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[Video] DPS mesmer in raids

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adelaide.6213

Is shattered concentration that great a trait in large-scale raids, even as a shatter mesmer?

You’re realistically only hitting groups with only one illusion, plus yourself with IP 80% of the time. It’s a great trait; however, I feel that it’s effectiveness is questionable in large-scale fights where it’s hard for illusions to stay alive for more than 2 seconds. The trait really shines in small havoc groups or in spvp, especially if you have mirror images. I believe mender’s purity, GS mastery, or glamour mastery would be better alternatives.

I’m struggling to comprehend why it’s such a popular choice in zerg vs zerg fights and I’m wondering if I’m missing something.

Phants Lock (Phantasm/Lockdown)

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Posted by: adelaide.6213

adelaide.6213

The original build/discussion is over 5 months old and does not account for changes since the April 15th feature patch.

The 3 points in Chaos in the original build seem to be misplaced. Dumping them to get 3 points into Illusions for IC seems to be a decent option. I would also recommend allocating 2 points into Dueling to get Harmonious Mantras (new trait location in dueling since the patch) and invest one point into Domination for Dazzling.

Personally, I would almost never run a WvW build without blink; I would replace the signet with blink.

In Summary, try this out:

3/6/0/5/0 – Staff + Sw/P – MoR, Blink, Decoy, MoD
- Halting Strike or Empowered Illusions
- Fury + Pistol Trait + Harmonious Mantras
- Mender’s Purity + Whatever?

Healing Power Efficient/healing skiils

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Posted by: adelaide.6213

adelaide.6213

You may find this resource valuable for whatever analysis you may be doing.

http://www.reddit.com/r/Guildwars2/comments/1v524y/spreadsheet_of_healing_skills_with_their/

WvW Lockdown Builds

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Posted by: adelaide.6213

adelaide.6213

@ adelaide: Not using GS (or focus) makes thiefs so much harder ´cause you can´t stop them from resetting the fight. So I would rather use Sword/Focus and Scepter/Sword or Scepter/Pistol. This would free the rune slots for something like Runes of the Pack. On the other hand, focus is still bugged, which makes your original setup much better.

@Nevhie: I´ve tried all those builds with S/P and it´s incredibly strong with Chaotic and Bountiful Interruption. Might and bleed is stacking rapidly and you can assure the Duelist´s hits with your interrupts. I don´t like the cooldowns though, and Magic Bullet sometimes feels like a waste if you used it with CI.
Has anyone tested a true hybrid build with S/P and possibly GS yet? Every hybridish setup I´ve tried so far seemed to work better as a full power build with might stacks to get your condition damage on a solid level.

@ Carighan: Aren´t you hurting yourself if you use CS and Technobabble? I mean, close to 4 seconds daze is impressive, but a 50% chance to get only 1 second stun out of it?

6/6/0/2/0. Semi-Hybrid (leaning power) 100% condi duration build (16 seconds of 5x Vuln on each daze.) Confouding Suggestions and Harmonious Mantras. Sword/Pistol + GS. Only works in WvW.

http://gw2skills.net/editor/?fhAQNAsaRlknpRt1oxMNcrNiphcqqkOwhBlO0pFA-T1hIABepFQHlkittenAIb/RXghq/E7TAIJlgkCAmhRA-w

Running 2 mantras is fine, although it may take a week or two to get used to (3 mantras, however I would definitely not recommend.) If you’re charging your heal mantra, keep in mind you can fire MoD to stop people from interrupting you mid-cast; you can also blink mid-cast as well (Decoy and Iswap will not work unfortunately.) Stealth from Decoy+Mass Invis will provide additional cover in most situations to recharge them.

If you’re trying to run more condi-heavy hybrid builds, GS is not a great choice. You will get better results by equipping scepter/torch instead.

Also, if a thief wants to reset a fight by running away they will. Knocking them out of shadow refuge won’t result in a kill 80% of the time; they have too many escape methods besides shadow refuge. Many mesmers run staff rather than GS because it’s an excellent baiting weapon against theives. Others prefer scepter because Scepter3 tracks through stealth and does more power damage than blurred frenzy, and the block is very nice too.

WvW Lockdown Builds

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Posted by: adelaide.6213

adelaide.6213

This looks pretty interesting adelaide, IC+Blade Training is something I really like to use. The main problem for me is your lack of hard lockdown, you´re unable shut someone down for a few precious seconds to recharge your mantras or reposition yourself.

Use condi duration food for extra duration on immobilize. IC + bladetraining reduces cooldown on swap too, which immobilizes. You can also run scepter/sword + sword/pistol if you want an extra stun. Scepter3 synergizes pretty well with mantra of distraction i’ve found.

WvW Lockdown Builds

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Posted by: adelaide.6213

adelaide.6213

http://gw2skills.net/editor/?fhAQNAscRl0npRt1oxMNcrRiphcqqorM5CU6QtWA-TJRCwAZOFA93fAwTAAcZAA

This is a vulnerability-stacking lockdown build with halting strike. 40% cd reduction I-leap, sword daze, and phantasmal swordsman. 3-charge mantra of distraction for more vulnerability. 3-charge mantra of recovery with mender’s purity for excellent healing and condi removal.

If you swap out traveler’s for perplexity, swap out compounding power for confusion duration, and run some condi duration food, be prepared for for some QQ whispers.

I have also posted some similar builds here:

https://forum-en.gw2archive.eu/forum/professions/mesmer/H-Mantras-Lockdown-Builds-Brainstorming

SoloQ top 1000 mesmer montage video

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Posted by: adelaide.6213

adelaide.6213

Nice video. I’ve been trying to run scepter/sword in a semi-bunker build in sPvP as well. Do you have any tips on fighting other mesmers and decap engi’s using those weapons?

[PvP] Celestial hybrid phantasm build

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adelaide.6213

You should drop debilitating dissipation and pick up phantasmal haste.

I personally would swap out deceptive evasion for the pistol trait. Having an extra 300 range and lower cooldown gives you better initiation and control over a fight.

Increased confusion duration over compounding power may be a thing to consider as well.

The Mele Train Passenger Build

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adelaide.6213

Ty for the advice
Although I realy believe that the Boons you get from PU are key, are you sure about switching them out?
The idea with Energy Sigils is a great idea btw! And yeah maybe go with Knights too ^^.

Yes, I do not believe PU will not help you stick to your commander significantly better, especially since your only source of stealth is the torch. You’re essentially getting about 4 seconds of aegis, protection, and regen every 30 seconds from it; not worth it imo.

If you get split off somehow, PU will give you some breathing room to get back into the melee train. However, 1200 range blink will accomplish the same thing instantly (How far can you run in 4 seconds of your stealth?)

By taking 3-charge mantra of concentration you help other melee in your party stack tight through multiple pushes; alternatively you may take 3-charge mantra of resolve for condi cleanse if your melee asks for it (that is, in addition to your own 3-charge healing mantra with 2 condis removed per charge thanks to mender’s purity; you will basically be condi-immune)

If you look at the sigils melee warriors/guardians typically run they include Water, Energy, Renewal, Stacking , Stamina (endurance on kill.) You will see an energy sigil on each weapon set for any dedicated melee player 9/10 times. As for the second sigil slot of each weapon set you may choose to run stamina. I don’t really like sigil of water for mesmers because you won’t be getting that many hits off besides during chaos storm. If you’re in a non-serious environment I would recommend sigil of hydromancy on your melee weapon set for direct damage+chill during swap. This will help you with tagging for loot as well as giving your team some minor burst.

In summary if I’m in a zerg melee train, I would run:
Energy / Hydromancy -> Sword/OH
Energy / Renewal -> Staff
Energy / Fire -> GS (fire helps with tagging)

(edited by adelaide.6213)

The Mele Train Passenger Build

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Posted by: adelaide.6213

adelaide.6213

I’m not really sold on this build. However, I’ve haven’t experimented too much with running PU in a melee train; on paper it sounds like a bad/not-really-effective idea. When you’re running with a melee train, you’re counting on your fellow warriors/guardians to soak up most of the aoe damage. What you need to provide for yourself is mostly stability and condi-cleanse for immobolize/cripple or else you’re going to get left behind and picked off. Unless you’re running at least 2 guardians consistently in your party, I don’t see you having sufficient stability to stick tight to the tag during multiple pushes. Keep in mind Unsteady Ground/Line of Warding/Static Field are unblockable so Mimic and Aegis will have no effect.

Where PU does shine in this build though is when you do stray behind, you will be able to get back to your commander with less hassle. However, having only one source of stealth besides veil to utilize PU is questionable.

I also believe Illusionary Defense is not a good trait for melee train mesmers because your illusion uptime is too low because of cleave damage. You should swap out to Debilitating Dissipation/Manipulation CD.

Here are my proposed changes to your build (traits/skills only):

http://gw2skills.net/editor/?fhAQNAsfWl0npKtlqxMNUrNyqxY6Z2plTtUpvI7AA-TVzCABQcIAo7EAAwBCYKlDGcEASRbgO7PglSskfAASpk4R1fmTHwYKBDAgAQE6MHapAMRYE-w

In summary, I dropped 2 points in inspiration to pick up harmonious mantras for both the 3-charge mantra heal and stability. I also dropped PU and went for double traited blink because I think that this will aid your survivability more (very helpful with getting back on the tag if you’re out of position.) If you’re really confident about your stability, drop mantra of concentration for mimic (it will benefits from the same traits as blink.) However, do keep in mind that the stability mantra helps your party a lot as well.

In addition, I heavily recommend running energy sigils (endurance on swap) on both weapon sets. I would also run full Knight’s, adding in some Soldier’s if you prefer. I don’t like Lyssa runes in this build as well. Possible alternatives include Centaur, Traveler’s, Pack, (or Guardian if you’re using Mimic).

Also, as a side note, don’t forget that your own staff bounces can trigger your Mimic.


TL:DR – PU aint gonna help you stick on your commander, only find your way back to him. Get Blink. Consider Mantras. Run Knight’s/Soldier’s.

Cripple or Longer blink? (wvw)

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Posted by: adelaide.6213

adelaide.6213

Blink. Thieves have 900 range max on their ranged attacks. You will also be able to escape untraited mesmers if a fight goes poorly.

Best looking scepters for Mesmers?

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Posted by: adelaide.6213

adelaide.6213

Princess Wand. Very cheap. My mesmer wears “Magical Girl” themed clothes so it is a nice fit for me. (Has trailing particles too)

So... Would this be awful?

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Posted by: adelaide.6213

adelaide.6213

I disagree with others regarding the choice of the signet heal for this build; I believe it is a viable choice over ether feast. Your illusion uptime is greater than most builds, you’re running rabid gear (toughness), 6 points in chaos (more toughness and regen), Staff (great defensive wep), and PU. I don’t think you’ll be pressured enough to need the burst heal of ether feast if you play correctly.

However, as others have said, you won’t be killing anyone decent with this build; they will just run away from you because you have very little pressure if they’re not killing your clones. When it comes to group play, you will be very survivable and dish out a lot of bleeds/confusion. However, you will lack that single-target condi bomb capability that can force a down.

Mesmer VS Warrior

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Posted by: adelaide.6213

adelaide.6213

i run a Power PU build

I hope it without torch? If with – throw out it and equip pistol -> no more problems with anybody

Actually, the set is Scepter/Pistol and Sword/Torch…. i find this way more effective than GS.

Try switching it up with Scepter/Torch – Sword/Pistol. Use sword 3 to kite rather than to lockdown against warriors while you you wait for iDuelist cd to get him low. When you switch to Scepter/Torch, hold off on using Prestige if you can until your weapon swap comes back up; then, use it as part of a prestige -> sword 3 -> burst combo if that will finish him.

Shatter VS Phantasm

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Posted by: adelaide.6213

adelaide.6213

In general, I’ve found that facing a Phantasm mesmer as a shatter is a slight uphill battle; you will need to outplay them to win.

My general approach to the fight is to delay their first phantasm as long as possible and force them to use their stealths early so they are forced to distortion shatter. This may be difficult if they get the jump on you. Fortunately, mesmers are not that great at chasing, so you can reset the fight.

Here are my tips:
- Use a zero-illusion-IP distortion early when you see their phantasm summoning animation. You can do this mid-cast of your own phantasm skill. This will cause you to invuln their phantasm, making it not summon at all, and get you the upper hand in the fight.

- Alternatively if you’re close to them, you can use diversion to interrupt the cast. However, i generally like to save the daze for mass invis.

- Be mindful of your 50% threshold for illusionary invigoration.

- I like to save blurred frenzy for phantasm attacks, or to prevent their blurred frenzy, rather than use it in my shatter combo. This is a personal playstyle preference. I find that mesmers have too many outs to put effective use of it offensively most of the time.

- Dodge roll TOWARDS iZerkers during their spin to prevent the most damage.

(edited by adelaide.6213)

The Boon Scatterer/ Condition Mesmer Build

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adelaide.6213

I find it hard to justify having 1.8k condition damage with only confusion as your only reliable damaging condition without Confusing enchantments. You may as well just go Cleric’s/Giver’s/Soldier’s if you really want to be a survivable boon machine, because you sure as hell aren’t doing any significant damage anyways.

I think Mantra of Recovery would be a better heal than Mirror in your build. You’re pretty tanky with high toughness/regen, so you shouldn’t be pressured into needing a faster heal to survive. It will effectively double your condi clears.

WvW Hybrid Perplexity Mesmer Build

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Posted by: adelaide.6213

adelaide.6213

A hybrid perplexity build for WvW.

http://gw2skills.net/editor/?fhAQRArf8al0npMtNqxGNcrNyqhcylPRZ2zl+SnAA-TFiIAB6oMAgnAASK92S/At7PAnSwCV/J2TCQAgDA2d3d3d3dLFwiCjA-w

This build includes:
- 3 charge MoD as main interrupt source.
-113% confusing duration
- 12 second iDuelists with Phantasmal Haste (and Fury if you swap out Blink Range)
- 1663 power, 59% crit chance, 213% crit damage, 673 condi w/o scepter equipped.
- Great sustain potential with phantasm regen, 3 charge MoR with condi cleanse.
- retal on phantasms, confusion on all illusion death

I chose to run Celestial on some trinkets because of how this build can take advantage of healing power. 3 charge mantra heal is one of the highest, if not the highest, hpm heal skills in the game. Additionally, 12-second duelists that spawn next to you provide you with excellent regen uptime.

hybrid power/condition, could it work?

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Posted by: adelaide.6213

adelaide.6213

The most successful hybrid mesmer build that I’ve used was StickerHappy’s Phantasmic Interruptions build:

https://forum-en.gw2archive.eu/forum/professions/mesmer/Phantasmic-Interruptions-Phantasm-Lockdown

The raw stats speak for themselves (with food):
- 100% condi duration !!!!
- 45% boon duration
- Traveler runes
- 453 condi dmg
- 2061 power, 48% crit chance, 202% crit dmg
- 2366 armor
- bountiful interruption for more might

Too bad the itemization for it can’t be achieved in sPvP though.

[WvW build] PU Power Marksman of Pain

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Posted by: adelaide.6213

adelaide.6213

I like this build. My only recommendation is to swap mirror for a traited mantra heal. The multiple condi-cleanse would be nice, especially while disengaging with immob, chill, or cripple on you.

This. Seems like travesty to not take advantage of the mass condi cleanse.

Additionally, Mirror is a poor choice in a PU build because reflects in stealth trigger Revealed.

Your choice in Bountiful Disruption is questionable since you only have GS 5 + Shatter3 as interrupt sources. I would suggest -Blink CD or Mirror of Anguish instead.

H-Mantras Lockdown Builds [Brainstorming]

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adelaide.6213

The first build is more about dazes/vulnerability than hard lockdown. I would consider IC necessary for this build. -40% cd reduction on 3 skills of Sw/Sw is very powerful.

For the second build, I would use the mantra to interrupt heals, while “praying” when using the focus interrupt in a teamfight.

(edited by adelaide.6213)

H-Mantras Lockdown Builds [Brainstorming]

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adelaide.6213

With the recent intended fix of moving Harmonious Mantras GM trait (3x mantra charges) down a tier into Dueling, there are new build possibilities using a x/6/x/2/x template.

Specifically using:
- Harmonious Mantras (Thread Topic)
- Mantra of Distraction
- Mantra heal + Mender’s purity
- the rest is open

Please post/discuss builds that incorporate the above template.

Here are a few I have come up with:

(1) – 3/6/0/2/3 , Sw/Sw – Gs
The first is a non-traditional lockdown build with a heavy emphasis on sword/sword phantasm play and vulnerability stacking. Additionally, it uses Grenth runes for chill on heal, taking advantage of MoR’s short cd.

http://gw2skills.net/editor/?fhAQNAscRl0npRt1oxMNcrRiqhcqmorL5CU6MlGA-TJRCwA22fAwpAwxTAAcZAA

(2) – 0/6/6/2/0 , Sw/F – Staff
A take on “Chillruption” with Harmonious Mantras + Grenth Runes, with clone spam-death traits.

http://gw2skills.net/editor/?fhAQNAsdWl0npAt1oxMNcrNyqxY6WO5lTtUpvI7AA-TZhBwAAOFAcOCA52fIyDAYcZAA

(3) 6/6/0/2/0 – Sw/Sw – Staff
Confouding Suggestions, Mesmer Runes, Sigil of Paralyzation (recently buffed to +30%.) (I don’t know the math on the durations yet.)

http://gw2skills.net/editor/?fhAQNAscWl0npRt1oxMNcrNiphcqqkOQjBluVoFA-TJBCwAAeCABOFAhLDoc/BA

(edited by adelaide.6213)

PSA: New movement speed "oil"

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Posted by: adelaide.6213

adelaide.6213

It’s tradable. There are some listings on the trading post atm if you CBA to visit Lornar’s.

PSA: New movement speed "oil"

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Posted by: adelaide.6213

adelaide.6213

One of the new NPC vendors, Tigg, in the Durmond Priory (Lornar’s Pass) living story zone is selling a movement speed oil called “Swift Moa Feather.”

I haven’t done extensive testing yet but:

- it is relatively expensive at 24 silver each
- Takes up the utility oil option
- “Tigg’s Swiftness(30 m): Movement Speed Increased.”
- Usable in WvW
- Slower than the swiftness boon (33%), but I’m not sure how it compares to traveler’s runes (25%)
- Aesthetically, it looks like you have perma swiftness (yellow things trailing your limbs)

I’m posting this here so mesmers are aware of a possibly viable option to run runes that aren’t traveler/centaur when WvW roaming.

(edited by adelaide.6213)

Whats your best Burst non Glass build?

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adelaide.6213

I think of the 0/10/30/0/30 IP-PU build less of a shatter-based build with PU, and more of a PU build that can shatter well.

I don’t mind the loss of DE that much since I run double sword with -40% cd clone generation on them. Due to the weird way IP scales with mind wrack, I find it acceptable burst to let it off with 1-2 illusions with IP.

I can easily maintain 11-15+ stacks of might (bountiful interruption, shattered might, sigils, GS 3); but the thing I miss most is the vulnerability on dazes from Domination 15.

My opening burst combo is: Sword 5 from ~800 range-> switch to GS (not in combat yet) -> Decoy w/ PU -> GS 4 while getting in melee range -> GS 2 from melee range in stealth → mind wrack → GS 3 → swap to sword and do sword stuff based on the situation.

At that point i have decent opening burst on them and I have PU boons along with 10+ stacks of might. If something goes wrong I go into sword 3 kiting troll mode until my cd’s are back up.

Whats your best Burst non Glass build?

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adelaide.6213

I’ve been running a experimental PU/IP shatter build
(0/10/30/0/30 – swsw/gs)
in anticipation of the vigor nerf (indirect DE nerf):

http://en.gw2skills.net/editor/?fgAQNAscRlwzipXUTkGb9IhpHE33AH1jrr9vXqAvB-jkCBYLCiUEAkIRM5pIaslhFRjVzATlKpKXCymzCy+DKrSBAzEA-w

It has a different flavor of “burst” in that it lacks the on-demand DE + mirror image shatter burst, but it still is very easy to capitalize on enemy mistakes in the middle of the fight.

The strategy is to trololol around with 40% cd reduced sword #3 kiting and PU to make your opponent over-extend and then shatter them in the face. It also has pretty deadly immobilizes if you swap out PU for chaotic interruption against classes that lack stability coupled with condi food.

How is Shroud Dancing "On Enter DS" nowadays?

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adelaide.6213

Any particular comments on the build that I posted? It’s a 20/20/0/0/30 PPV with the stability trait + weakening shroud and spectral walk/armor. It’s pretty much what Bhawb suggested: a tanky power build.

How is Shroud Dancing "On Enter DS" nowadays?

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adelaide.6213

Is there anyone running a shroud weave/dance build in pvp? There was some discussion about it during beta and a few months after release but it seems that the discourse has since died down. However, with the change of Near To Death (DS recharge reduction) being moved to Master Tier a couple patches ago and opening up Foot in the Grave (stability,) it seems that the playstyle received a heavy buff.

It seems like one of the harder necro builds to pull off because you need to be able to predict when you can double tap that DS key or not. The particular variant i’ve been experimenting with is a PPV taking the spectral skills and traits for “oh kitten” survivability in case I misread the situation and my DS is on cooldown. I still seem fairly tanky despite not running PVT thanks to lots of enfeebling blood weakness, with lots of damage to boot due to near 100% uptime on fury if i’m not being pressured.

I personally haven’t really gotten the hang of it, but there seems to be some potential with the accessibility to stability now. If I had to summarize the feel/mindset of this build variant, I would say that you are able to be either very tanky or a respectable damage dealer, but not both at once.

Build:
http://gw2skills.net/editor/?fQAQNAoYWjMaV6ZbibM8JAIF7ibkijVm6B8ofOA-TsAA2CoIUSpkTJjSSlsKNsY9xUBA

I’ve also tried dropping 10 points in dom and picking up the weakness on crit trait in curses; I personally prefer Chill of Death for finishing people off though.

Hybrid mesmer builds

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Posted by: adelaide.6213

adelaide.6213

I’ve been trying out this hybrid power phantasm/glamour build:
http://gw2skills.net/editor/?fgAQNAscWlwzqqHVTmGaNJxZGMP6oFQShqRdJF8G3A

It isn’t that great for solo/roaming unless you’re absolutely gosu with well timed feedbacks, but coupled with an ele or necro iWarlock hits very hard with full zerker. Has nice utility too with 4 different ethereal fields you can put down, and sword 3/5 + staff 2 lets you take advantage of it (offhand sword is just personal preference.)

Phantasms forced to shatter?

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adelaide.6213

I see phantasms in pvp as things that are meant to be killed (by the enemy.) With this perspective, I agree that traits that directly buff phantasms are fairly useless. However, if you give phantasms both high damage output (which they have) AND tankiness, then you start running into some balance problems.

When I’m running a semi-bunker build, I only bother to pick up the phan retal trait, since i know people like to focus/aoe em down. I kind of play a little metagame since I know people like you like to pump points into inspiration. Thus, when people see I’m not shattering left and right they start focusing my guys, thinking I must be one of those phantasm mesmers.

However, I’m specced with lots of cloaking (prismatic understanding got a huge buff recently imo) and the clone/illusion death traits; so I actually want people to kill my minions while I’m cloaked. This whittles them down, and probably annoys the hell out of them during the process.

tldr:
I like phantasm heavy mesmers because I like to mindgame people into thinking I am one.

This needs to stop. (Siege cap sabotage)

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adelaide.6213

My suggestion would be to set the map cap a little higher or remove it entirely. Then, place a limit on how many times a person can man an individual siege weapon every 30 mins (the time it takes for a siege to despawn if unmanned for the duration.)

Suppose the player limit was set to 5 sieges per person per 30 mins (with the person being able to reman any siege of those 5 during those 30 mins; the 30 mins could reset every xx:00 or xx:30, or 30 mins after the 1st siege was manned. ) This would limit the potential for abuse to be no more than 5 sieges per person.

11/16 - TC, FA & YB

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adelaide.6213

The fight actually in the lord room was so laggy and rendering such an issue, you couldn’t have picked a side to focus if you wanted to. Even fighting at all was a problem for many people, skills just wouldn’t fire, and you couldn’t see anyone not right in front of you to fire them at anyway. Suggesting TC picked a side to focus during the lord room fight is laughable.

As for the battles before Yaks pushed into the lord room. It took an hour, maybe an hour and a half between breaking the outer wall to pushing into the keep. TC initially defended the north with a very large force and significant defensive siege. TC however was completely unable to fight Yaks on the ground despite similar numbers. The 2 or 3 times they tried, it was a slaughter. Some time later, after destroying siege, fighting wall defenders, TC fell back to build siege in the lord room. By this time, FA was beginning to attack SM as well. Maybe this is when Vagrant tried telling people to focus FA. It didn’t make a bit of difference. Whatever stalling of FA they attempted didn’t work. All 3 teams were in the lord room in force at roughly the same time.

As for the subsequent defense of SM. I destroyed those catas you’re talking about. Maybe you told people to leave them, maybe you didn’t, it didn’t matter. If you’d stayed, you would have died there. After losing SM, TC lost most of their map presence. They was in no position to be making any sort of an impact. All TC was doing at this point was skirmishing with Yaks in front of SM. Over the next couple of hours TC mostly stayed in their territory, they certainly had no impact on the FA siege of SM. The only time they really left their territory was to push north and take the western towers from Yaks while we were busy fighting FA on the east. They didn’t stay to defend them.

The situation hadn’t changed when our wall upgrade finished, trapping FA inside. You certainly could not have wiped FA for us, despite what you would like to think. I don’t think you realize how many people FA had in EB at that point since they were all on our side of the map. I assure you, you did not have the numbers to keep them out of SM.

I don’t doubt you and maybe a few others were saying in /team to concentrate more on FA than Yaks. Ultimately though, whatever you tried to do had no material impact on the outcome.

The “stalling” of FA didn’t occur in the lord room. Anyone that wiped in the lord room was told to head to the FA breach point. We held our ground spam repairing the outer south wall against FA for ~15 mins, cutting off reinforcements.

After we lost SM we capped about 5 towers or so from both sides, mostly from FA, over a 2 hr period(albeit we never defended them.) I think our goal was to preoccupy FA from attacking SM

As for the TC’ers you probably encountered outside of SM, they probably weren’t part of the large coordinated group zipping across the map.

11/16 - TC, FA & YB

in WvW

Posted by: adelaide.6213

adelaide.6213

Epic 3-way fight at eb sm. that took long. YB in the end got it.

second one of those today i was a part of inside smc.

good fighting all.

Indeed. I am curious as to how exactly we took that? We had seemingly less people than both servers and yet pushed TC out of the lord room and FA didn’t even bother to fight it out after that. We even split our forces between the keep room doorway and then pursuing FA folks. Also FA, the portal bombs are getting old, and predictable. Find a new trick.

A group of TC’s kept the south group of FA at bay by repairing walls/destroying siege long enough for YB to take SM for about 15-30 minutes, cutting off FA reinforcements.

I don’t know if that was intentional on our leader’s part (that we concede SM to YB rather than FA) or if we really thought we could hold SM altogether.

Also I would like to express my gratitude towards the YB folks who almost took Duros after they took SM.