LOL if people can’t deal with online posts by virtually anonymous people then they don’t need to be on the internet, they need more real life in their life.
small group i run sword/shield and longbow with rabid and apothecary gear stats, traits 0/20/30/0/20 with stances equipped, healing signet, and signet of rage.
can easily solo camps and absolutely melts most enemy players 1v1. i win 1v2+ very often with this build.
My GF has Triple B’s and they work better than this.
lol >.<
its not a solo Q build your teammates need to know how to benefit from it but in tPvP its really annoying which means its good
This is a PvP build but an even more powerful option could be used in WvW groups.
There are similar builds out there but none that I’ve seen are the same!
“perma” dodge (100% AoE vigor, signet of endurance, sigils of energy)
900+ HP/sec self-regen and 250+ AoE regen. (over 1k/sec regen with life stacks up)
up to 80%+ retaliation up-time (reflecting 400+ damage per hit). This is huge against DPS classes!!
perma swiftness, AoE
Revive master – increased toughness, reduced damage, faster revives, AoE might on revive, battle standard for AoE insta-revive
lots of CC – mace, shield, and sword
AoE condi removal / boon conversion
Summary
Extremely survivable, lots of team support, good DPS when you factor in retaliation, no major weaknesses except only 1 active stun break, which can be controlled by dodging or blocking stun skills
Pro-Tips!
Warhorn converts Fear into stability, which isn’t really useful on yourself since you can’t cast while feared, but is really useful on allies. When your team gets AoE feared, quickly use dolyak signet and warhorn and give AoE stability to allies!!
Pick up and plant banners again for blast finishers
After using battle standard, dont forget picking it up #2 gives AoE stability 4.5 seconds on a 15 second cooldown.
Increased retaliation uptime vs mesmers when you use warhorn to convert confusion into more retaliation
—Get rid of the defense “event” altogether
—Give bonus WXP and karma etc for killing enemies and enemy siege within XX distance of an objective
—Put white map swords on anything for 15 seconds when it takes damage
—Contest waypoints while map swords are up
—Contested waypoints are limited to 1 person every 15 seconds.
This means
-constant damage will never allow a waypoint to open up for a map blob to port
-people can still trickle in. after 5 minutes you could have up to 20 defenders ported in
-fake ‘taps’ will go away quickly
-there is more reward for defending based on actual success and not standing inside
-to keep a WP contested alone you must stay there and keep hitting it
I’ve had thieves downed 1v1 that come out of downed stealth ALIVE again
they had such high regen and low HP that they self-rezzed before it was possible to stomp
In the link I think you meant to choose Illusionary Invigoration trait, not Dazzling Glamours??
The best shatter mesmers I know of have said to avoid replacing clones because you’re wasting shatter ability / DPS.
I guess they know something most of you don’t.
This isn’t some “major nerf” there are just a couple specific scenarios that this will actually matter, and in those situations there are alternative tactics that you guys would all be completely used to by now if this skill always worked this way. So get used to it – unless you think complaining might make Anet reconsider. It’s possible, but you’ll do much better to explain specifically what it’s taking away than to turn it into some sort of favoritism claim of Anet petting their warriors while the mesmers starve….. that just makes me lol
Warrior can’t have everything.
An escape/mobility build is not good at killing things. Don’t chase them, they are specced to get away. Just don’t let them sneak up on you at a weak moment because it’s the only way they’re going to kill you.
Make contesting a WP require a certain amount of gate damage, instead of just a tap. This would mean either one person would have to attack it for several minutes, risking discovery and death in order to be successful, or a larger group, say a havoc-sized group, would have to do the job. It needs to take more of an effort than it currently does.
just make it shorter. you have to keep hitting it to keep it contested.
1. roll a norn warrior
2. make him glassy with signet of might
3. use berserker stance and swap to rifle
4. use Snow Leopard elite, #5, go invisible
5. exit Snow Leopard form
6. Pop signet of might and F1
UNBLOCKABLE INVISIBLE KILLSHOT
Omnomnomnom
Mesmers should be rated higher than Necro’s because of there utility:-
Portal, how many golem rushes can you have without portal? Also, how many keeps/sm’s has a Mesmer gained you by portaling an entire zerg over the wall?
Plus Time Warp, a few timed Time Warps half the time it takes to melt any door. Plus a well placed time warp in combat sure helps, 5 of your side with quickness for 10 secs.
Also you have the 1200 AoE stealth, invisible zerg surprises other zerg, result win.
Feedback is awesome, oh look at all those bow, staff, rifle, grenade dudes killing themselves.
A zerg can live without a Necro because they don’t bring anything special to the party. Well Mesmers certainly do.
I agree and disagree. Yes 2-3 mesmers are more important to a zerg than 2-3 necros, but 2-3 mesmers is usually all you ever need, whereas I can ALWAYS use more necros.
I think waypoints should stay contested for 10 seconds when hit. If there is continuous damage (ramming, catapulting, PvD’ing), it would stay contested.
However I think while a waypoint is contested, a FEW people should still be able to use it. Maybe 2-3 people per minute or something. The current mechanic leads to really “silly” tactics such as:
—kamikaze yourself to kill siege when timer is getting low, knowing you can respawn with basically 0 penalty
—spamming WP from other maps often puts you at Citadel if you don’t load quickly enough
—you work hard to get into a lord’s room only to have a ~40 man zerg WP onto your head at the last second.
my own thoughts are:
Eles and thieves have good downed skills because they go down so easily!
Mesmer down skill is pretty bad. I’ve seen it interrupt more revives than stomps lol
Ranger is great downed, still doing lots of DPS and 2-3 interrupts and a major heal. And underwater? Don’t even bother trying to finish him.
Guardian’s is great because it doesn’t require a target and is AoE, and because usually a guardian can make you use your stability during the fight, leaving you with none left to stomp with.
Warrior 2 skill sucks because it requires a target and is easily avoided, however if you don’t stomp them quickly, Vengeance is a really dangerous skill. Just yesterday I was fighting a 2v2 on point and all 4 of us went down lol. So I vengeance’d, stomped them, rallying my ally and myself. In the next match I went down and used vengeance to get 2 teammate revives before I died.
Necro’s is kind of same as guardian’s but I find it easier to evade somehow. That #3 well can do a kittenload of damage though. But for some reason I see a lot of necros not even using their #2 skill. I think they are assuming I have stability when a lot of time I don’t >.< (shhh)
Engineers…. well…. they’re so kitten hard to kill on point that I’m glad their downed skill isn’t also strong.
What bothers me the most is playing a toon that requires a target and being helplessly stomped by an invisible enemy, and when a thief shadow refuge’s downed players to prevent stomps. I know where the person is, so why does it matter if they are stealthed??? I should still get the stomp option when I stand on their body.
I am hearing roughly 10% reduced overall crit damage??? If that’s right it doesn’t sound like such a big deal. Actually a good thing the more I think about it.
But condi bunker does need to be reworked. Too strong 1v1, too weak in large fights. What Tongku said – there’s too much group cleansing and not enough individual.
I see the issue being that it’s a 3-way battle. 1st and 2nd place fight each other so regardless of who 3rd place hits, it’s a 2v1, meaning almost always the 3rd place/rank server is ‘stealing’ the rating points. The only times this seems to be untrue is when a server has recently become stronger or weaker due to transfers or another reason and the rating simply has not caught up yet.
As far as leagues go, however, the issue is largely that the cutoff for transfers goes all the way up until leagues begin, so the ratings being used are completely inaccurate as they do not reflect all the last-minute transferring.
The cutoff should be a few weeks prior to the season beginning, and there should be some sort of pre-season meta achievement to prevent “tanking”
No amount of NPCs will stop the enemy from mowing through your objectives.
The biggest problem with coverage is the MOMENTUM it creates. You may have equal daytime forces, but when the night leaves you 100% paper and supply-starved and the enemy is 100% fortified with endless supply, then even with equal numbers its not an equal battle.
This doesn’t even factor in morale, or the 3rd server’s behavior.
As a mesmer I avoided running deceptive evasion specifically because too often it replaced my phantasms with silly clones.
That particular change, to me, is very welcome.
Getting very rare skill lag myself in NA. Maps are rarely queued on my server. In large fights my FPS drops to almost nothing but actual delay on skill use is rare but extremely frustrating when it does happen.
Bad players should not be shunned away for fear of them rallying the enemy and skilled teams should not have that as an excuse to use if they wipe.
A larger group should not be given an advantage just because they can push “F”
I can’t think of a solution that involves downed state, thus why I suggest just removing the state from WvW and going straight to dead. It would defeat the purpose if you could still insta-hard-rez them so I suggested the OOC requirement and an auto-respawn timer which would prevent dead scouting as well as mesmers being rezzed through doors and/or by stealthed thieves.
I said banners would only affect NPCs because currently they affect NPCs and downed players, with no downed players, that leaves just NPCs. I didn’t suggest a change to banner just pointed that out. It would still be an extremely useful elite skill in WvW to rez lords with.
I wouldn’t mind a compromise, however, where players had a daily “rally” available, where once per day when dead they have 10 seconds to click rally and come back to life. It would have to be once per account I would think as per player may be abused.
Yea I have gotten poisoned at water camp from a treb and was still in combat and poisoned by the time I reached NE camp. And I’m a warrior whose condi removal is cleansing ire and apparently burst skills don’t clear condis if you’re OOC.
Rallying is not a good mechanic in WvW. It makes it so the few ‘bad’ players can too often determine the outcome of a battle, which is exactly opposite of how it should be.
Also, ambient creatures should not be saving lives.
If a downed state with rally has to be in the game, the penalties upon rallying should be much more significant such as all skills on CD or 50% stat reduction for X seconds or rallying with like 5% health.
This is just my own opinion so I do not mean any offense, to each his own. That being said:
I never understood the point of farming in a game beyond whatever is necessary to compete in the end-game. Repetitive mindlessness is a horribly steep price to pay for a virtual currency that for even the best farmers is worth less than minimum wage.
I really don’t want to see WvW become viably profitable. The last thing WvW needs is more people there for reasons other than competitive PvP.
When our scouts called out “Huge zerg going through ruins” and everyone started scrambling to positions. A few minutes later we saw them on the horizon and it looked like a huge blob.
We got closer and it was just 12-15 or so minion necros.
inb4 “old idea” I know this is not a new idea just my take on it
I think WvW would be much more competitive and intense if when you’re dead, you’re dead. To account for fall damage or silly scenarios maybe when you die you have 30 seconds til you automatically respawn, but during those 30 seconds an ally that is not in combat can revive you. If they get put in combat the reviving stops and your 30 second timer starts again. Only 1 resurrector at a time max.
Once dead and WP’ed to spawn, your downed penalty lasts 5 minutes, and downed penalty also now prevents WP use except for spawn WPs.
Warrior’s battle standard would still work on NPCs, but not for players. Your friendly pugs (rally bait) may die but at least they will not rally the enemy. When defending a keep it will no longer be a viable tactic to suicide with 30 seconds left on timer to take out siege – that’s a cheap tactic anyway. But that doesn’t mean defending will be harder because if you can pick off enemy players they will have no choice but to run back from spawn.
Currently DPS classes are responsible for most of the reviving by rallying them with kills, and that doesn’t make sense. This would make support classes much more important and create another way that a smaller group can gain an advantage on a bigger group through skill. Currently in 10v20 you can down a few and by the time you reset they are rezzed or bannered or rallied due to an NPC or pug. You can even stomp some of them but as soon as you reset with a water field they can flash-rez 2-3 of them back up with no trouble. You can farm a larger group all day without actually making the group smaller, and eventually they’ll just get into whatever lord’s room they want and cap it since a lord’s room is too small and extremely difficult to effectively fight outnumbered in.
As far as coding/resources all Anet would have to do is remove downed state, skipping straight from 0 health to dead, add a respawn timer that stops when being resurrected, restrict resurrecting to 1 person and require OOC, and then add a WP restriction to downed penalty. It’s actually not much work since rez notification, rez limits, WP restrictions, and OOC restrictions all exist already and are coded, they would just need to be applied.
Thoughts?
55 seconds? the skill says 15 seconds and cond duration max is +100% which would be 30 seconds.
either I’m missing something or this is somehow bugged.
you didn’t pick a guardian because you wanted to roam. if it’s your goal, guardians can be excellent roamers, but it will be your skill and experience that will make it so. I’ve seen very powerful guardians that keep up retaliation and burns, able to out-heal the damage they take including curing condis, and a big CC/burst to down their enemy when they get low’ish.
I’m not a guardian so don’t ask me the build(s) but it’s do-able.
The problem is +40% and -40% food are both available sure, but the +40% food is useful 100% of the time in all fights where the -40% food is a counter and not always useful. The player countering conditions is left at a disadvantage against a direct damage dealer, creating a rock/paper/scissors rotation. There shouldn’t be any +40% food but I think the -40% should stick around.
+100% condition duration is easy, and doesn’t require runes. To get max reduced duration it requires a full set of runes and still only -65%. When you build a direct counter to something it should counter it. Specifically I mean the durations should wash and end up with the condis lasting as long as their base skill is supposed to.
Our guild went into EB and drank ruminent tonics turning us into dolyaks, deer, etc.
I stayed in my mesmer form, we left the keep and saw an enemy standing at umberglade by the supply pickup. We gathered behind a rock on my portal and I mass invis/blinked over to him and opened the portal, and he was bombed by 19 farm animals and killed.
And we learned that in animal form you can stomp downed players.
FC numbers are growing.
Maybe your players are transferring here?
I love your enthuisasm Solstice, but it’s time this was said.
shhh it’s happenin, kitten
this thread is gross.
I spam AoE loot during combat constantly. I never miss bags except when inventory is full.
FC numbers are growing.
Maybe your players are transferring here? 
Idk I have been playing condi warrior lately and eating thieves alive.
not just making them run, killing them.
not trolling, season 1 was more competitive and non-intrusive meaning we still just played as normal but with a little more on the line.
NA bronze though. If you don’t like it elsewhere its your fault for staying.
It’s not more spammable than copy/pasting something. Team chat has no suppression. I don’t get why canned text isn’t a commander function.
It’s one button press instead of three, meaning you can spam it 3 times as much.
the ability to spam profusely exists already and is rarely if ever abused other than emotes sometimes which are easily disabled.
and if it’s a problem then have team chat 1 second between posts minimum
Bonz, let’s try to get more guilds on the list >.<
Orb, Dead, Yarr, OTD to name a few.
Welcome to Ferguson’s Crossing, version 2.014 Make it your GW2 New Year’s resolution to join a server that offers following and much more:
Match variety
Great commanders
Top shelf roamers
Communication
Fun
Momentum
Match variety – last 4 weeks we’ve faced 7 servers and they all put up great fights! Last week our matchup had 8+ lead changes. Eight!
Great commanders – We have a core of some truly outstanding commanders and no shortage of up-and-comers who are becoming more and more effective each week.
Top shelf roaming – It’s not a secret, FC has some of the best roamers you can find anywhere.
Communication – Our TS3 participation has been growing fast. We had about 20% in TS just a month or two ago and now I’m seeing well over 50% in TS. This is really helping our communication and our response times the last 2 weeks have left nothing to be desired. We’ve gone from outnumbered in our BL to queued in less than 5 minutes when the need was urgent.
Fun – We’re serious about WvW, but we know how to have fun too. From portal-bombing animal and quaggan zergs to guild groups with 25 stacks of ‘drunk’ to 52-omega golem BL rushes….. will our next omega zerg be led by drunken quaggans? Come find out!
Momentum – For almost a year straight we were in Tier 8, the bottom of the barrel, the “glicko ghetto.” As servers like AR, GoM, DR, and KN imploded, we stole their ranks for a 4th place finish in season 1. Since then we’ve legitimately stepped up our game and if season 2 started today, we’d be #2 seed coming off of two straight wins against the top seed NSP (who we’d never beaten before until last week).
We have a very strong NA presence, a couple dedicated guilds from Singapore/Malaysia/Australia, and some dedicated EU players as well.
Our “official” thread can be found at the link below including our community site, contacts, and guild descriptions. Updating is still in progress:
(edited by Solstice.1097)
Good luck guys! Thanks for keeping us strong all night long
It’s not more spammable than copy/pasting something. Team chat has no suppression. I don’t get why canned text isn’t a commander function.
Yes FC here and when our BL gets attacked we have to WP there to defend. There aren’t just zergs of people sitting there defending.
Our main group(s) have scouts in all maps. The group is not just responsible for a BL.
We normally have 1 EBG zerg, 1 more organized floating zerg, A 5-10 man havoc team, and 1-3 man roaming groups.. Sometimes more sometimes less but that’s pretty typical across all maps.
And this week in a fairly competitive match we held SMC with full upgrades for well over a day. We had to wipe a lot of zergs defending it, but that’s the great thing about SMC it attracts walking loot bags all day. The fights come to you.
@ Easterbunny – Birdsong’s value is limited to searching for .gif files, exciting nerds, and trolling.
Respecting his viewpoint was your first mistake.
I don’t even read his posts if they don’t include a .gif file because that means he’s being lazy.
what if dodge-rolling skipped this altogether so trolling wasn’t really an issue and you couldn’t really accomplish anything by standing in someone’s way?
as well as stealth and leap finishers.
Rally is a problem because the more people doing damage to someone, the more people with chance to rally on down.
To rally on someone’s death you should have to hit a minimum damage threshold. The smaller your group, the more average % damage you will be doing to players, and the more likely a rally. The larger your group, the less overall damage % you contribute, and therefore the less chance of rally.
actually we were hitting hills in NSP BL when we got called back to defend
yep thought about it interesting and i would be in favor but I can’t imagine it happening because performance issues would be worse and griefing could quickly get out of hand.
But coding-wise it would just be like a tiny ring of warding around every player without the knockback effect and stability cannot negate.
But what about ranged attacks? Would they still be blocked by your own players? can dodges, moving skills, stealth, etc get you past blobs?
another effective tactic is have 5 or so people with supply stack right by the wall that’s going down.
everyone else get up on the wall off to the side and mesmer drop exit portal. as soon as wall goes down the 5 people with supply pop stability and repair it up behind the initial force that pushes in. the group on the wall jumps onto the catas and destroys them and mesmer lays entrance portal to get back up.
the group that got in is hopefully wipe-able and the catas are gone.
in most cases a lot of them will actually be stuck INSIDE the wall. as long as they are still in combat they cannot waypoint unless they die to AoEs. this isn’t exactly the intention of the trick to exploit this issue but let’s call it a ‘bonus’
it probably won’t save your keep, just make it more of a pain in the kitten for the enemy, help your morale a bit, etc.
Just saying “stand somewhere and attack” is never going to be intended to replace strategy.
our response time is faster than its ever been!! we went from outnumbered buff to queued in like 5-10 minutes.
we appear to have more people than we actually do. watch closely, we’ll start to look familiar.