It wasn’t a bad idea at all. Just something that would be unfortunate to implement at this time. You definetly did the right thing by bringing it up though. If you come up with another method. its worth posting it in the future.
Aval Im afraid that would change quite a bit more than just making it look realistic. Rapid fire kills through saturation. Its why its almost as effective against guardians as it is against mesmers. Thanks to its 10 arrow attack it can take a block or two and only lose 10-20% of its damage. This is vital against things like meditation guardians or even any guard running a focus offhand. Being able to continuously hit a target is a method of chewing through active defense. Going for realism on this skill would MASSIVELY increase the potential damage that blocks,dodges,and blinds,projectile destruction,as well as LOS would negate.
I could see this change being made as a BALANCE change later on (not in the current meta however. At high level play a ranger is STILL considered nothing more than a free kill or something to be ignored) if the meta switched to a setup where longbow rangers actually NEEDED to be toned down. As it is though they probably wont be balance changed that drastically due to the massive amount of counters available to stopping ranged attacks.
For the sake of realism however. I think youd end up killing this skill entirely in the current meta against some of the only top end builds it actually works against. I dont think realism is a good reason to make this change.
Haha while i see what you mean. At the same time im leery of it.
Does it keep the same animation speed? If thats the case the arrows are actually gonna come pretty far apart from the perspective of the person shooting and hte person dodging it. It loses a large amount of the saturation style damage it uses to kill atm.
Does the animation shorten? If so that runs a VERY high risk for the ranger AND the target. Probably more so the ranger against certain classes. And VERY much so for certain builds/classes getting hit by it.
Evasion thieves will pretty much stop being afraid of rapid fire except in ambush situations if we shorten the animation to match the new arrow count. However clases like mesmers which rely on getting up clones or using an ability to get into stealth might end up getting absolutely shredded by thsi if there dodges are down. Rangers in general will have a very hard time landing attacks against people with vigor. Its already difficult to kill in todays game against people with multiple gap closers. Rapid fire is as awesome for us right now as it is because it lets us deal damage while there closing the gap. Where before it simply didn’t do anything to most people as they closed on us. And with a further shortened cast time with less arrows but same damage we run the risk of once again being helpless against anything with a dodge.
What I think your suggestion would do is on one hand turn the skill into something that simply wrecks a very small number of builds but on the other hand leaves us open to the vast majority of builds that have access to vigor,invulns,reflects,absorbs, and gap closers. Im not certain that would be a fair tradeoff for rangers in my experience.
I don’t visit the forums too often, but was just curious.
Are there any changes in balance coming to Rangers?I don’t want to be THAT guy, but come on.
Don’t give me the git good speech.
I play Ranger – and at lower lvls…it pew pews. But at upper level soloq – it’s not in a good state. It needs help.
They are very easy to shut down. Skilled players in soloq can shut them down fast. Power Rangers can carry in lower level – but in upper levels, they often times need to be carried. Their positioning has to be near perfect and has little room for error in upper level Soloq. They can never turn a fight around like an Engie or Ele or even a Turret.
I still use the longbow on my ranger but I stopped running the glass setup recently. I use it now more as a long term weapon instead of that quick spike. Mostly because of how easy it is for things to go bad when your a glassbow. And when they do go bad its usually completely and VERY quickly.
Reggado theres more than one way to stop a rangers burst.
Guardian WOR or SoA or even sanctuary or shield five.
Necro Fear or corrupt boon if there using stability to eat it.
Corrupting a ranger if there using RAO for the stab is pretty much an I win button on its own. Mesmer reflects/invulns.
Thief shadowstepping behind the rangers or stealing on the ranger cancels the skill as long as the ranger is moving. Warrior endure pain + high mobility will have you in his face in moments.
Celestial engineers pretty much counter rangers unless the ranger us using a condi build with a pretty high level of skill.
Dagger Dagger ellies have little to nothing to fear from Power rangers OR condi rangers as long as they stay calm. And Sc/F ellies can burst even faster than rangers can.
And all this isn’t even taking into account LOS. Many classes have mobility skills. Which can be used to dodge ranger bursts on nearly every PvP map in the game. Hell on maps with terrain high differences simply standing almost directly under him will break LOS.
If your having a problem with rapid fire in particular (lb 2 btw not 3) Its either because that ranger has gone ABSOLUTELY all in on that one burst (meaning in order to pull it off hes blow 2-3 cooldowns and 5-6 traits just to make it happen) in which case hell YES it better work….(remember how kittened off thieves are when there steal bugs? It used to be that rapid fire simply wasn’t even worth ATTEMPTING to use much less deal with all the issues involved) OR you need to start using the map more…Longbow ranger is one of the few builds where the ranger is fighting using the terrain as much as the weapon. Not saying that makes it significantly more difficult for them 90% of the time. But it makes things akward when there fighting people that know how to use that to there advantage.
In WvW Trapper is overpowered, don’t know about pvp (cause lack of trapper rune)
But your suggestions are more than overpowered for wvw and pve. With the curre t condition damage you can easily kill 2 enemies plus guarding npcs at one time. So your suggestions must change traps pvp only.My suggestions (for wvw and pve at least)
Move Trapper-traits to survival
Give us Underwater trapsTrapper overpowered in WvW?. How? You can’t run uttilities and traps aren’t the best choice to put condis on enemies. How exactly are traps overpowered?.
I’m not saying they’re a complete disaster or boring, but far from OP compared to other builds / classes.
I think hes refering to the runes in particular. Which really cant be said to be overpowered except as a method of getting from point a-b safely and quickly. Yeah in that case its OP as hell. But as far as in combat goes id say its more ANNOYING than OP.
Correct me if im wrong. But isnt supply crate considered an almost I win button by most engis in 1v1s? To the point that its considered cheap to use it on dueling servers?
Id honestly prefer to keep trap traits in skirmishing to be honest. There not a condi only utility. And them being in skirmishing makes them more available to certain power builds as CC options (As I said in my previous post I use spike despite being a power build) If they were in wilderness survival..I doubt id be able to bring them as easily. Becuase id have to give up alot of precision to do so…..or go condi ranger. A playstyle I find just a tad too easy to win with.
The only thing id prefer is that traps actually fealt like traps. Right now I almost never use htem as traps. mearly as on point condi barrages. VERY rarely will I throw one on a choke out in hte middle of nowhere to slow down an enemy that might pass through it.
Even then it doesnt really FEEL like an “oh kitten” moment to get hit by a trap. Theres little impact to it other than a bit of annoyance. Its only in the condi based builds that they really seem to have an imapct.
So if any changes should be made. I feel that having stepped into a trap should very definetly be an oh kitten moment. Either by upping hte damage of the traps. Or making the effects more “you stepped in it your stuck with it” atleast in part. I dont mind if that means they take a second or two to put down. Or if there cooldowns have to go up a bit.
Of course thats only my opinion. I use spike trap as part of my personal build and it does its job (barely)
I actually havn’t played my necro in quite awhile because of this. I can play nearly any spec with a decent degree of success but the only one I actually enjoy is Minion Mancer. But as long as the pets don’t even respond. I cant reliably even come CLOSE to killing the celestial builds that rule the meta at the moment. No matter how experienced I am or how fast my reactions are or even how well I can chain my skills together to maintain debilitations. None of that matters except against the worst of opponents if hte pets themselves dont work.
I have to say one thing I would like as far as conditions go is the ability to further “specialize” into each classes specific condition. We have two cases of this already. With the ranger and guardian being able to buff there poison and burning respectively. Not to mention the ever popular terror for necros
Id like to see these things spread to other classes and even become amplified for class specific conditions.
For example a specialized poison rangers poison no longer being able to be fully cleared. If each condi cleanse applied to it merely cut it in half or took a flat 5-10 seconds off its overall duration.
So a ranger relying on poison primarily would be able to maintain it against his opponents. Or if a burn guardians burning stripped a boon whenever it was cleansed. Or a mesmer who used a potential new trait to spec heavily into confusion no longer had a duration on his specific confusion stacks. With them only dissapearing when consumed by an attack or cleansed off. Or a warriors bleed having a unique effect when the warrior attacked such as applying a stack of vuln or might when the warrior hit a target with his bleed active.
I feel giving each specialization of conditions a unique effect and role would go quite a ways to making them more versatile and useable.
Were already heading that way. A Hybrid guards burning will almost always be the one with priority. Same with a poison ranger. I’d like to see that take its full effect in this game at some point.
There alive yes but there chemical composition is DEFFINETLY different from more fleshy life.
As for evolving his minions we have seen different variations of mordrem. Each one engineered to a specific role. Even in the same “species”. I imagine it wouldnt create a specific unit capable of immunity to toxin…or alter his minions as a whole to a s pecific toxin…until his instincts told him that a specific situation was a threat.
Weve already seen he can make creatures resistant to physical damage. As you said hte husks are only vulnerable to conditions. However tehy aren’t any more vulnerable than any other creature. As far as I know they take more condition than physical But they dont take extra.
As for poisoning the heart of the poblem. I have to assume you mean getting to mordremoth and somehow injecting a toxin in a vital organ (we still dont have ANY examples of Elder Dragon organic structure yet only guesses). Which sounds fine in theory but lets keep in mind out effing MASSIVE these things are.
Someone posted a video of zhaitan recently (who as far as I know was a rather small elder dragon) and at the end it shows his size in comparison to the human average.
As of yet thought we don’t know how big the core body is. what we DO know is that he has tentacles stretching across the entirety of kryta. That means the core body must be massive in order to sustain that.
So wed either need a MASSIIIIIIVE amount of poison. Or find a smaller amount of a super poison (still a large amount simply to make sure theres enough to cause widespread damage) and somehow get through the most likely very kittened off dragon to somehow reach into a hole and inject it.
Only issue I have with biological warfare is even if we find something that works originally it might not work after a few uses. Mordremoth could simply mass produce his minions until he found a way to make htem resistant (similar in the fashion of evolution in insects to resist pesticides only forced)
What would we target? Do we use something to try to prevent there breathing? Do mordrem have lungs?
Do we use a nerve agent? Do they even have something that humans would recognize as a nervous system?
Theres alot of unknowns about dragon minions. If we use a generic poison (Insert weedkiller x thousand here) they may just find a way to turn it back around at us. I dont wanna use something on them only to find out they can now produce it in there bodies and spit it at us.
As far as traits go in TPvP for longbow Read the Wind is almost mandatory. I cant remember the last time ive seen a ranger not use it. Mostly becuase with out it over 50% of your arrows WILL miss if your going for max damage.
I dont pve as much with my ranger however so I differ to ArchonWing on that.
I…could be wrong…but I think he wants it instnat cast WITh two seconds of invuln…..holy kittening kitten no.
Honestly Im fairly happy with all of the shouts except for Guard and S&R
Guard should IMO Confine hte pet to a specific area. Restealth the pet whenever its not in combat. and give it protection as long as its in that area. I also feel it should temporarily increase the leash range. The idea would be that you could leave the pet in a choke to suprise and slow down passerby’s while fighting on another point. As it is now though. The pet does ANYTHING except guard the area its tasked to.
As for Search and Rescue. I have little to no problem with its mechanic. However I feel it should find a target aroudn hte PET not the ranger. (No point if bringing search and rescue if your using a longbow) Also the OBSCENELY long cooldown it has on something that isn’t a guaranteed rez (its seriously as long a cooldown OR LONGER than other INSTANT rez skills) I meen its a rez skill you can KILL for crying out loud. Let us use it reliably atleast.
Looking forward to a season 3 as long as they keep expanding it. This last season has been a massive increase. As long as they keep improving it. Ill keep waiting for the next update.
Honestly sinse each dragon has two spheres of influence (zhaitans being death and shadow I believe?) I wouldnt be suprise if we have to kill them in both spheres of influence. maybe we killed his control over death and one day in the future he recovers and we all get stabbed by shadow spikes from our own shadows…Imagine that at hte moment of mordremoths death. Everyone is celebrating and BAMB. All the destiny’s edge members get a shadow spike throw the chest.
Megastorm I today started testing a 60206 build. Taking reduced cooldowns,fiery wrath, and + SP damage. However in the virtue line I took no only hte SW trait but supreme justice and amplified wrath. Using burning in this build is mostly due to the 17% damage increase I get on burning targets. So far with a soldiers amulet it wrecks kitten while still being tanky. I havnt fought a few builds however so I cant say itl work for all of them.
Having the burning being focused on me made it easier to use my SWs as burst platforms instead of the pseudo me’s I had them as before.
So far it works better than my previous 64202 Setup.
Ill be testing to see if amplified wrath will work better instead of spirit weapon damage. Although I have a feeling that will only work better in WvW and PvE areas. Where spirit weapons need to be used for there immediate effect instead of relying on them long term like you need to in TPvP.
Mob aggro (with some specific differences) Usually tagets High Toughness. then high vit. then others.
Its based also on what its ability to reach its prefered target is. (A crippled target will prefer a closer mob). if you want to keep the mob on your pet make sure it stays slowed. Also make sure the pet has enough toughness more than you to make a difference.
In the case of the undead. Theyv been known (especially in the explorable arah paths) to prefer to attack lower health opponents. So they tend to gang up on targets that are in range and have already been hurt by something (Its why its been known for people to die EXTREMELY quickly. One gets hit by a mob and theres 3 other mobs and range and they all go OOOH EASY TARGET and hit him simultaneously) or atleast thats what has been noted before.
Mostly just using a high toughness pet like a drake and keeping hte target crippled while your at range will help to control the agro. Unless that mob is like the undead or certain bosses and has different agro criteria. Tanking is possible in this game. But requires more and different things to work. Largely isn’t worth the effort involved in most peoples eyes due to the 100% defense mechanic in the game (dodging,aegis,blind etc..)
I use a SW guard build (64202) to reasonable success. Soldier or celestial and flame legion runes. Works decently against the build I specifically want to be able to kill (cele engineers…god kitten tired of nades). However it definetly has some key weaknesses. Evasion built thieves are one of them. However it wrecks other thieves. Its honestly a really wierd build…. And thats after a year and a half of playing it so id say I have more experience with the build than most.
My biggest issue has been ironically fighting meditation guards. They have enough stun breaks and self heals to eat my favorite combo. Despite the fact that that combo lets me fight fairly evenely even against D/D ellies u.u
(edited by Shadelang.3012)
Its been working pretty well for me. Im in an area though where alot of new teams come through though while there farming rating working there way up to the rest of the teams. That means every now and then one comes like a bulldozer to mess up the rounds.
Other than that though I have had very little to complain about.
Probably warriors. Out of all the classes I fight regularly warrior is the one im least afraid of. Because they largely all fight in the same patterns. Once you know the patterns it isn’t difficult to avoid they key attacks. Outside of that condi warriors tend to be the only dangerous ones. When I see one on my team its like (well HES gonna get kited to death)
It can work as long as you never expect to truly zerg with it. Ive had alot of success as a roamer both solo and with some others using Spirit weapons and a celestial set. Picking your fights is gonna be pretty key. Dont fight a group larger than 10 with it. If theres more than 10 people the random attacks will quickly take out your spirits before they can help.
I still wish that ANET had left them immune to physical damage and instead make them really weak to condi damage. Kinda like how turrets are weak to physical damage unless traited and immune to condi damage.
lol maybe so so you say theoraticaly sword comand is just for vulnerability and burning ?!
instead of med or shout which are much much better?!he try to contest the point so i kept the range most of the fight till i saw him pop all his skills and burst him with my GS
i AA first so he used his shiled after 3 attacks and when i came close he use GS for aoe and blind but in between my pressure with haste put him below 30% hp so he needed heal and vurtues i guess or he panicced
Oh im flat out admitting hes was an idiot. He could EASILY have left the poitn and nuetralized you to take you out. Especially if you were the only one there. That he didn’t shows hes inexperienced with the build and isn’t comfortable with 1v1s yet.
As for sword command. Its a short cooldown AOE attack with a couple thousand raw damage as well as atleast a thousand damage in burning as well kitten long lasting stacks of vuln. Heck yeah you use it for its effect. Especially when your trying to burst someone down before they can get out of the wall the hammers knocked him into.
yesterday in some spvp i fought a spirit guardian while i was on my power ranger
i was so glad to see it
bad thing when he killd me while it was 1v3 he jump on my corps and miniute after on 1v1 on a point he was dead in 10 sec (i never jump)anyhow i noticed few things
1. he “burns” all his blocks/immunitiy/blind/heal to early as he couldnt handle my pew pew pressure from 1500-1200 range
2. his spirits hardly touched me or even do significant dmg (i was zerker)
3. as he used spirits he hasnt had any defensive utilities like meditations to help himi did some 1v1 with friend while i run spirit build and yes it hard to play with it
even if i put my defensive weapon mace shiled scepter so my spirits will be free to do dmg – so against every class i was killed .and if i were more offensive i asked why to use spirits at all
Mate. Let me tell ya if he made those three mistakes he was a kitten fool. He should used the shield to weaken or block your burst and give himself aegis. Then he should have used a sword teleport to get into your face and swap for a hydromancy chill. Then use either gs5 or the hammer command skill to lock you in place so he could hit you with whichever he didnt do first. At that point a Symbol+ VoJ for vuln procs sword command for more vuln whirl to win all in about 3-4 seconds SHOULD have killed you or atleast forced you to burn a cooldown to survive.
If he popped his virtues early….I have no idea what he was thinkin >.< we need those oh kitten buttons.
Mate. Mounts will never be in this game becuase there is absolutely no need for them. It would actually be pointless to add them. The ONLY reason theyd be put int he game is as a money making scheme. Which would be extremely transparent and likely kitten off alot of fans.
As long as there is a waypoint system. And everything is withing a 3-4 minute walk of nearly any waypoint on a map. I don’t see mounts making it into this game.
Im pretty sure there called guardians because regardless of what utilities you use. What traits you have. Or how you play you ALWAYS 100% of the time have hte potential to protect an ally. Thats a guaranteed FACT of the guardian playstyle and often what separates a good from a bad guardian.
Im kinda suprised theres this many servers that don’t use player scouts. I know for a fact that there are commanders that even pay gold to dedicated scouts that stay around for a long time.
For the lower population servers I can understand that. But even then there are ways to catch “sneak attacks” audio ques being a big one.
To take that a step further Id love for towers to how a “warhorn” alert the npcs could blast when the area is under attack that plays a loud audio for any players in that quarter of the map. Would make more sense than the magical swords htat somehow get plastered on everyone’s map simultaneously.
Good to see you are slowly taking care of the hackers.
But isnt a cure better than removing scabs? Of course I’ve read this is an issue as the hacks are client-side and hard to track, but that just means you need to fix your client so it cannot be altered so easily.
As for the thief saying no fair I almost killed you, well they cannot look for cheaters when they are dead.
But again, the best way to find the cheaters is for you not to announce you are there.
Having your anet logo visible is like sending up a signal flare saying dont cheat whilst i’m here. But when you are gone, they are safe. Again this adds to fixing the client instead.
On fixing the client. Im not a programmer so I cant claim to know much about htat but I imagine if there was a ready fix they would have done so rather than go to this much trouble. As for hiding there presence. From what I understand the majority of them will still be doing that. These others are going to be like a giant sign saying “Hey…were here…don’t think this kittens gonna work anymore”
charr rangers seem to be a bit more common. It seems nearly all ogres are rangers as well. Id imagine charr and norn are hte most common sources of rangers. With humans and sylvari being up next. And asurans being the last (asurans tend to look down on anything primitive. They may not be able to properly form the necessary bonds with animals on a normal scale (player asuran rangers being hte exception).
I am PERFECTLY fine with god-mode gms. The only people that should be whining are the people worried about getting caught. The rest of us can continue playing. The only thing id say is have htem be obvious when there in the area.
Id honestly reccomend having the ol reaper skin come back for the 6-7 “hunting” devs (the one that banned people in gw1). That way theres absolutely no doubt the person there is a God-Mode dev and there looking for a cheater.
Other than that. kittening AWESOME to see you out there. Hope to see more of you.
This seems to be a glitch that happens when someone dies in hte middle of a movement ability (a leap or being pulled or knocked back. or falling) it causes them to APPEAR in a locationt here not. you usually stomp them if you swing aroudn them a bit until you get a hit and hten start your stomp there.
Whats happening is you want to stomp someone at ..l…… <—- this point but there hit by this glitch by dieing to burning during a leap and there actually back where they died at ……..l.. so if you stomp from the wrong angle you wont get them.
If this IS hte case. It happens very rarely. Ill usually see it once in 20 or so games. And its pretty much completely random. No worries though. Its difficult to rez them as well except by blind luck.
Do it. I dont even care how immersion breaking this is. This post honestly deserves it hahaha. Maybe add a facepalm mechanic to npcs for when male characters wearing it run by.
Gotta say I kinda like this setup. Im a solo roamer. Normally that meant id flip a camp once every 9-10 minutes or so and spend the rest of the time getting away from group roamers. It wasn’t terribly exciting.
Now however i’ve probably stopped over a dozen heavy pushes onto keeps and t3 towers since this change. Simply changing my normal path to get me close enough to towers to LISTEN for siege. The audio ques make stopping “sneak attacks” really easy if anyone is paying attention or even in the area.
This…..I actually have no problem with this. Whats described here is actually what I hoped gw2 would be from conception. When it bragged about how its mobs worked together to defeat players. I would LOVE kitten near everything you described. I doubt Id ever leave hard mode. It would also give a place where people like me that enjoy soloing very difficult content meant for groups could actually test themselves. It would also be a great place for PvErs that like group content to get the challenge many have been craving from the start.
I was gonna make a longer reply but realized it wouldn’t be of any use to the OP.
I will say that I assumed you were purposely ignoring the post I refered to earlier. As it’s a very common theme on these forums to completely ignore the posts that aren’t like. I ask that you understand that and if youve been on the forums often im sure you do.
Ill also say that my WvW experience on my server is significantly different from your wvw experience on yours. I found WvW to be nothing but beneficial to me in the long run. You did not. I ask that the OP DO infact try it himself and come to his own conclusion. The benefits to situational awareness in the kind of zerg fighting im used to are heavy. And they will come in handy. But if the OPs server does not have that kind of fighting. I could see how it would be unhelpful. However either way it seems like the OP has been answered in full as to his original question. I hope he finds whatever he needs in order to succeed in TPvP and I also stress that its going to take TIME and effort. It’s worth it though. Some of the most intense fights ive had in this game have been in the TPvP.
WvW isn’t the place to pick up the basics. You pick up bad habits from WvW. I know this because that’s where I played for the majority of time before transitioning into spvp.
sPvP and WvW are really different beasts under the hood. WvW is super power creepy.
If heartless is dedicated to becoming a better player he needs to understand making a crap ton of mistakes and learning from those mistakes is how every one does it. It’s like every game or activity in life you’re not good at, it requires time and practice.
Correct. In WvW you are basically just taking a ton of AOE damage and can’t see who or what is casting anything. This is ZERO help in sPvP. He has to play in sPvP learn what enemy spells look like and which ones he needs to dodge/ counter. He is new and therefore goes into PvP with an average MMR as a less than average player. His MMR will smooth out as he looses and will then be pitted against players of his skill lvl. This will require him to keep playing and keep loosing. Along the road to “smoother” matchmaking he should be learning what he did wrong, what they did to him, and how he can counter it. Wvw won’t teach him how to learn enemy spells or counter them. All it will teach his is how to avoid AOE and press his invul button and throw aoe himself.
Ghost. If he was simply being a typical zergling youd be correct. But a forward or a backline pusher HAS to know whats going on around them. They have to know what there targetting. How likely it is that hteyl kill it before they get focused by other backliners. Where the commander is. Where the rest of the friendly zerg is. And what cooldowns he has left to be able to make sure he can get away after his target is downed.
Edit: AGAIN though. I already said that each server probably experiences WvW differently. I should have taken that into my account in my initial post. I also like how you ignored my following post to him where I basically said the same thing Im saying here. Cute.
Alright. I think we had different WvW experiences. For me it was very much like 24/7 large scale TPvP. Lots of skirmishes and even the zerg brawls had multiple 4-6vs-4-6 people skirmishes around them. I learned far more about situational awareness there than I ever did after a year of TPvP (I started playing on release and hadn’t played much wvw for the first year or so) I can honestly say my wvw experience made me a better pvper simply because I had to know EXACTLY what was going on around me or I could die completely randomly and not know what the hell hit me.
I mentioned before the possibility being on different servers could leave different options. This seems one of those situations.
Other than that though it seems were in perfect agreement. Asking for AI based opponents won’t help him in any way shape or form. Neither will blaming the matchmaking. The only way hes going to learn is going to be by dieing until he finds out how NOT to die. Which will be after experimenting with and experiencing a lot of different attacks/combos/and situations.
That’s not how you learn to survive 3v3 or 4v4s in mid fights. In zergs you rarely need to rotate your skills properly. In spvp you have to pretty much learn how to use all your skills and when to use them.
And he isn’t at that stage yet from every single thing ive seen in his posts. I flat out agree what im giving him is incomplete advice. What he needs to do is get USED to getting whacked. he needs to know whats whacking him. What its doing to him. And How its doing it. A power ranger hits you differently than a power necro.
Once hes learned whats being done to him. He can decide what to do to stop it. He can start changing how he plays to effictively counter whats giving him trouble.
AGAIN I only suggested WvW Because I know that it works and he was obviously frustrated with TPvP at the time of his original post. Its a good place to pick up the most basic of basics. And that knowledge can be key for new players.
If PvP is something your serious about learning. I reccomend starting in the WvW zergs. If you fight on the outskirts of the zerg youl often get thust into quick 1-2v1-2 situations Itl teach you situational awareness as youl need to keep an eye on the murderball to know where you need to move. Youl also be able to learn the class mechanics of certain classes and there weaknesses as zerg fights tend to be over at the same speed as a 4v4 on mid. This is due to people casting there abilities very quickly in an attempt to quickly overwhelm the group.
This is horrible advice.
If you want to learn how to pvp correctly then spvp is the place to do it.
+1. WvW is completely different than sPvP. Look what happened to the WvW team that joined a sPvP tournament this weekend. They got curb stomped and they been WvW’ing for couple years now. Completely different game………..
Ghost I wasn’t telling him to learn the WvW style of fighting entirely now was I. I was telling him to learn how to survive sudden spikes from it. Which is common in WvW as when you get 4-5 enemies on you by random kitten all chance. Knowing how to survive that kind of situation helps ALOT during those mid fights. I know that for a fact. I reccomended WvW because he seems to be getting frustrated with PvP. And WvW will STILL pit him against other players while separating him from the game mode thats aparently currently doing more harm than good. Its different for various brackets I know. But on my server atleast theres alot more fights going on than PPT. And a zerg on zerg clash makes you learn FAST if your a side fighter like I am.
Your character level has absolutely nothing to do with your match making as far as I know.
Whats happening is when you first enter pvp your set at an (Average) MMR rating. this is to prevent experienced players from having to crawl all the way to the top from the bottom. Which is nearly impossible when the people at the top are still playing.
As a low experience player your getting hte other side. In order to reach the target area for you you are in fact going to be fighting more experienced players at first. There going to kill you. Use it as a learning experience. Get back in there and try to understand WHY you died.
If you have the awareness for it being killed by better players is THE best way to learn. As you try different thigns youl find some work and some don’t. Youl find X skill combo buys you a few seconds if you can get it to connect. Thats how skill and experience start.
If you still cant figure it out every heavy loss will put you lower on the leaderboard. Meaning the more you play the faster youl be fighting even opponents. Where youl be able to use the things you learned fighting stronger opponents to win. Coming onto the forums wasn’t the right move for you. If your serious about being good at this games pvp you should be in the game ACTIVELY PvPing. Not blaming match making for a loss.
In the long run losses don’t mean much. They simply put you back down to where you belong until your good enough to be higher. Its trying to find the right opponents for you right now. But none of it will mean a thing if you blame losses on matchmaking and not your own mistakes. Specially when the loss itself isn’t a big deal as long as you bother learning from it.
Spartacus I run a bloody SW guard on the frontline in zergs. Any guardian build can work there once you learn where you need to be on the fighting line. I usually put myself right past the enemies melee train and start wacking it from behind. With all there cleaves going forward my pets usually live a really long time and kill quite a few midliners.
Its pretty nice to have. Specially as it tkaes out a big chunk of retaliation damage. Which is effing MURDER on the greatsword in a zerg. Using GS 2-4 in a zerg is like waving your hands and screaming “I WANT TO DIE” if there rolling ret bombs. One of the downsides of having a multi hit reliant weapon. (no where near as bad as engi flamethrower one though)
With there low mobility I think theyd just get killed even faster even with more health. And one of the big boosts about them is that they synergise perfectly with virtues. Guaranteeing youl get he most out of htem even if another player isnt nearby (since boons apply to players first) If they were drop and forget I doubt theyd still be able to synergise properly.
As for there role. I use them primarily as a point defense method or using a striker method.
I wouldnt mind seeing the bows cleanse effect being AOE however. Infact I think thats kitten near mandatory before I use it outside of a cleric bunker build. The other spirits work just fine though. The only things I think need to be honestly changed are.
A. There cooldowns/uptimes seem to be really working against eachother in combat. Its difficult to know when you will and wont have them available.
B. Either having hte cooldown start on summon or having them be resistant to certain types of attacks. (If turrets are immune to condis I dont see why spirit weapons cant be more vulnerable to condio but highly resistant to physical attacks.) These would make them reliable enough in combat that I wouldnt worry about summoning one when it might not be up again 10 seconds later when that engi thats coming pops around the corner.
C. Possibly making them instant cast but with a summoning animation the same duration as there current summon spell. They wont be available for use any faster but youl be able to get the hammer out while being fear chained. Instead of needing it to be out BEFORE the necro hits you with the first fear.
Buff timer would be nice.
That being said the spirits still would have a few problems.
They die extremely easily when focused, you have to spent practically all your trait points to make them viable & unless you bring all of them you end up with decent sized gap times.
Then there is also the problem where if you do spec for them & bring more then one you end up being extremely vulnerable to CC, burst & conditions because of your lack of traits for anything else & lack of utility skills for anything else.
I agree with the issue of there low health. However there temporary nature fits into there immediate power pretty well. As far as the vulnerability to CC,Burst & conditions…yes and no.
I can’t tell you have many times ive simply stopped a CC chain or a burst combo with the hammer. Like straight up prevented it from happening. One well timed hammer smack is a gold mine of laughs. Its like a giant rod of “nope” comes flying out of hte sky the second they try to hit you. The shield with its on demand weakness and its ability to negate ranged attacks makes fighting gnade spamming engis and power rangers alot easier as well.
Id say were vulnerable to ambush more than burst. If we know were about to be in a fight were almost always ready for it. But if we get ambushed from outside our LOS it can hurt like HELL in comparison to other guardian builds.
heartless They do have the practice mobs. However those mobs also show in the limitations in the built in AI.
If you fight those mobs youl see that they have a rather limited number of capabilities. They can’t react at even CLOSE to the speed of a player. They had to compensate by giving htem the PvE treatment. Increasing there damage by ALOT forcing you to react to them. This causes them to be a poor method for teaching you how to react to a player and now there more a method of dps checking against a moving target.
In other words. learning how to fight AI with AI by your side would teach you some very bad habits that will get you absolutely wrecked by even a slightly experienced player.
If PvP is something your serious about learning. I reccomend starting in the WvW zergs. If you fight on the outskirts of the zerg youl often get thust into quick 1-2v1-2 situations Itl teach you situational awareness as youl need to keep an eye on the murderball to know where you need to move. Youl also be able to learn the class mechanics of certain classes and there weaknesses as zerg fights tend to be over at the same speed as a 4v4 on mid. This is due to people casting there abilities very quickly in an attempt to quickly overwhelm the group.
TL;DR I dont believe that learning how to pvp with a full AI field would do more good than harm to your play style. The limtied nature of AI would guarantee you fall into several set habits that you may not be able to train out of. Id reccomend zerg skimming and roaming in WvW to pick up the basics on staying alive. And hten coming back to pvp to work out the individual details.
Id get behind this. this is also the one pet that I think a “kill” button is kitten near required. When using htem its a gamble that you wont need it again for 40-50 seconds.
You have to wait out the duration. And then wait for the cooldown seperately.
My biggest issue has been needing to very carefully space out the summons for specific opponents in pvp. (Okay I need the shield for the engi with the hammer once hes low on health. I need to save the sword though for the warrior I KNOW will be following him) OR we get to gamble popping htem all in an attempt to overwhelm the targets sustain with a few moments of really high burst and stun locking.
Why are solo vs premades still a thing? I had a 6 game winning streak yesterday, which was ended by a (full) premade team of ~top 50 LB players. I normally wouldn’t mind losing, but this led me to stop q’ing. Not only do I have to play vs. premades, no, I also lost ranking points because we got roflstomped by them.
Solo vs. premades should – at least – always result in no ranking loss for the solo side even when they get roflstomped, because the current system simply discourages solo q’ing.
I imagine all those straight wins fluffed your score enough that that top 50 team was hte closest to your fluctuating MMR that qued during the time limit. I used to get put against premades ALOT but as I played more I get fewer and fewer of them until I go on a win streak like that. Then I suddendly get partnered against the teams with 4 celes on and and…well…its already game over then unless there really really bad at there classes.