the game gets frustrating..
(edited by Saiyan.1704)
This thread asked the best duelist… I don’t think your profession or build even matter for this category… It should be the best dueler in the sense of landing attacks… Dodging… Etc
In which case every burn guard is a bad dueler… I have yet to met a burn guard that actually outplayed me with skill… Same for power ranger… But when you watch the players I listed you can see skill
Best Duelist should be measured by 1v1 win ratio.
It’s build wars 2. There’s no way to measure what you’re asking. With your logic every condi class is a bad dueler because we stand there and look pretty while our conditions do all the work.
You might as well say Thieves make the best duelist in the game because they match your requirements perfectly.
haha what condi guard is hard countered by d/d ele and it would be more like 0/100 ele, 90/10 engi 10/90 necro 100/0 thief
Never met a d/d ele I absolutely couldn’t beat unless they used Diamond skin, or they switched to some Clerics build or something. No d/d ele meta can beat a condi guard 1v1.
(edited by Saiyan.1704)
Invite sent Cabbage
Any condi lovers out there? Love to make a pvp condi guardian team if anyone’s interested!
Lol.. I don’t even know what to say at this point… The only class on the Abjured that medi guard counters is necro… That being said the rest of the abjured destroys guardians and they peel effectively for noscoc so that it is not effective…
Also the fact that u think u solo quing would beat the abjured is adorable… But sure don’t waste your time on the “super confusing” website. … Also while classes like power ranger can 1v1 effectively on beach.. Conquest and LoS in general is a different story…. But please sign up for the next ESL with a few power Rangers and medi guards… I can’t wait to see you take home the gold
In regards to yall not thinking Toker is the best thief at everything.. Please give me names of players who are better, I’m actually curious
Also please invest more and win WTS (33 pages of forum responses isn’t invested enuf)
Strictly TPvP Meta build vs Meta build, you’re right 100%. Guard probably wont be able to beat anyone there.
Off meta 1v1 realm; realistically speaking, Condi Guardian can beat the two Ele’s, 50/50 Engi, 40/60 Necro, 40/60 Thief.
That’s assuming these classes go off meta into their respective 1v1 builds…. but these players aren’t 1v1 spec’d. They are currently the best team composition players to date.
I hardly ever see these guys 1v1 in KOTH other than Backpack. Of which I beat when he went condi himself and called Guardians OP. As for everyone else, I have no idea what their skill levels are compared to the rest of the off meta classes.
(edited by Saiyan.1704)
Ok, this is PvP only build, it is all healing and a little protection.
0/0/4/6/4. Staff and mace/shield
Heal: whatever the cone ally heal is
Utility:
Signet of mercy
Sanctuary or wall of reflection
Forget the name, but protection and regen shout
Elite:
Invuln
So, what do you think?
You have to treat this as a gimmicky build because heal builds like this really aren’t all that great.
If you’re concentrated on Party Healing, I would group up with glassy builds, condi build like condi engi, power necro, condi ranger, etc. Mainly because you fill in what your team heavily lack, sustains and/or condi cleanses. Therefore I would never be alone on a point.. but with at least 2 of your teammates.
With that in mind, i’d go Tomb of Courage instead of renewed focus.
Wall of reflection only if there’s 2 rangers or 2 mesmers on enemy team.
Otherwise, Save yourselves, stand your ground, hold the line.
I wouldn’t use Mercy signet at all… the person you’re trying to rez will probably get stomped by the time you actually use it. You have to take into account human error, wasting a second to notice an ally is actually down. Regardless… I would go Indomitable Courage to gain that extra Stability uptime to use Sigil of Mercy so you wont get interrupted.
That’s my 2 copper. Hope it works out and you have fun with it
Also, I didn’t wanna get on Cele but come on, if half the meta uses it there’s obviously something wrong.
And the other half classes are zerker. By the same logic let’s first nerf zerkers.
Zerker medi guard
Zerker thief
Zerker mesmerwe also see some zerker bowrangers
He’s mainly talking about high tier Tournament Teams. Not half of the baddies on this game. There’s a reason why these teams have at least three players running Celestials.
Celestial amulet is more than fine. Only 3 classes run that normally engi/war/ele. And you see some warriors with soldiers too. Zerker is more of a problem than celestial after might nerf.
How many teams have Engi/War/Ele in their comp in tournaments? Thanks for valdidating my point
Back on topic
The argument here isn’t Dooms damage but the -33% heal debuff. Whether the duration should be reduced or the healing debuff should be less.Tank amulet users want a nerf. Dps amulet users are saying no. Condi users are saying, “Don’t nurf Mai dmg kthx!”.
You have problems reading and comprehending. You qq about celestial and say the presence of engi/ele/war as a prof against celestial. Flawed logic
Celestial not working in 5 out of 8 classes is enough evidence to conclude that celestial is not the problem. The problem is on engi/war and dd ele not on the amulet itself.
Luckly anet seems to know this and is nerfing things like might, grenade kit, dreake’s breath and not the celestial amulet itself.
Like Aomine.5012 said, zerkers are present in tournaments.
So quick to assume. 1) I never said Celestial was a problem, nor have I ever said the amulet needed a nerf. 2) You completely overlooked my entire point.
A nerf to Doom and Celestials WILL be a problem. As well as other bunker type classes, they will be more of a hassle to deal with.
Same for Energy. Some builds will simply suck without these Sigils working for them.
Over 70% of the Pvp forum is made up of nerf threads, if the Devs would listen to even half of them….we would be fighting with water guns by now
(edited by Saiyan.1704)
Invite sent broseph!
Also, I didn’t wanna get on Cele but come on, if half the meta uses it there’s obviously something wrong.
And the other half classes are zerker. By the same logic let’s first nerf zerkers.
Zerker medi guard
Zerker thief
Zerker mesmerwe also see some zerker bowrangers
He’s mainly talking about high tier Tournament Teams. Not half of the baddies on this game. There’s a reason why these teams have at least three players running Celestials.
Celestial amulet is more than fine. Only 3 classes run that normally engi/war/ele. And you see some warriors with soldiers too. Zerker is more of a problem than celestial after might nerf.
How many teams have Engi/War/Ele in their comp in tournaments? Thanks for valdidating my point
Back on topic
The argument here isn’t Dooms damage but the -33% heal debuff. Whether the duration should be reduced or the healing debuff should be less.
Tank amulet users want a nerf. Dps amulet users are saying no. Condi users are saying, “Don’t nurf Mai dmg kthx!”.
(edited by Saiyan.1704)
NA
-
Best Duelist Previously: Jumper
Best Duelist Currently: Phantaram
Best Overall Player: Magic Toker (haters gonna hate, he’s still the best)
Also, I didn’t wanna get on Cele but come on, if half the meta uses it there’s obviously something wrong.
And the other half classes are zerker. By the same logic let’s first nerf zerkers.
Zerker medi guard
Zerker thief
Zerker mesmerwe also see some zerker bowrangers
He’s mainly talking about high tier Tournament Teams. Not half of the baddies on this game. There’s a reason why these teams have at least three players running Celestials.
The only reason why people use Doom is because of high sustain meta builds! Nerfing Doom is a buff to these classes and a buff to sustain-y builds! Nobody wants that!
None of the S tier classes use Energy sigil! Nerfing Energy Sigil is a buff to the Celestial Amulet builds that you dislike so much!
Wahoo! Bye frands!
How can you tell that nobody likes it? You can’t.
Nerf to doom and energy would be a great change.
I’d listen to what Dee is saying here. The nerf would be a horrendous change… you might as well reverse the small hair nerf Anet did to might. Lets give back 2k damage to Cele builds.
That’s what you’ll do if you nerf Doom/Energy.
(edited by Saiyan.1704)
“Your not supposed to fight turret engis 1vs1”
“My build that relies almost completely on ai and traits for offense and defense takes soooo much skill”
“Other people need to L2P not turret engis”
^ This is what the people defending this sound like. If it isn’t obvious that the build is way to easy to work as well as it does then you really aren’t paying attention, or are just ignoring what’s going on around you.
Your argument is still.
“Turret Engi is easier to play than my build pls nerf.”
=/
@Saiyan, the last tournament lasted 3 hours… so a round robin is out of the question in terms of duration alone sadly. Otherwise this is a great idea
@Eyes, Thanks, I will try to remember to message you in the morning
Oh yea bummer lol… My next suggestion would be a mini Dueling Ladder Season but i’m not sure if people are interested in something like that.
If nothing else i’m all for this tournament.
If you message me please say more than the words, “Hi”. I don’t know if you’re wanting to join the guild if you don’t ask. 
Thanks!
I gotta teach all yall something because I keep getting idiots who don’t understand.
When you start match, both teams cap home and normally 4v4 at mid.
Well, after the people at home cap they go mid.
5v5 now.
If you got a teammate that has strong urge to go far and full cap…
This is what happens. Your left with 4v5.
Due to 4v5 your team will start to lose (around the time that teammate of yours gets the far node neuted).After a few seconds your team realizes they’re losing (due to losing the downed state game, enemy finishing rather than your team) and starts to bail mid.
You full cap far.Now the people at mid come and kitten you up at far or chase your teammates around.
Your team is now in a state of something called “out of rotation”.
Thanks to your efforts to FULL cap far instead of neuting it and running back to support your team, you have caused your team the game.
Because coming back from being out of rotation is very difficult.
So all in all.
Never full cap far, always neut it and go back and help your team, because its going to get recapped by the enemy anyways and all your doing is hurting your team with the teamfights.
Just because a node is open, oooh ya its nice to full cap….
In the meantime, your team is getting owned and you think your contributing.
Yup. All you contribute to is your team losing all the fights elsewhere because they ’could’ve used you’. Like the enemy just had 10% hp left and all you had to do was show up. The enemy has 2 guys downed and 2 of your guys are downed but they have 2v1 upstate and therefore win it… When you could’ve came in with all your cooldowns ready and stomp.
Stop kittening full capping far, if situation doesn’t require it. Greedy motherkitteners lose games.
Just to clarify, he’s not saying to not go far at the very start of a match.
Bottom line is, don’t take time to full cap a node when your team is obviously getting handicapped elsewhere.
(edited by Saiyan.1704)
1v1 isn’t necessarily flawed, only the matchmaking is; how the Tournament is originally set up.
What makes some one a good Duelist is if he wins the majority of his fights.
The issue is, if you have 16 people in the tournament, one player will only be able to fight 4 out of 11 other people. In other words, a person could very well lose against 11 people and win only 4 games.
Tournament needs to be on a Round-Robin system.
How long did last tournament last? I estimate a Round-Robin Tournament will last between 48m to 1h 30m depending on game duration and # of rounds.
It isn’t just rangers. Every targeting skill in the game works this way. Working at intended 
You’re a thief dude, evade it.
All honesty, the “best duelist” would be govered by comparing ‘odds of losing’ with some one else.
A person may be able to kill Rangers Mesmers and Warriors but have issues with Guardians, Engis and Ele’s.
Currently there isn’t a proper measurement to determine this… gee wish we had one.
I’m probably top 5 yup o_o
Slick shoes is needing a nerf even before future stab changes. It will have to toned down.
No
yes
Not to shout Guardians with SYG. Like every other aspect of this game, it’s OP of you let it be OP. Slick shoes isn’t OP, just annoying.
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The Guild had its first 5 Guardian sucess run back in late October and was super fun! Especially when we all ran full zerkers. No team predicted our burst potential :P after inactivity due to other interests i’ve started recruiting again.
If you live and breath Guardian the Guild tag is: [ÆGIS]. With the Guardian’s Shield being the emblem. The big shield makes for a great signature stomp! Just saying!
Add or mail Saiyan.1704 in game for an invite.
Never need to Rep if you don’t want to!
The Guild had its first 5 Guardian sucess run back in late October and was super fun! Especially when we all ran full zerkers. No team predicted our burst potential :P after inactivity due to other interests i’ve started recruiting again.
If you live and breath Guardian the Guild tag is: [ÆGIS]. With the Guardian’s Shield being the emblem. The big shield makes for a great signature stomp! Just saying!
Add or mail Saiyan.1704 in game for an invite.
Never need to Rep if you don’t want to!
Thanks!
(edited by Saiyan.1704)
For brand new players (listed in order of easiest to hardest):
1. Turret Engineer
2. Ranger/Warrior
3. Necro
4. DPS Guardian
5. Other Engineer specs
6. Elementalist
7. Mesmer
8. ThiefFor players who already know the game decently well mechanically/rotationally (easiest to multiclass and be effective high tier):
1. Warrior
2. Engineer
3. Elementalist
4. DPS Guardian
5. Ranger
6. Necro
7. Thief
8. Mesmer
Might as well list the Meta…
Utilities
1. Tool Kit
2. Cleansing Fire
3. “Shake it off”
4. Shadow Refuge
5. “Stand Your Ground”
Heals
1. Healing Turret
2. Signet of Restoration
3. Healing Signet
4. Withdraw
5. Shelter
Elites
1. Supply Crate
2. Glyph of Elementals
3. Battle Standard
4. Basilisk Venom
5. Renewed Focus
Saw the words “leaderboards” and stopped reading.
The current leaderboards isn’t skill brah. It’s a broken system at the moment.
The nerf to might did ABSOLUTELY NOTHING except hurt builds that were already suboptimal trying to use might.
Eliminate doom sigil from the game entirely while you’re at it. And all of the other passive/on crit garbage that you introduced like torment sigil.
Thnx.
More things that are actually balanced like sigil of paralyzation or sigil of force, sigil of accuracy, condition duration extending sigils, etc. would be nice.
Can you post a video of the game, along with your build? If you’re having trouble we can help tweak your build and playing strategies.
Rule #11: Always rush Lord at start while leaving your other nodes uncontested.
I absolutely agree with you Roy. I just don’t think Anet wants to go this route because they think it’s a “restriction” to players with unlimited time on their hands.
The system I propose caters to both extremely high Rated players playing fewer games, and players with incredibly high amounts of games played. It actually forces high Rated players to play a couple more games; in order to, keep up with players who have unlimited amounts of time on their hands. Except their Rating is so high, they don’t need to grind.
Assuming the system goes well, it promotes players, with unlimited time on their hands to grind in more games and keep up with the Johnsons; players with high rating.
I just used win rate as an example of some one’s MMR level (which is really rating). It may have been confusing when I used the words rate, or added win rat/ratio, in my example leaderboard. I know win % doesn’t mean a person has high MMR (rating)… i’m not entirely sure how MMR or Personal Rating, whether they’re different or the same, is calculated.
Win Ratio != Skill
It can’t be emphasized enough.
In a system where players are matched with and against other players of roughly equal skill, win ratio should be close to 50%. If a player has a win ratio significantly higher than 50%, then that player is constantly fighting much lesser skilled players and is probably below his or her proper rating. The exception to this is the very top of the rating distribution. Those players have few opponents of equal or higher skill and they end up fighting weaker opponents more often.
Basing a system on win ratio further assumes that across all games played by a given player, the average outcome or value of a game was 50% of the possible points (winning every time). However, if a players has more matches which he or she is expected to lose than matches which he or she is expected to win, the expected win ratio is below 50%. It doesn’t mean that player is worse than what their rating says.
It’s as simple as this: (1) Player A is pretty bad, but he plays against other pretty players and wins 50% of the time. Player B is above average and plays against other above average players and wins 50% of time. They have the same win ratio, so based on your logic, they must be equally skilled. That’s the same flaw in the current leaderboard.
So your argument is extremely confusing because *(2) you’re mis-using the term “rating” or “match-making rating”. * Rating is a value for each player that reflects their skill level. It adjusts up or down as a function of the player’s rating in comparison to their opponents’ rating, with “upsets” yielding a larger rating adjustment (Glicko2 is more sophisticated, but has the same basic idea).
(3) What you maybe want is a system that adjusts the current leaderboard point matrix with the rating of the players; games between higher rated players award more points for a win and deduct less points for a loss. In theory, this allows both time and skill to be valuable.
In practice, it really (3) depends on how correct ratings are and how good match prediction is. You need to balance the top players who play less frequently with above average players who form a team and farm in off-peak hours. I can tell you now that both of those have issues: rating fluctuates too much for unknown players (RD’s initial value is probably too high); the prediction outcome uses average team rating when in reality a significantly worse player has a much larger negative influence on victory compared to his decrease of the average team rating.
I absolutely wasn’t basing a system on win ratio not at all. Just a player’s own personal rating that identifies a person’s “skill level” best.
About Bolded highlight (1)
My statement from my original post, “Two people with the same 50% win rate does not mean they have the same MMR.” I meant they don’t have the same skill level or personal rating. I agree with you.
From your example, my logic suppose to state that player A and player B are Not equally skilled.
About Bolden highlight (2) & (3)
You’re right i’m completely confusing the two ratings, which probaby made my original post even more confusing… my bad.
But you hit the nail on the head on interpreting what i’m trying to say. I agree completely about how correct ratings needs to be, as well as matchmaking predictions. That was the thought I had when making my original post. It’s what we’ve experienced with the last test ladder.
Again sorry for the confusion. That last part you just said, is what I’m trying to say :P
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I highly recommend utilizing keys
Q, E, R, T, F, Z
Shift+ Q, E, R, F
Easiest Shift Keys
Shift +E and Shift +R
Good Luck!
Not quite the case.
All intensity stacking conditions operate on a first-in, first-out priority system. If you have 25 stacks of 2k condition damage bleeds on something, the 0 condition damage idiot that applies a bleed will shove off the oldest bleed on the stack, even if it would do massively more damage.
Duration stacking conditions are a bit different. The most recently applied iteration is the one that ticks. The other stacks are “on pause” until each one applied after them runs its course. However, there is a key difference with duration stacking in that once the stack cap is reached, it’s the newer conditions that aren’t applied.
That stack isnt a static effect. A person with higher burn damage Will overwrite a person with lower burn damage, regardless if the lower burn damage user was first on the stack.
Nope. Most recently applied burn/poison/fear is the one that is ticking. A random 0 condition damage Guardian will delay a 1.8k condition damage Dhuumfire proc for a second or two (assuming passive VoJ activation).
I’d link video evidence, but it’s a pain to find on YouTube.
Holy kitten you’re right. Just did a test and higher burn damage doesn’t over ride the lower burn damage… rather, it’s in order of application…
This whole time I thought it was the highest damage gets applied first…. instead its which ever burn that got applied first, procs, until it ends. That doesn’t make any sense =/
(edited by Saiyan.1704)
How the leaderboards ranking currently is or should be
(MMR) = A
MMR should be governed by how many times the match predicted your team’s points. Losing by 300, 400, winning, etc.
Example: A person who constantly losses with his team’s end score being 300, will have a lower MMR than a player who constantly loses with an end score of 400.
Two people with the same 50% win rate does not mean they have the same MMR.
(Current Leaderboard) = B
Rank is tallied by how many points you earned in a match. The issue with this, is that there’s no cap on the amount of games you play. People with a 50% win rate will naturally be a higher rank if they play more games than others. They’re guaranteed to earn more points, regardless of MMR. If he has a 50% win rate, he just needs to play twice as much to have a positive earning in points. If he’s less than 50%, he needs to play even more games (more than twice as much) to have a positive growth in Rank points.
Or the player simply needs to break even and not lose any points.
There needs to be an equation where
A (MMR)
Directly effects
B (Points earned in match)
= Rank points.
I’m no mathematician or savvy in statistics, but if there was a proper equation, the leader board will show up like this.
Just as an example
Current Leaderboard
Rank____Player______Won/Loss___Win %
600————Joe.123———50W 50L———- 50%
999———- Bob.123———30W 0L———-100%
New Leaderboard
Rank____Player______Won/Loss___Win %
600———- Bob.123——30W 0L——100%
700————Joe.123——50W 50L——50%
Below is what the recommended ratio should be
As you can see, personal MMR takes a bigger effect in the new leaderboard. If a proper equation between MMR and Points Earned in a game showed this effect type, we’ll see people with high win % (or not high, but high MMR people) on the top 25 leaderboards.
The ratio should be this
100 games played at 100% win rate
(obviously extremely high mmr)
=
400 games played at 50% win rate
(Average to below average MMR)
I grabbed that ratio from the end of the last seasonal ladder. I believe Backback ended the season with 97 games at 100% win rate.
I don’t remember how many games the #1 ranked player had this past season, so I used 400 as an example.
(edited by Saiyan.1704)
They’re not the best. They just sync very well together. Alone, they very much suck against certain classes.
In fact, cele war + cele d/d ele will do terrible vs two condi spec classes or any other classes that counter them 1v1.
Slow + taunt = you’re dead if you get lured in Necro Wells.
Revenant + Necro = ggwp plsnerf kthx
I don’t get how it hurts pure PvP players? If literally all you did was PvP before, you can still do that. You’re getting more things that allow you to PvE/WvW if you choose to, but nothing forces you to. They remove barriers and you’re making it sound like it’s a bad thing. PvP players can make gold now, can actually level a character to 80 if they want to but nothing is forcing you.
See, this is what I said you were going to say. Your position is not very empathetic because you neglect to consider what it is that a PvP player wants above all else.
You don’t represent all pvp players.
Stop it.
Just stop.
Taunt should be an Adept trait on the Valor or Honor tree, effecting our F1 Virtue because it’s mainly single target anyways. While everyone else, like Eles, should be a grandmaster trait in their Earth (defensive) tree.
It should come easier to us since, you know, we’re Guardians.
Not quite the case.
All intensity stacking conditions operate on a first-in, first-out priority system. If you have 25 stacks of 2k condition damage bleeds on something, the 0 condition damage idiot that applies a bleed will shove off the oldest bleed on the stack, even if it would do massively more damage.
Duration stacking conditions are a bit different. The most recently applied iteration is the one that ticks. The other stacks are “on pause” until each one applied after them runs its course. However, there is a key difference with duration stacking in that once the stack cap is reached, it’s the newer conditions that aren’t applied.
That stack isnt a static effect. A person with higher burn damage Will overwrite a person with lower burn damage, regardless if the lower burn damage user was first on the stack.
(edited by Saiyan.1704)
Taunt would be nice to have in; say, on one of our virtues or Shout skills, but it really doesnt make sense for a Guardian. We’re not a manipulative class.
It makes more sense for Mesmers, Warrior and Revenant to have taunt instead.
Edited
“Taunt is an effect that will force the taunted player to run at their target with their skill bar locked, minus stunbreakers, and only use their autoattack skill to attack.”
If this means the Taunted person attacks the Guardian instead of that target attacking your ally, I see maybe having one taunt type skill.
(edited by Saiyan.1704)
It sounds like they’re adding adding “Boon Resistance” to Skills that make you “Invulnerable”, “Can’t be effected by conditions” etc.
SY absorbs party member’s Conditions, it doesn’t make you invulnerable in any way. It would be silly to give it a big buff like Resistance. Then again, Anet could just say,
“Hey, let’s buff this!”
I wouldn’t be surprised if they buffed alot of our skills so we don’t fall behind compared to everyone else.
Our Elite Focus is getting a 2s Resistance Boon. It would be cool if our Shelter did too, but I doubt it.
Going to add you in game. I’ll duel you in PvP and WvW if possible.
I’ll just leave this here
https://www.youtube.com/watch?v=a4SCTbUfVdc
In case you missed it. He’s saying there’s deliberately some unbalances between two distinct classes in order to provoke creative play. A class may win in a 1v1 vs another, but group composition can balance that out.
The question is, what kind of group composition + creative play balances a full Cele sustain team? I have a few composition ideas myself that i’d like to try.
(edited by Saiyan.1704)
Not all stories need to be about players fighting players mate. You’re wanting PvP to mean something in PvE?
The mindset of a PvE player… figures.
True PvP players could care less about some PvP “Lore”. It’s about how balanced the system is. It’s why the game is the way it is. And we’re all thankful for it
As for gear, look in your wardrobe. It’s all still there.
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