I and many of us who still play pvp in this game would like to know a little more about what is planned “soon” in regards to balance changes? There are many issues that have been brought up with the current meta, certain classes being much stronger choices, and there has been little communication/recognition by Anet. Can you give us any answers on the following?
-Thief Backstab combo? You guys ok with a mug 10 point trait doing up to 6k damage + being able to pre-cast a CnD before for another 3-4K all hitting simultaneously (not to mentioned followed by a backstab or any other of the thiefs ability’s for 10-15K in 1.5 seconds)
-No body enjoys this and I haven’t heard any player, top or not support this. Do you guys?
-Bunker Guardians being the best at the job and the ideal choice? (Followed by elementalists)?
-Do you see how this limits choices within tpvp?
-Mesmer Portal and Time Warp are just to strong not to have (I mean come on really a 10 second quickness for the team, who ever thought this was balanced?)
-Do you see how this limits effective choices again?
-Top elementalists d/d, s/d, s/f, Staff are the most superior class for roaming/burst/escapes/survivability/support all in one. This comes down to the lingering boons of Elemental Attunment and Soothing mist.
-These just offer to much to the team and no team can pass them up, thus leaving only 2 slots on any given team. Well 1 honestly, since given the above, the best counter to all of the strong survivability classes such as bunker/ele/ele burst-long life up time/ and mesmers drawn fight tactics, the 4th slot and ideal to counter this is a burst class, and generally that is thief and maybe a warrior spec. So choices are fairly slim….
Is this all working as intended? If not, what are your plans or idea’s (I think most of us would like to hear your thoughts even if you chose to go another way that still solves the problem?).
I know if I was in charge and could do a little programming, I would simply……. (and yes I’ve worked in the test department at Lucas Arts and know these could be rolled out in 1 week tops).
1. Half mugs damage and not allow any precasting of abilities while using steal. And increase stealthing debuff an additional 1.5-2 seconds.
2. Reduce the current stability limits of the guardian by about 2 secs per application of its abilities, reduce the passive healing of its regen by 15%, and cut back protection by about 1-2 seconds per ability. They would still be VERY durable if specced, but would give reason to try something else out.
3. Reduce elemental attunement passive boon buff to 3.5 seconds, and lower soothings mist healing by 20%. The class would still be very strong, just not the over-kill in relation to what other classes can bring like it is at the moment.
4. For memsers i would remove AOE quickness (not sure what Id replace with) and remove portal, they are simpley to strong for this game type. For portal I’d replace with an ability like etheral walk of the necro minus the life-force generating lol…. This would be a good source of swiftness that many (casuals and pro’s) have wanted access to and would keep them on par movement wise/secondary point holder as other choices that would become viable.
These are the main topics not commented on so far from what I’ve read and keep coming up within whats wrong with the game. There are other things, but these changes would help A LOT. Also I’d imagine that if you just implement a ladder, custom arena’s and don’t look at these changes, things would become stale faster than is already happening.
(edited by Zenyoga.6910)
You know it just hit me. For the first time in MMO history the player base has finally caught on to the idea of moving as a group (AFTER 10+ YEARS OF SCREAMING AT THE COMMUNITY TO GET THAT ONE CONCEPT DOWN). And for what ever kitten reason the community decides to do it now in GW2 where the maps were not meant for 8v8 and these group mobs moving from one node to the next is the lamest experience in the world…… I mean really….. really?
I feel the same way for the most part, but, check 2 of my posts for other issues I feel contributing to this issue and off in general. But ya, to bursty creating fights that people go, oh kitten missed that one dodge at full health, I’m dead or at 1/4 health and dead “LAME”. Or kitten this fight is going for 1-5 mins because of rez timers, rezzes, stall tactics and leaving people feeling “Frustrated”.
But there is balance issues in the general sense of the word. The ideal classes are ideal for a reason, they offer exactly whats key (bunker/ele bunker is best bar none, mesmer off point and gives portal/AOE quickness, can’t pass that up for any other better choice, ele roamer dps with great out’s, perhaps the best, and something super bursty and a necro that gives condi removal, rezzes, pressure, corrupt boon/anti bunker.) It’s pretty much gold right there and yes other comps. work, but I think equal skilled players using this build vrs any other comp. would ultimately lose more than win. Perhaps you could substitute a super bursty for a semi bursty/balanced build, but it reall limits the options…..
https://forum-en.gw2archive.eu/forum/pvp/pvp/Some-more-idea-s-to-help-tpvp/first#post1146935
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Never said longbow is bad, i used to use longbow too. But I fell in love with greatswords mobility and defence
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Didn’t say you said it was bad Just said how it could be used effectively within its cool-down time.. I agree though if you just expect to auto-attack/damage then ya its not going to work out well. Much like the greatsword I imagine, since I found it horrible on my usage of it (but seems can be used effectively by some).
As someone with a bachelor’s and master’s degrees in kinesiology/exercise physiology, no, athletes that are pro do not train for 12 hours for a day. If anything you can get away with less training as you get older. They’re just on drugs and have great parents (ie genetics—better energy-producing enzymes, better connective tissue, etc). Take it from a former competitive collegiate and high school athlete. You can only train to your own potential, not whatever the pro level is no matter how hard you try. Accept it now
Perfect practice makes perfect, not more practice. You’ll just burnout/overtrain, and no, exercise doesn’t make you lose weight. Diet does.
korean starcraft players did train 12 hours a day. They do so if they want to compete in the environment. Most are generally naturally talented to a degree but the training they have for starcraft broodwar is insane. The reason why no foreigner are ever able to win Blizzard world championship series for the entire 10+ years of starcraft broodwar is because of the training and work the koreans would go through which was just not something someone who wasn’t that dedicated at the game can endure. When you have so much competition and expectations they had to practice that much.
I’m not disagreeing that people who play video games may play for 12 hours a day. But seriously dude? Don’t call that training like athletics. You don’t know what you’re talking about. That’s not effective, and it’s stupid.
maybe you don’t know what you are talking about. Maybe you don’t know that some of these kids are doing that no western countries would do.
http://www.cracked.com/article_18763_5-insane-true-facts-about-starcraft-professional-sport.html
They get up to that speed by first being born with a Rain Man-like perfect storm of genetics and then training for a minimum of 10 hours a day, six days a week. Teams actually live together in barrack-like quarters, though of course they separate Protoss, Zerg and Terran players into separate rooms. Naturally.
maybe you don’t agree with the training methods but they are effective.
He does have a point and having experienced training to get competitive in physical and electronic gaming environments I believe 12 hrs is not yielding more than say someone who does 4-5 hrs of effective training (varies per person). Your brain/body can only build so much new capacity at a time and mixing other activities within your life has shown to help keep things fresh and lessen the likely hood of burning out.
It’s funny some ppl think bunker rangers can’t do much dmg.
Oh btw i don’t really understand why you posted the build here. I mean this way every kid and his dog can just copy it.
Lol i remember a few months ago bm tree was commonly considered bad, good times. I still like all the qq about 1h sword autoattack tho.I love hearing about rangers having no burst, bad rangers will always be bad. And I thought I would share with the community because I quit ranger.
The great thing about ranger bunker is that you can kill someone 2v1 if you play exceptionally well. Another great thing is evade attacks don’t decap nodes.
edit: I promise you if you play this build right you will never lose a 1v1. And yes I had to 1v1 many times as a side point bunker whether or not you guys think 1v1ing is a bad idea in tournies it does happen occasionally.
Im glad your sharing, I was a pretty good necro for Team Tsunami and I’ve done all I can to give people tips and builds that are good as a necro. I’ve been playing the Ranger a week now and its in my opinion such a burly class, at times disgusting if pets are working consistently. The only potential things wrong with it from what I can tell is there are other classes that offer more vital things within Tpvp (better tanks, better bursters, team portal/quickness from mesmers, rezzes aoe/poison/condition necro pressure.(but I’m still going to find more niches for it, I think the build I’m making could have a place as a pressurer/roamer/secondary point helper/defender). Let me know what you think of these 2 builds and your thoughts from your ranger background (They are almost identical with slight mods, I’ve min maxed everything within a 30 second fight context to offer highest damage/survivability). I’m gonna give ravens a try now that I see their potential as strictly burst and not just pressure (since they miss more often than the ones I chose).
These aren’t too too bad but you will find yourself in some iffy situations OFTEN with this build. When you use your longbow you will feel overwhelmed because after you use your point blank shot you are basically free pickins.
Could you elaborate more? As I see it if I were to compare your builds with the success you had and mine, the weakness is the same “Burst”. If you don’t time a dodge on the important burst/team bursts your toast. Each build has about the same potential vigor/dodges (which seems to be enough to dodge key bursts), yours has more evades (which gives you more chances to evade damage, but the amount of deadly bursts I feel can be handled via dodge knowledge), but in either case if one misses a burst it will hurt, and as I see it, your build will get bursted down faster than the build I’m trying out due to more natural health, and the 50% protection and barkskin (the pets also give you more time via immobilizes and knockdowns/fears). I can see how yours can hold out longer due to more evades, but I’m not sure if thats the role this build needs to fill, since using fury weapon switching, pet combo’s and quickness can put pressure on anyone.
Longbow just isnt a great damage weapon, its VERY situational. You will find yourself in alot of sticky situation when you have longbow out and waiting on the weapon cooldown.
Everyone says that and how you can dodge its #2, but you can dodge as it starts or in the middle, but it still will do 2-3K damage on you, and makes you waste a dodge, the knockback is great, you can utilize a dodge during this point to get vigor and protection and buy time, gives you more than enough time within the weapon switch. Plus the on demand 10% vulnerability is always a starter and great, also very often overlook is F2 to aoe cripple high damage (takes 1 sec to cast) and sometimes just eating a shot or two while protection is up yields some decent damage/forces them to retreat/dodge roll, setting them up for more later burst.
I’ll have to make a vid soon as I get on another tpvp team, longbow has been stereo-typed and the sheep are believing and not using…..
It’s funny some ppl think bunker rangers can’t do much dmg.
Oh btw i don’t really understand why you posted the build here. I mean this way every kid and his dog can just copy it.
Lol i remember a few months ago bm tree was commonly considered bad, good times. I still like all the qq about 1h sword autoattack tho.I love hearing about rangers having no burst, bad rangers will always be bad. And I thought I would share with the community because I quit ranger.
The great thing about ranger bunker is that you can kill someone 2v1 if you play exceptionally well. Another great thing is evade attacks don’t decap nodes.
edit: I promise you if you play this build right you will never lose a 1v1. And yes I had to 1v1 many times as a side point bunker whether or not you guys think 1v1ing is a bad idea in tournies it does happen occasionally.
Im glad your sharing, I was a pretty good necro for Team Tsunami and I’ve done all I can to give people tips and builds that are good as a necro. I’ve been playing the Ranger a week now and its in my opinion such a burly class, at times disgusting if pets are working consistently. The only potential things wrong with it from what I can tell is there are other classes that offer more vital things within Tpvp (better tanks, better bursters, team portal/quickness from mesmers, rezzes aoe/poison/condition necro pressure.(but I’m still going to find more niches for it, I think the build I’m making could have a place as a pressurer/roamer/secondary point helper/defender). Let me know what you think of these 2 builds and your thoughts from your ranger background (They are almost identical with slight mods, I’ve min maxed everything within a 30 second fight context to offer highest damage/survivability). I’m gonna give ravens a try now that I see their potential as strictly burst and not just pressure (since they miss more often than the ones I chose).
These aren’t too too bad but you will find yourself in some iffy situations OFTEN with this build. When you use your longbow you will feel overwhelmed because after you use your point blank shot you are basically free pickins.
Could you elaborate more? As I see it if I were to compare your builds with the success you had and mine, the weakness is the same “Burst”. If you don’t time a dodge on the important burst/team bursts your toast. Each build has about the same potential vigor/dodges (which seems to be enough to dodge key bursts), yours has more evades (which gives you more chances to evade damage, but the amount of deadly bursts I feel can be handled via dodge knowledge), but in either case if one misses a burst it will hurt, and as I see it, your build will get bursted down faster than the build I’m trying out due to more natural health, and the 50% protection and barkskin (the pets also give you more time via immobilizes and knockdowns/fears). I can see how yours can hold out longer due to more evades, but I’m not sure if thats the role this build needs to fill, since using fury weapon switching, pet combo’s and quickness can put pressure on anyone.
It’s funny some ppl think bunker rangers can’t do much dmg.
Oh btw i don’t really understand why you posted the build here. I mean this way every kid and his dog can just copy it.
Lol i remember a few months ago bm tree was commonly considered bad, good times. I still like all the qq about 1h sword autoattack tho.I love hearing about rangers having no burst, bad rangers will always be bad. And I thought I would share with the community because I quit ranger.
The great thing about ranger bunker is that you can kill someone 2v1 if you play exceptionally well. Another great thing is evade attacks don’t decap nodes.
edit: I promise you if you play this build right you will never lose a 1v1. And yes I had to 1v1 many times as a side point bunker whether or not you guys think 1v1ing is a bad idea in tournies it does happen occasionally.
Im glad your sharing, I was a pretty good necro for Team Tsunami and I’ve done all I can to give people tips and builds that are good as a necro. I’ve been playing the Ranger a week now and its in my opinion such a burly class, at times disgusting if pets are working consistently. The only potential things wrong with it from what I can tell is there are other classes that offer more vital things within Tpvp (better tanks, better bursters, team portal/quickness from mesmers, rezzes aoe/poison/condition necro pressure.(but I’m still going to find more niches for it, I think the build I’m making could have a place as a pressurer/roamer/secondary point helper/defender). Let me know what you think of these 2 builds and your thoughts from your ranger background (They are almost identical with slight mods, I’ve min maxed everything within a 30 second fight context to offer highest damage/survivability). I’m gonna give ravens a try now that I see their potential as strictly burst and not just pressure (since they miss more often than the ones I chose).
I like Eagle/Hawk myself. Also why would you bother with the 10 in Nature when you could put 10 more into BM, get 10% of healing into power and get passive regen+boost your pet spike, which is the goal anyway?
Because the regen is slow and not too helpful, I think protection is way more valuable. The whole point is to survive long enough for you to kill the enemy. And the ravens already hit like trucks.
I guess I’ve just never felt short on protection with the 15 WS trait. I run Valkyrie Amulet and hardly ever have a problem dying. I also find the regen very useful; it’s not hugely significant on the player but it’s a much bigger heal tick on the pet, and birds are very squishy.
Birds dont die because your burst has to do with swapping alot.
I’ve recently been min/maxing the ranger since trying out the classand this is an interesting choice, I like their damage to. However while testing their attack/hit consistency on a mob/player they miss a lot more in comparison to the wolf or spiders. How were you able to consistently able to land their damage? If a player is constantly moving in their long pause swoop attacks will miss a lot and the since their basic is a double slash you miss out on double your auto’s a lot…….
1 is a really bad idea. It’s already a nightmare trying to kill double bunker mid on map 2, let’s not have even more points like that.
How is it the size of the point makes it harder to kill double bunker in mid?
more space to move and dodge without pulling them off the point
I’d rather have more space and allow for more stragies and fighting space (as I mentioned above), and have that risk. You can already have a guardian or 2 bunkers stay on the points at the moment and dodging and sticking to the point….. (less cleave would take place but they want to limit that anyway).
id rather see a point toggle like the buffs in the temple map where you have to interact with them for X seconds to cap/flip and any attack interrupts you. (think AB in WoW or codex in Rift). That way all forms of cc/cc break are utilized to fight for a point rather than just knockbacks.
Thats a possibility, but then forces kuddle sessions and just looks silly.
First of all the ranger is a great spvp class, but is outshined in what in brings to Tpvp at the moment. The changes I’d like to see could help a little in that direction, since some of the traits are rather meh. Pet survivability and greater outs is also in need for the class.
1. Barkskin seems great, but in actuality its a 30 point trait that yields maybe 1400-1800 extra health and doesn’t help vrs conditions. I think the barkskin should kick in at about 30-35% health, giving the average ranger about 2-3K extra health in a squeeze (which still isn’t huge).
2. Signet of Renewal and Empathetic bond overlap eachother and don’t go off very quickly.
There are times with Empathetic bond where I want it to kick in the moment I get hit with a condition, and it takes about 3-4 seconds for it to occur (and no there was no prior condition on me to set it on cooldown). I think it would be very good for the ranger to have these not overlap and have say Empathetic Bond or Signet kick in the first second, and the other after.
3. Lighting Reflexes just begs to have the addition of “removes cripples, immoblize and chill” on it. This would be the skill that would give a ranger a must needed out in tpvp. Hell all these little changes would give the ranger a little more staying power in tpvp where its very hard for it to not be focused.
I think the game has a lot going for it, but some things I feel could use some polish. I’ve made a post or two about this before here…. and wanted to add a few more things that I think could help competitive pvp even more and its viewership.
I think an element that will limit e-sport interest with this game is some of the slow non-action elements that happen through the course of a match.
For example:
1. Decapping takes 4 seconds, and Capping a point takes 15-16 seconds. This is so dull to do and watch. This also enforces more of the, once you win a few fights and bunker down, you win the match. It also encourages bunker meta and limits other tactics for points. Now I don’t know the exact time to cap, but from a viewer and player point of view, I’d rather see a point full decap and cap take place in 9-10 seconds max. This alone would open up a lot more tactics and exciting shifts in my opinion.
2. The touchy ground of downed states and rezzing is a mixed bag for players and viewers. I personally like it for the most part (aside from non-equal states). However it still feels to slow to flag someone. Really who wants to watch a guy stay in one spot, leap in the air and stomp a flag in a guy for 3 seconds, then have it interrupted and then another 3 seconds go by. Or then have a teammate of his, run over bend down for 3-5 seconds and heal him up. It all takes away from action and which is what people like to watch.
There are a lot of ways to go about this and I’m not honestly sure what the right one is. I’d say maybe cut the downing of a guy down to 2 seconds, adjust downed state abilities and make rezzing less common, thus speeding up the action aspect of the game.
This would also help in a common situation of losing the first few fights means you’ve lost the match, since you would now have less drawn out fights on points that take forever to re-cap.
3. This one has been brought up on all fronts in more detail than myself. Over the top burst capability and over the top bunkering from the top offenders (all the prefered classes atm in tpvp) need to be brought down to help bring the other classes up. This would allow for more diversity of choices and team synergies. Also as a viewer, its seeing a fight end in 1-3 seconds (absurd quickness macroed burst), or have one drag on forever because super bunker playstyle, which is exasperated by long downing times and making it back from spawn to re-continue due to long point capping times.
Also, at the moment there is no reason to not bring a mesmer (portal, and team quickness)(and use to be ultra strong? We wil see how the bandaid fix effected them), a Elementalist type, great damage, great support, great movement, great survivability, a bunker guardian or even Ele lasts for ever, necro’s are brought to counter current meta and provide constant pressure and rezz, and thief burst is just so wtf I got suprised and dead or dropped to 1/3 or a warrior can do that as well..
Nice video. I wish I had some to share as well. We should duel, what server you on? I’ve only been playing this class a week, but I’m a long time build maker and I’m pretty sure what I’ve come up with is stronger all around then that build for 1v1’s in general. Give it a whirl, let me know what you think. It’s more made for tournies in mind, but if you replaced that speed signet it would be stronger just for 1v1. Still even with it, I think it would take the build your using.
I am on Jade Quarry. But just add me to your friend list, whisper me in game and let’s join the same spvp server and duel!
Sounds good, and if you do try out the build, one of its strength lies in constant weapon switching for fury and life steal. Just be mindful of when to pause between switches incase you need to use an interrupt on a paticular bow. Also I just found out empathitc bond removes all conditions every 10 seconds, so the Signet that does the same thing may be redundant. Will have to figure out a good replacement (maybe lightning reflexes , although the remove immobilize or stunbreaker on hand is priceless…), although I may just keep it.
Nice video. I wish I had some to share as well. We should duel, what server you on? I’ve only been playing this class a week, but I’m a long time build maker and I’m pretty sure what I’ve come up with is stronger all around then that build for 1v1’s in general. Give it a whirl, let me know what you think. It’s more made for tournies in mind, but if you replaced that speed signet it would be stronger just for 1v1. Still even with it, I think it would take the build your using.
Every 10 sec SOR (passive) removes 1 condition, EB does the same(every 10 sec) only that your pet has to be alive (Im not 100% that it removes ALL conditions or just 1 havent played ina bit.)
Thanks for the post, but are you reading the descriptions for me or have you tested this out with a friend who hits you with a condition, then waits 2 seconds and hits you with another, to see if both get removed or if the first condition put both skills on cooldown?
Title says it all. Are both put on cooldown when first condition is applied to you?
So pretty much the class specific builds everyone including the “so called crybabys”, and “Top Players” say are the strongest/out of balanced with the rest (minus the necro), which both simultaneous create super long fights or super short fights, which are from the majority of people/posts I read are least interesting watch?
Not only that these builds are most frustrating and least enjoyable to deal with in Spvp. Something seems really off about this……. ANET????
(edited by Zenyoga.6910)
This is kinda in response to the arrogant Guru-State of Game post. I mean from where I stand the game is just fixing up its bugs and slowly (painfully) trying to achieve balance (its not atm, and most of the classes being used by “top” teams, what ever the hell that is, are the ones most out of balance with the rest).
So what is the meta at the moment/best at the moment from the so called top teams and players who claim themselves to be the best?
Frankly, there are little to no streams of “Top” teams facing “Top” teams which makes me wonder how a “Top” team can make itself think they are so great. And on another note, from my experience with competitive gaming and watching streams of such teams/players the skill level of players in GW 2 is low in comparison of the likes of SC 2 players, First Person shooter Pro’s, hell even WoW tourney players (which is understandable since the game is in its infancy).
P.S. Any recent video’s of these so called great teams against other great ones? I’d like to learn more, but really found more than a few video’s on youtube thats new within the last 2 months.
(edited by Zenyoga.6910)
Hey guys,
I was hoping Abzu would read this and we could all find out. I don’t have answers to most the questions, and as each day passes my memory becomes fuzzier. Perhaps I should just friend the guy and talk and maybe do some 1v1 (EU).
He did use mist form at one point, but during the time I went full 6 seconds of quickness burst, his health never moved more than 10% (who knows maybe it was bugged or lagged and I couldn’t tell, but still the whole 2-3 mins of me waling on him was not any different, and the other 2-3 guys were pug so maybe the just auto attacked). I thought he said he was running a common 0/0/30/30/10, but Kalips says 10/30/30. Anyhow it was pretty unreal, but the more I think about it, there maybe be things to explain it such as abnormal lag (my burst wasn’t acutally hitting), bugged (graphically maybe something wasn’t displaying such as a invul he had on), pugs were just doing auto attack, but still when I see something glare out like that I like to find out more. I don’t think he was hacking, but who knows maybe he was I can’t prove either way.
I highly doubt that in 2-3 mins of being attacked by 3 players, that he never once used his heal, and simply tanked you with regen.
Nothing about your post makes me think you know anything about Elementlists, despite your ‘credentials’. You don’t even mention his weapon set.
Look up Ether Renewal, that heals in pulses (which might explain why you think it was ‘regen’), has a low recharge (15 secs) and with a high healing stat, will take an Ele from low health to full when they are running 13.8k health.
And yes, it is pretty broken, as it can be shielded with Rock Solid. But there you go, you need to wait until he heals, then burst him down within that 15 sec period. That being said, if he wasn’t running 0/0/30/30/10 then he wouldn’t have Rock Solid, in which case you need to learn the animation for Ether Renewal and interrupt it.
I hear you, everyone likes to cry on this forum, and this is not a cry post. I’m interested in knowing what he was running. I am aware of Ele’s to a decent degree, but ya still could learn more. Still what ever he was running stood out like a sore thumb in relation to hundreds of ele’s I faced. He even offered to 1v1 me so I could learn, but I dced and it was 5:00 am in the morning. Hoping he posts when he see’s this because I’m not sure what to think since facing him. Hell I even dodge most of his ride the lightning to updraft, to flame grab combo’s. Avoided most of his churning earths. Hell I may even want to do tournies again after my break with this guy.
So I found myself against this Ele today. Player went by the name Abzu, not sure what spec he was, but it was the most broken thing I’ve ever seen. I’ve played about 200 Tpvp tournaments with a 80-90% win ratio and faced every Ele under the sun. I win some I loss some, but I was going pretty heavy burst (ranger) and there were 2 others of us hitting on this one ele for about 2-3 mins. His health never budged, it seemed as though his regen alone tanked all our damage. For a moment he went down to 25% then went to water and healed to full. He killed me with conditions over the course of time at 100% health and then took on the other 2. Not once did he do the ele shuffle and leave to recover. Not once was he overwhelmed. I hit him with 6 seconds of quickness which he ate and his health never moved (he wasn’t in any mist form). Never seen anything like it……
(edited by Zenyoga.6910)
Good point about having LF or not verse a theif or any of these matchups. The question is about not having life force, since having half or so makes a world of difference. I’ll try the dropping at my feet, but I’m not sure it would of made a difference against this one guy (of course I ended up having 7 out of 8 fears not work on the guy, and he didn’t have stability).
Ya just learned to dodge into the shatter, not away and its helping.
D/D I don’t have a Corrupt Boon, but your strategy is sound (close to what I’ve been trying to execute, but it doesn’t always seem like I can side step RtL and have to dodge and are you saying to eat the churning earth to then send it back at them? I always get out of the circle.
This is a very nice balanced build that has a spot a team if built right. Very mobile, able to live a while, able to put out good damage, some team buffs. Its got pretty much 50% crit each fight if you use your steal and damage just right to get guys down to 50%.
Hey all,
This is for a standard Condition Pressure/Toughness Scepter/Staff Necro. Interestingly as a power/well necro with Dagger and Axe or Staff these match ups are not as much an issue, but still a challenge.
I’m hoping to hear peoples tactics vs these types of classes. In general vs good mesmer Glass Cannon Builds (particularly the blurred Frenzy builds)I just don’t seem to be able to win in a 1v1 most of the time. What tactics can help us overcome this?
In general I can eat most thief’s for breakfast and lunch, but lately I’ve met a few invis thiefs that really took me for an kitten whooping. What tactics do people use in this match up?
And last, the D/D Ele’s that seem to be the new Fotm really seem to be a counter to condition builds in general with every time they spec to water and or a use a cantrip they cleanse 1-2 conditions each time. Seems like a loosing battle, but what advice do people have?
(edited by Zenyoga.6910)
Thanks for the info, some of it has helped me a little so far. That said, it seems like mesmers themselves are not in denial of the general consensus that the class has it real good/a little op.
I’m just curious how many people this happens to. You hit a skill with no one interrupting you and it doesn’t trigger. This happens about 2-6 times a match for me. I can be alone and this will happen. I am playing in EU from US but I’ve played every game under the sun and never had a skill quing system that doesn’t just happen a moment later due to lag. This is why I left 2 months ago in the first place and while it was better when I tried out NA servers, it still happened 1-2 times a match.
(edited by Zenyoga.6910)
The mesmer is a very reaction-based profession. Because of this, it is difficult to give you specific weaknesses. It really depends on what your build is and how you use it and what the opposing mesmer’s build is and how s/he reacts to you. The best thing you can do is create a mesmer character and familiarize yourself with the profession. Learn the skills, traits, and tactics and it will make it easier to counter them. My two level 80s are a necro and a mesmer. If you’re a good necro and you can figure out the mesmer profession, the fight should be pretty even.
So if you are a condition/toughness necro with marks and scepter, how would you beat a glass cannon shatter mesmer using blurred frenzy build??
dodge INTO the shatters, not away from.
use heavy reliable burst, AKA thieves. or heavy sustained conditions and high toughness. few mesmers have more than 1, if any condition removal (wvw)
Ah into the shatter, I’ll try that.
Still I am heavy conditions with high toughness. And even when I avoid a burst or two, they still have the illusions out and I don’t have any burst to take them down in reasonable time. Eventually they just pill up and I end up dead when they still have half health (This is against glass cannon mesmers). I can beat all other classes reasonably well, with disappearing thiefs being harder, but still can win most of those engagments.
Hey All,
So I’ve been kinda on again off again in learning this game. First month I was part of a pretty good team Tsunami and we did well. I played all types of Necro’s to learn about and create builds with. At all times Mesmers were always a pain, never having an easy fight with a good one, especially a Glass Cannon Mesmer (I could more often than not win attrition wars vrs non-bursty ones).
However now it seems Mesmers are even more powerfull than before and their illusions track and follow and respond better. Dodging a shatter seems even more difficult or a Besker that appears out of no where and does 3-5K damage (I’m playing in NA on a EU server so maybe some of the issue is delay).
So as a necro (condition one, since power ones with wells seem to be an easier match up do to being able to defeat the illusions/clones in fashionable time) what do I look for animation wise, tactics in general, how to dodge shatters (It seems now if I dodge they still keep following after a dodge and get me non-the less).
The glass cannon ones seem to do a ton of damage, and heal up quicker than I can deal out……
Also just in general what are mesmer weakness and things to look out for…..
So I’m assuming the “more survivability” comes mainly from runes and the spectral utilities and not so much from use of death shroud? Sorry if these are stupid questions.
I guess that’s what I was getting at earlier because I have been messing around with DS type builds and was wondering whether it was viable to change this up a bit by replacing the spectral stuff with DS stuff. I love the condition builds for necro but find that if I’m without teammates (i’m a spvp person mostly) then I get taken down pretty quick!
The survivability really comes from it all, but the spectral abilities really allow you to stay alive a little longer, but you do have to master D.S. What I mean by this is you want to time your skills so that the time your in deathshroud, your dodges and heal skill are recharging, and your using your fears to buy more time in between dodges heals/death shroud, unless you are putting a lot of pressure on a guy and use them to interrupt heals, downing your teammates or just like playing aggressive.
For example start each encounter with a bloodmark, followed by putrid and as they close in get off your focus skill that gives life force followed by a feast of corruption. This will give you a little life force, you can also pop your spectral walk at this time as they start to do some range damage to gain more life force. From here you have a stun breaker on D.S. that you can go into when knocked downed or stunned and still use a fear to gain ground, use your skill 2 and dodge backwards followed by life force gaining talent in D.S. (forgot the name), by this team you will have 5-8 bleeds going on them, at full health. Use your feast of corruption again followed by the focus life force skill when its off cooldown. You now have another life force buffer/stun breaker, your spectral armor and one at 50% health. You will have no issues with life force and if timed right, you can beat anyone 1v1 with mesmer being a very tough fight (but no one argues they are a little op atm). Disappearing thieves are troublesome, but with timed fears, dodges and usage of your defensive skills, you will win the attrition war and if he pops theifs guild use your elite and bleed down the theifs fast and work the player next unless he’s low to begin with.
I don’t know if some one brought it up but why do you have 2 on crit runes, thought they didn’t play nice together.
The 2 Lyssa runes are for the 10% increase duration to conditions, which effects terror so that you get 2 ticks of 1k damage per fear.
I predict as soon as minion is fixed and consistent that there will be a build or 2 that will be borderline OP. For those of us who have toyed with minion elite and various minion builds while still retaining a great deal of survivability and power/condition damage, know that if they always worked they would be pretty………
That build actually looks pretty cool thx, I did at some point consider using a scepter in a power build, just cause it does more dmg than an axe hehe so maybe I wasn’t completely off on that thought.
Nice terror build as well, was also something I had considered and looks pretty much like the one you posted in the OP
Ya np, however to be honest I think the Terror build is “overall” the best bang for your buck since you get more damage and more survivability. But try them all out.
Hello, mind sharing the build of which you speak of here “the newer Hybrid full curses/Spite condition/power build”?
I’ll round out the topic so you can see the evolution to the build.
Here is the post I made a long while back and still holds most of its merit
While that build can work and has its place, the build I shortly after came up with is closer to what we see now days with a full spite investment (and which a PZ member uses or close to from what I understand. (not saying he copied since there are probably a number of people who run similar things under there own experimentation)
http://gw2skills.net/editor/?fQEQNAW7YjMaR7hbeb87JApCPD9Y3edO6BxKnMA;TwAgyCpoAzAmAMLYOwkgtqYUxGjJBA
Now there’s little variances based on play style you can go for here int terms of utility. Also on a side note, most sheep will just blurt out toughness is better than vitality, but that is only true dependent on current health and how long a fight prolongs. While the differences are small-subtle sometimes because your the first focus target in Tpvp, having a immediate health pool through vitality to survive a short term initial burst/fight will yield greater benefits than a toughness build that will only slightly shine in long fights…. So again you gotta figure your play style and how the enemy tends to encounter you and how your speced.
(edited by Zenyoga.6910)
Been playing around with Terror and traiting. You can get 2 ticks of terror with just the 50% trait and 10% in Lyssa, no need to go into spite. You can get 100% with traiting lysaa, necromancer and putting a +15% stun duration sigil on your weapon and go 20 into spite. It seems that randomly you can get 2 ticks with just the 50% trait or as Pendragon saw, without… not sure why.
I just got hit with 25 stacks of confusion, right there.
Lol, 2 ticks of terror with 50% increase terror trait and Lyssa’s 10% duration increase, no need to go into spite which was a false said requirement. And you can get 100% terror buff with out food or making over stretches like was previously thought through, lyssa, 50% terror trait, 25 spite and a sigil that gives 15% stun duration increase.
Hi, just wondering why you chose Mark of Evasion over Reaper’s Protection which would give an extra fear to work with the terror traits?
Also, would trading one of the spectral defense skill for something more offensive like a corruption skill or a well and changing the first soul reaping trait to the one that drains life force slower be viable?
Ya by all means trading for a corruption skill is very usefull (I made a edit to show an example). However I do find that necro’s are first targeted alot and having the extra defense is very usefull all around.
I went for Mark of Evasion because its a more rounded skill that still provides equal if not more DPS and health/regen for you and your team and is up every 10 seconds as opposed to 90 sec. If you were just specing for 1v1 duels I may go with reapers protection instead but for Tpvp MoV is in my opinion a must have for any cond. necro.
In regards to the soul reaping trait that drains LF slower, I’m conflicted. I find that without 20% reduction in Spectral skills your less of a roamer and your Spectral Armor is up every other fight, instead of pretty much every fight at some point. Also since your not getting LF through marks your going to have a little less which means the times in which you have full LF bars to take advantage of the lower LF trait is going to mean it will help less (although it seems like it last an extra 8 seconds with a full bar, up from 6 seconds since I tested a while ago).
Just a short introduction, I went by Alter E on the Guruforums. It would seem that my build making skills are pretty good based on the track record currently. Back during beta events I created and posted two strong builds that I foresaw had a place in Tpvp (The power dagger/axe or staff, well, elite minion build and the newer Hybrid full curses/Spite condition/power build, and during this time everyone was crying, lol and still are that the necro only has a condition spec) and now a few months down the road they are considered strong builds and used by leader-board players
While this build is not radical, it is a change and works in the new Terror trait which makes us much more powerful in my opinion in 1v1 encounters and even in pressure for 1vX. Plus I’ve added optimal runes for maximum survival/damage.
@You've gotta copy paste link
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I know some will come on and look and go “oh” this looks odd and yea its a little different rune wise, but from a min max standpoint it doesn’t get much better if your looking to maximize damage and survivability.
What the build gives over tradition condition builds is about 5-7K more damage/health over the coarse of 20 seconds (and more if the fight is longer so long as you use your fears when they have a condition). This comes from fears doing 2k damage x3 uses +Vampire Rune life stealing traits and takes into consideration lost condition damage from runes.
The Utilities are for more of roam and rezz style of play, but by all means if your going to be more stationary as a secondary with a Bunker and need a corrupt boons instead, then remove the spectral walk. The build retains 9 second bleeds with scepter.
You’ve got to play a little more carefully than if you had 3% life gain through marks, so make sure you get a few staff hits followed by a your focus attack into feast of corruption so that you have a LF buffer in any encounter for Death Shroud.
Bonus Build
This is a close favorite that I used up until the terror change which gives an extra 16 seconds of protection but gives up the terror/vamp. damage. Its still great and more usefull for holding out with.
(edited by Zenyoga.6910)
Been playing around with Terror and traiting. You can get 2 ticks of terror with just the 50% trait and 10% in Lyssa, no need to go into spite. You can get 100% with traiting lysaa, necromancer and putting a +15% stun duration sigil on your weapon and go 20 into spite. It seems that randomly you can get 2 ticks with just the 50% trait or as Pendragon saw, without… not sure why.
healing stat does not effect Dolyak regen health. Unless they changed it yesterday to allow it since I tested it then.
1 is a really bad idea. It’s already a nightmare trying to kill double bunker mid on map 2, let’s not have even more points like that.
How is it the size of the point makes it harder to kill double bunker in mid?
I definitely agree the cap points should be larger. The size of cap points really affects the ability to balance the game as open field combat and fighting on a point must both be accounted for. Currently these two situations play out nothing alike.
I don’t think points per kill should be that high though. There is definitely quite a bit of action taking place. Also more defensive builds should still be viable, though its more so the current implementation of defensive builds that seems off rather than the point allocation. Giving too many points for kills just makes comebacks less likely.
If downed players couldn’t hold the point there would be less reason to finish them. Encouraging players to let people bleed out should be discouraged rather than promoted as there is nothing fun about that. Once they add a system that discourages keeping people in the downstate I could see that being a nice change.
In regards to your thoughts on how increasing points per kill would make it harder to come back, I highly disagree.
Say your down 30 points and down a Point with 1 min to go, pretty much its a loss game since it takes 4-5 seconds to decap a point, then 15-20 cant remember specific, its been 3 months since I tested. Now if you have 15 pts a kill, you can do that if you really go on a focus fire run to take out 2 guys real quick.
To put it another way, I’ve had matches where we killed the other team almost 2-1 for each death, yet we lost because they had better mobility and ninjad better. My team have also won similiarly. To me this is just stupid, to win using tactics that avoid combat, its boring to do and boring to watch and I see it as a major fault particularly because GW2 claims it wants to be a e-sport.
1 ok
2 please no
3 okWith 2. why not? Are you afraid that this will create only straight out zerging? Because I don’t think that will be an issue, since having a point and its reward will still be equally usefull, just not that much more usefull where in the current system you have non-fighting tactics and player deaths to hold one in favor of winning battles or ninjaing another (favoring very mobile builds thus limiting other class build choices in Tpvp).
It would favor spawn camping heavily, much more so than it does now.
Spawn camping can go both ways and favors neither team, both teams can gain points at the spawn if a team chooses to just battle it out there. Also this is rarely seen in Tpvp (at least the games I played). There are also two exits and won’t work if you bum-rush out of your starting point on a weaker side they have less guys.
1 ok
2 please no
3 ok
With 2. why not? Are you afraid that this will create only straight out zerging? Because I don’t think that will be an issue, since having a point and its reward will still be equally usefull, just not that much more usefull where in the current system you have non-fighting tactics and player deaths to hold one in favor of winning battles or ninjaing another (favoring very mobile builds thus limiting other class build choices in Tpvp).
Hey all,
Having Tpvped enough to know a good amount of the ins and outs of the game and faced some of the better teams, I’d like to share some of the faults that I see and how a few simple fixes that could be done in under a week would help Tpvp (yes ladders and many balance issue’s are still needed).
1. One issue that is a not so obvious is the size of the points. For the most part they are relatively small, except for the center of Foe Fire. This gives a big advantage to Bunker builds that can come in knock people off and slowly stall/recap it themselves (against 1-2, sometimes 3 people). This also inadvertantly limits the builds that could be used to hold points, such as a “Potential” class that could hold through kiting, or allow classes who’s advantages are range to effectively be at a cap/point location and deal damage and take it over/hold it vrs a single guy who just soaks up damage and knocks people off small cap zones.
For example on Forest make the Mine point capable from scaffolding all the way out about 1000 ft. to the opposite side, cutting off just were it drops down the little ravine.
2. Increasing the value of kills for each player would bring new strategy and tactics that would favor a more exciting game that people would be more enticed to watch and play. Right now a kill is 5 pts and as a result favors a style of game play makes it more efficient to back-cap and sacrifice players/stall points. By increasing the value to 12-15 pts per player kill, it force more action to fight and not encourage a system in which your ok with simply scrambling to a point knowing your going to die, only to hold it just that much longer so your bunker can get on it again or leave a point, let a teammate or two die so you can backcap and gain another point somewhere else and be up an advantage. As it is “THESE MOMENTS ARE BORING TO WATCH AND PLAY THIS WAY”.
3. If your in downed state, you should not be able to hold a point. Something about winning a duel on a point, and then being stalled maybe for 3-8 seconds (depending on the down state your up against), before you can do a 4 second stomp and claim the point just seems WAY off and HORRIBLEY boring to watch. Changing this would again make the game more exciting and action oriented rather than favoring stalling tactics.
I think A-net did a good thing in making it so you can’t swap to what ever you want out of combat and will create more diversity and strategy, although I think being able to swap utilities after death could add a desired/fun element to the game as a whole.
So again these changes could all be made in a couple days, tested and out in a week and in my opinion could make the game much better than it currently is.
Super elixirs projectile cleansing does not cleanse you. It cleanses targets your projectile passes through.
Holy kitten, kitten your right, I’m in so many team fights that I guess I have people shooting through them hitting me and clearing and I just assumed I was clearing myself, since it says condition cleared everytime you fire (which I thought was a bug since its only supposed be a 20% chance and figured I was only getting 20% of them since it didn’t always work).
(edited by Zenyoga.6910)
How about your armor and weapon stats? I really like the looks of this. I’ve been running TankKat and have had a lot of success, but I wouldn’t mind having a little more offense and maybe a little less defense.
Armor and weapon stats, do you mean sigils, runes, and amulets? It uses sigil of accuracy (more of a choice preference), Rune of the Ogre (A must, its hands down the best rune for this build for offensive purposes, followed by rune of the the forge if you want more defensive), and Soldiers amulet with Soldiers jewel.
I’m sure you can make that build work for you, but to me honestly it looks very mix and match. Not much synergy in between traits and utilities. If it’s working for you, though, keep it up, I’ve never seen that build or anything even close to it before.
I guess I’ll take that as a compliment. However I’m hoping people ask questions, or debate why one thing is stronger than another. The traits, weapons, sigils and runes are chosen for the total combination of max damage/survivability in which combined are stronger as a whole vs a bunker, condition engi, or glass burst engi. Not to say its superior, since bunker and glass burst may offer just that much more in one direction within certain team comps, but as a whole it outshines, particularly 1v1 and point clearing. Although I would make the argument that since this has some of the strongest points of each of those builds, strong burst and strong longevity (yet not as good as either,but), has a place within certain comps.
(edited by Zenyoga.6910)
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http://gw2skills.net/editor/?fcAQFAUl0paZX3SfF1LJxIFk+zgUk3+KSRl1/nCsF;TkAA1CtoQygkAJLSOkkINIA
I’ve recently come back to the game after doing a lot of Tpvp with Team Tsunami (network issues and game skill registry problems). I’m still not sure if I’m here to stay but I thought I’d share a very solid build that is easy to pick up, has depth and at time makes you wonder when a nerf bat may hit it.
First of all I have to give credit to the creator of Tankcat, some of his builds were inspiration in making this build. I pretty much min/maxed everything I learned from watching his builds and created this.
I wanted to create a engineer build that could survive, do damage and could offer some sort of support. This build basically can get anyone in a 1v1 off the point and cap it and kill them if it remains a 1v1 (its damage is about equal to a fully conditioned out engineer). It’s healing is pretty solid with the traited elixer gun/healing kit and with its trait skills off cool-down is pretty much impossible to focus this guy down in any fashionable time. You also are pretty much immune to conditions with the traited elixer gun and its aoe field that clears conditions for you as you do damage.
Some basic strategies for this build are as follows…….
-Heal right at -4k health, its up every 16 seconds. If your not worried about being focused, instead just switch to elixer gun, put down your super elixer and dance around the radius, getting 800 health per second and cleansing 2 conditions every time you fire your rifle. Use these pretty much at all times you are -4k+ in health, they do more healing vrs the damage you could of done by just attacking.
-If your covered in conditions, just go to exiler gun and the super elixer you put down will clear a condition with each shot attack you land.
-Use your elixer gun tool-belt generously since it doesn’t interrupt attacking.
-Almost always close the distance on people for maximum damage output through blunderbuss and jump shot, unless your facing a glass cannon who hasn’t used his nuke setup.
-Prior to each battle use your stim pack for fury and swiftness. Again at 75% health you will get elixer B and have fury up for at total of about 24 sec. ( I wouldn’t use the stim pack in combat unless you have a free sec., otherwise just doing damage, damage, damage will do more overall then switching to your pack and using it and then doing damage)
-Always try to be within 200-250 feet when using a kit or a toolkit for maximum damage through traited discharges and effects.
-Master tossing mines to bring back runners and help stave off opponets flagging your team.
Approaching a guarded point:
If you approach someone on a point and stability is not up, pop them off the point with your overcharged shot, followed up by a tossed mine that you detonate, followed by an immobilize. This will ensure that the point is uncapped before they can make it back. Because these knock backs are on such low cooldown (They are the lowest cooldown knockbacks in the game) you will win this point. Sure a hammer guardian with his hammer spirit pet will not make it easy for you, but you will win the point in the long run and you’ll do enough damage to keep him on the defensive.
Guarding a point:
-Keep health packs, condition cleanser, and stimulant on the point for easy access and drop your mines down with the belt skill.
Now you can keep the skills as is and do fine guarding a point in a 1v1 and a 2v1 for a bit (not as good as all in Bunker). But your job is a little easier if you equip a rocket turret and put it in a nice spot instead of using the mine). If it’s a 1v1 you pretty much just play the same as you would if taking a point and win out if no one else surprises you.
In team fights:
You need to use your exiler gun a little strategically and in coordination with your team, along with our knockbacks since the can put people out of range of your melee. I like to focus my own guy (preferably a melee) and take him out of the fight for as long as possible while my team focuses one guy. In between your knockdowns, stuns, immobilizes and blinds you can fire a couple of shots to support your team and your aoe mine toolblet can offer a little damage here there.
(edited by Zenyoga.6910)