I’ve stayed at this party entirely too long
I’ve stayed at this party entirely too long
As some others have alluded to in previous posts, I think it’s more a matter of burst taking a huge nerf (by-bye haste) in the last patch, in addition to some broken condi cleanses being fixed, that have acted as a two-fold indirect buff to conditions. Previously condis could be removed by some classes far too fast and far too easily and this dominated the meta game. As well, burst can be a serious counter to condition/attrition fights – burst just kills people faster than condis do – and with the haste nerf burst has obviously been reduced significantly.
Given this improved condi performance, it now appears to be exposing some serious flaws in common builds that lack condition removal, and possibly even condition removal deficiencies within some classes as a whole. Taking a build into tPvP though with little to no condition removal and then complaining about dying to conditions is just ridiculous.
If anything, might stacking runes in general could probably use a little toning down the same way + protection/boon duration runes were addressed previously. The Lyssa runes were already fixed in a ninja patch earlier this week, so the condi dmg has already begun to taper off a little bit.
I’ve stayed at this party entirely too long
(edited by hackks.3687)
WALL OF TEXT
Ok. I’m gonna call bullkitten yet again.
He seriously argues that a HGH engi is survivable and that a mesmer dies to a sneeze… O.o
how many conditions clears does this build have? 6? How many does a shatter mes have? 0? 1? that’s about it….
that would be 6 single-condition cleanses.
if you’re not building with a condition cleanse that’s your problem.
if your class doesn’t have viable condition cleansing, then that’s your class’s problemusing your shortcomings as a reason to nerf something else is pretty ridiculous
Not calling for a nerf based off just that… and yes its six single condition cleanses not to mention the chance to turn an incoming condition into a boon (they should just make it convert an incoming condition to a boon 20 sec CD) and remove RNG from the whole process…. There are other strong engineer builds out there TBH I wish they would buff confusion in PvP then more of you guys might use bomb kit or tool kit… And its not just the condition cleanses that makes this build strong elixirs currently give strong boons and cleanse conditions and heal (H) Mesmer heals just… Well heals… We have mirror but the healing sucks and the duration of the reflect isn’t worth it… Currently this build does more AOE damage through conditions while being survivable more so than a Mesmer because shatter mes will have minimal to no toughness because getting that would mean sacrificing so much power that they just become taxis between points and no condition cleanse. You also have supply crate which outshines timewarp now since quickness was neutered and mass invis is cool for 5 seconds…. Builds that do too many things at once are what is considered Overpowered… This build does to many things at once.
doing too much what? they can’t bunker. they can’t carry. all they can do is roam and spew conditions. you must have them confused with Ele’s. It’s fairly common, the class icons look surprisingly similar on the scoreboard
And what? More survivability than a Mesmer? That’s just wrong. And why are you comparing an HGH-condi build to a shatter mesmer in terms of aoe condition output? That’s like comparing Apples and… Fish. Just no where near belonging in the same conversation. Your argument here adds up to nothing more than “if mesmer can’t do it, then it should be nerfed”. I don’t even know why you’re comparing elites.
I really don’t understand how you can call HGH-condis OP by comparing it to an easy mode, face-roll shatter build – a build that just so happens to have a rather solid counter to HGH, a la Shattered Concentration, and it’s innate burst which always has an edge against condi/attrition builds – unless you’re just getting outplayed, as is the case in most of these QQ posts and the crux of the entire HGH-condi build.
You’re just grasping at straws here, my friend. The only problem is, like most everyone else QQing about it, you have only an inkling of an idea, of what you are up against and thusly no idea how to fight it. Which gives the Engi (the good ones at least) a big advantage, since they already know exactly what you and most everyone else is doing.
I’ve stayed at this party entirely too long
WALL OF TEXT
Ok. I’m gonna call bullkitten yet again.
He seriously argues that a HGH engi is survivable and that a mesmer dies to a sneeze… O.o
how many conditions clears does this build have? 6? How many does a shatter mes have? 0? 1? that’s about it….
that would be 6 single-condition cleanses.
if you’re not building with a condition cleanse that’s your problem.
if your class doesn’t have viable condition cleansing, then that’s your class’s problem
using your shortcomings as a reason to nerf something else is pretty ridiculous
I’ve stayed at this party entirely too long
Perfect Duo? 2 Engis
Perfect Trio? 3 Engis
Why? because they just have so much fun together!
I’ve stayed at this party entirely too long
Double stacking battles with 5 second weapon swap does not work I believe. I mean having one on each weapon set. But I will check.
there’s no way to speed up the CD on battle unfortunately. having one on each set though does guarantee those 3 stacks of might whenever it’s off CD. It’s far more reliable than Strength, which is more likely to cost you might stacks by putting battle on CD again before a swap. Battle is just easier to control and more reliable. Not to mention the might lasts longer. Since you’re already using Versatile Power you’re ahead of the curve anyways on weapon-swap-might-stacking.
Try not to think of Fast Hands as a means to stack might faster. That’s merely your means to “out working” your opponent the way an HGH condi engi does. He doesn’t stack might any faster with battle for having low CDs on kit swap. It’s just easier to reliably stack that way as well as keeping his skills available to reapply important conditions.
I’ve stayed at this party entirely too long
@Brigg, this is the same sigil combo on the pistol pistol engi. I believe that both sigils should work. The might on crit sigil has no icd so the battle should not be affected by it.
just wanted to clarify this. the Sigil of Strength if procced before a weapon swap will cancel the sigil of battle. p/p sigils are Battle + Minor Corruption. Additionally the sigils carry over to the Kits since there is no way to slot sigils on kits. So to fully reproduce this on a character other than Engi/Ele you’ll want the same sigils on both weapon sets.
My suggestion: keep the Battles and lose the Sigils of Might.
I’ve stayed at this party entirely too long
The patch notes will come out, the nerfs will be stated, but somehow they’ll forget to copy/pasta that portion of the code into the patch just like the did the first time they intended to nerf 100nades.
Relax guys! We’ve got the build for at least another month. maybe even two!!
I’ve stayed at this party entirely too long
All I get from this thread is that 9/10 people have little to no idea how the build works. Which would mean they’re getting outplayed more often than not since a good HGH-engi has learned how to cover his weaknesses (of which there are many) against virtually every type of class/build and even then he still dies to all the “normal” faceroll builds of BS Thieves and Shatter Mesmers, etc.
Solution: do your home work
I’ve stayed at this party entirely too long
(edited by hackks.3687)
There is a period of time in which the ele can’t hit you after updraft – which goes for all launch skills but we’ll stick with ele as the example. The window of time includes when they are launched backwards and you away from them as well as the time it takes for them to close the distance and get back to your new location. This is a fact. I know it because I can count on it every time it happens and it doesn’t require super human reflexes like dealing with an instagib. There is ample time to pan your camera, see where they are in location and skill rotation and gauge whether you even need to pop your stun break at all. I could point out a handful of other CC skills that are more problematic than a launch/knock back.
If I’m not getting your point it’s because you’re not making one based on actual fact. You’re also missing my point that the issue you and others are having with this can be overcome with a little knowledge and a little practice. No twitch reflexes. No gimmicks. Just understanding and awareness.
Unless you’ve got any questions I’m going to leave it at that. Good luck.
I’ve stayed at this party entirely too long
RTL is the most obvious animation in the game. When you know what follows can hurt you why wouldn’t you try to dodge it? And the reason they use it with regularity is because its all they have and their sustain can allow them to hang in a fight till they can use the bulk of it again.
The rest of it just sounds like you are getting caught way out of position. Sorry but that’s just what I take from it. Most players know to aim for where you land as opposed to where you are while flying through the air. Still, when you land you have the option to break the stun. The inabity to break the stun while in mid air is countered by the fact the majority of these skills have self knock backs or long cast times as well as moving you away from them requiring them to close the distance. Other than updraft they’re generally all used to create distance not stun and spike per se.
Just takes some understanding of how the skills work.
Note: I didn’t once say L2Dodge or L2P. Just trying to be civil and constructive here. Not all players share your frustrations so there must be something to handling these kinds of skills.
I’ve stayed at this party entirely too long
It’s honestly just as easy as he made it out to be. The only time you are “defenseless” is while you are in the air. At which point nothing is going to be hitting you. By the time you land they will just be landing themselves and swapping to fire for burning speed. Burning speed then needs to close distance before it hits you. You watch them the whole time to see if they are actually going to hit you and whether or not to pop your stun break. Popping your stun break any sooner is a mistake and a big one at that.
Projectiles will never hit a target moving as fast as the blowout anim. No issue there. Though a smart player will know to aim where you land which is where your SB is available.
The ele rotation is so obvious and should be familiar to everyone at this point. Dodge the RTL and you’ve already won half the battle. The only have the one burst rotation and its on lengthy cd due to fire grab.
I think a lot people treat stun breaks as preventative though by and large they are better serving when used only when absolutely necessary. BV is the only on you really need to break immediately since what follows can certainly kill you. Other than that though I prefer to be as patient as possible before using my SB. It usually serves me pretty well.
If there was one CC that’s in need of some scrutiny it would be Daze. Those can ruin you and can’t be cleared.
I’ve stayed at this party entirely too long
So then… assisting is the problem?
Edit: in almost 4k matches I can’t recall ever seeing anyone be able to hit the target before the blowout anim ends.
I’ve stayed at this party entirely too long
(edited by hackks.3687)
Huh? Is this really an issue? What class can que up and land a skill before your stun break is available. It just sounds like people panic without paying attention. There’s virtually zero risk during the blowout and ample time to gauge whether or not you even need to pop your stun break while knocked down.
I’ve stayed at this party entirely too long
the 20s GCD made (a little) sense before they redesigned the skills. Now with the 20s GCD on top of these new (weaker) skills it’s like ANet is saying “we really don’t want you to use this”…
the one thing I really don’t understand though is why KR was singled out as an over-performing 10pt trait while other classes were untouched. I mean, what about Mug? What Ele build doesn’t use Elemental Attunements? Where would Mesmer’s shatter build be with a nerf to Mental Torments? 6k crits from stealth? Perma boons? 20% dmg increase on their main dmg skill aren’t over-performing for their trait tier?
I’m not saying these things need to be nerfed into the ground like KR was but some consistency would make me feel a bit better about having so many builds completely removed from Engis. Maybe Anet has a policy of only gutting 2 professions per patch? Engis and Warriors were last. Who’s up next?
I’ve stayed at this party entirely too long
If you’re an engineer, grenade kit is the easiest way to deal with such a mesmer. You either dodge the phantasm generating attack or keep eyes on the animations of said phantasms to dodge their attacks.
Grenade kit offers you fat AoEs that is the most reliable way to deal with a mob of illusions. One thing I do need to remind you of is that phantasm mesmers will probably have retaliation on their phants, so be careful.
If you absolutely can’t stand grenades, the only other worthwhile option would be the bomb kit. Big O’ Bomb can give you much needed space and crapping bombs on point will blow up any phantasms trying to melee you. The downside to this approach is that the Mesmer itself can easily kite around you while sending phantasms to their demise.
Engineers with the HGH build is actually one of the Mesmer’s best counters.
This is slightly misinformed. Grenades are a great way to pressure form range, but you’re not going to kill the phantasms with it since they’re cast at your location and not the mesmer’s. If you’re spamming nade’s at your feet to kill phantasms and clones then you’re too close and likely out of position for the fight and even more likely to be in a lot of trouble. Not to mention that a Mesmer’s GreatSword does more damage at it’s max range than it does at close. Which leads to the conundrum of when should I be in close and when should I be at range. At max range grenades are easily avoided by anyone paying attention though you’re likely to clear out a few clones. Get to close though and you get a magic bullet, an immob from iLeap, and shatter in your face while eating a Blurred Frenzy. It’s an insanely tricky fight.
Also, HGH is not a counter to Mesmers. Conditions are a decent counter to mesmer. HGH just stacks might, and Mesmers can rip that off in a variety of ways.
I’ve stayed at this party entirely too long
I’m not sure why anyone would want to be melee only. the versatility of combining ranged attacks with melee attacks is fairly potent. That’s half the reason I bought the game right there.
Well some classes like guardian don’t really have range options. But you statement can be reversed too, should range have melee skills? There really isn’t a reason for them to do so.
Except that there are no “ranged classes” and “melee classes” in GW2. There are ranged weapons and melee weapons, but every class has the ability to build around one, the other, or both. Even Guardians. All those weapons might not yet be viable in tPvP for every class but the concept is intrinsic to the design of the game and every class. Viewing classes in GW2 as ranged/melee/tank/healer would be a mistake. The trinity is gone, and so are the class limitations that came with it.
I’ve stayed at this party entirely too long
I’m not sure why anyone would want to be melee only. the versatility of combining ranged attacks with melee attacks is fairly potent. That’s half the reason I bought the game right there.
I’ve stayed at this party entirely too long
The map definitely has issues.
Given the amount of cheesy builds and comps that come out of the woodwork every time this map is up is a fair indication of such.
Which is a shame though. I like the map. I like the concept. It’s horribly imbalanced though.
I’ve stayed at this party entirely too long
I’m still trying to wrap my head around Ranger Beast Master builds where they just stand there and watch me while dodging and evading, waiting for their pet to take huge chunks out of me. Why are there builds in this game that have AI delivering more damage than players themselves?
When it comes to Mesmers, I either take them by surprise or I run away. That’s pretty much it.
Yeah beast master builds are pretty hard to kill too, but you can beat them as long as you get your hits in. And the AI (pet) is actually dodge able / avoidable.
agreed. it’s definitely avoidable. my problem is that I don’t know rangers well enough to be able to spot whether they’re BM or not until their pet has taken a huge chunk out of my HP.
I just don’t like the idea of building yourself to be as tanky as possible while waiting on the game’s AI to do what theoretically you logged in to do – i.e. PvP
edit: to keep on topic – I agree that when fighting a mesmer you need like two or 3 extra dodges, they just chuck so many things at you. You have to dodge the Phantam attacks, you have to dodge the shatters, you have to dodge the iLeap, you have to dodge Magic Bullet, and once you get them with Immob or Stun they pop Phase Retreat or Decoy or Mirror Image. They just outgun you with damage, CC, and avoidance. That’s why I either take them by surprise or just run away.
I’ve stayed at this party entirely too long
(edited by hackks.3687)
I’m still trying to wrap my head around Ranger Beast Master builds where they just stand there and watch me while dodging and evading, waiting for their pet to take huge chunks out of me. Why are there builds in this game that have AI delivering more damage than players themselves?
When it comes to Mesmers, I either take them by surprise or I run away. That’s pretty much it.
I’ve stayed at this party entirely too long
My guess is we’ll see what happens to the build once the aoe nerfs are implemented.
Other than that the +Might duration runes will likely get knocked down from 20% to 15% or maybe even 10%
2pc bonus of Lyssa runes getting fixed will tone down a bit of the damage as well.
It’s really just an uber efficient build though. You’d like to think ANet had this kind of efficiency in mind for every class when creating builds.
I’ve stayed at this party entirely too long
at least half of your might stacks come from Sigil of Battle and the constant swapping between weapon and grenade kit. HGH builds typically carry between 70% and 90% might duration through a combination of duration increases (Alchemy, Runes). E.g. each of those might stacks lasts a loooonnnngggg time. Battle gives 3 stacks of Might every 9 sec, which might not seem like much until you’re half way through a team fight and notice that you’ve suddenly got 20+ stacks of might going when you started with only 6.
I’ve stayed at this party entirely too long
So just to make clear… You´re telling me to ask the same thing just in other words? o.o
sort of.
though the question you’re trying to ask requires a much longer answer than the ones I suggested which require only a few words and make immediate sense to everyone on the team, as well as indicate a certain level of understanding and experience – i.e. you don’t sound like a “noob”
never underestimate the powers of perception
I’ve stayed at this party entirely too long
I’m confused. Did you join a tpvp match to duel and people would ignore you, or in the tpvp match people wouldn’t listen to your strategies?
I intended to do a normal tpvp match. No duel.
I asked several times, what the strategy is, if there even is one and even if the more experienced players could tell me what´s important on that map.
I´m still a noobish rank 7 so I often need advices :/
But I want to improve…
Tbh, when I see “What’s the Strategy?” asked in /team chat it just screams at me that “this guy doesn’t know what he’s doing”.
In truth, there aren’t a whole ton of viable strategies for pugging. It’s more about understanding the map and it’s mechanics, and then deciding on roles. Gauging your own comp vs your opponents comp, and anticipating opportunities to exploit or prevent.
If you want to start a dialog with your team then you’re likely better off asking questions regarding more specific details regarding that particular map – asking about roles is a good one to get people talking.
You could always just be honest as well. Saying “hey, I’m not sure what to do here but I’m built to do X, so what should I do here?” is far better than asking “what’s the strat?”
You might be surprised how forthcoming a lot of players can be with advice and tips if you’re just straight forward about it.
I’ve stayed at this party entirely too long
Steal, CnD, Backstab, Heartseeker spam. Fartseeker and Backstab have both been nerfed already. You just have to ride it out, and let the Thief waste their initiative. IMO Steal is the worst. 6k crits and its very hard to dodge.
Indeed. Mug is the biggest culprit. If ANet had nerfed that to begin with some of those other nerfs wouldn’t have needed to be so aggressive.
Edit- better analogy: Mug is more akin to the old Kit Refinement. Too much dmg and too build defining for a 10pt trait.
I’ve stayed at this party entirely too long
(edited by hackks.3687)
HGH is a little OP atm but nothing egregious really. 2 simple fixes are all that’s needed IMO.
1.) Fix Lyssa Runes – if they were only granting 10% condi duration like it states rather than the 20% that it actually is, then there’s no more second ticks of burning from Incendiary Powder while still maintaining 70% might duration.
2.) Shrapnel grenade Bleed duration – reduce it by half. It’s obscenely long atm for a 5 stack of bleeds than can be reapplied twice more before the initial 5 bleeds wear off.
There needs to be some serious work done for other builds though. Engi’s are wearing thin on build options and successive nerfs aren’t the way to punish the class with arguably the highest skill floor.
I also think there is some L2P involved as the meta appears to be shifting a bit. Most people are accustomed to building around countering burst, not condis. While we’re probably exposing some serious deficiencies in some class designs regarding condis and cleansing, a lot of the problems people are having is very much self induced. I see it all the time and laugh when rangers nuke themselves from confusion, or Ele’s just spam all the buttons throwing their water attune on cd before I’ve even unloaded my condis on them. Just stupid things like that. People will adjust though and condi’s won’t seem so overwhelming.
I’ve stayed at this party entirely too long
^
Go to there!
this seems to add some authenticity
I’ve stayed at this party entirely too long
If “quality of wins” is a factor in ranking shouldn’t that be displayed on the leader board as well? It doesn’t make much sense to me to see #2 and #3 with more matches, more wins, and a higher win% than the #1 without some other kind of determining factor. Maybe adding something like “avg. opposition rank” or whatever it is that is being factored into the rankings but not displayed?
I’ve stayed at this party entirely too long
It’ll be here soon enough.
Therefore Arenanet have to steal the time machine from Dr.Who and travel back till 28th of august 2012.
for emphasis
You’re doing more harm than good.
I’ve stayed at this party entirely too long
NEW FEATURES AND CONTENT
Leaderboards
We’re pleased to announce that Guild Wars 2 leaderboards begin recording data on March 26th.
Initially, the leaderboards will feature WvW rankings, PvP player rankings, and total achievement points—something for all player types in GW2.
As of March 26th, your existing scores will silently be posted to the leaderboards while we watch for the top leaders to stabilize. These scores will take into account some of your past accomplishments/rating.
Once stable, we will display the leaderboards for players. We currently don’t have an exact date for leaderboard public release.
Hmmm this would seem to contradict this spurious notion of a deadline.
Oh you gamers! Such active imaginations! (and tear ducts for that matter)
Chill guys. It’ll be here soon enough. In the meantime stop ruining what little communication we have by belittling, mocking, and criticizing the few responses we get from the devs. You’re doing more harm than good.
I’ve stayed at this party entirely too long
they gave a time frame, not a deadline. have some patience and dry your eye’s people.
I’ve stayed at this party entirely too long
Medkit is an adventure style personal heal kit more intended for PvE than PvP IMO. In PvP it’s haphazard – one immob and you can’t reach any of your med supplies, you’re not fighting back while taking the time to hit multiple buttons to heal yourself, and by the way you left your friends back there while you were kiting out to heal yourself…
Elixir H is OK for HGH and cleansing but the benefits really stop there.
Heal Turret is the most functional and beneficial heal skill for Engi’s IMO. Single key for solid heal + regen, or detonated (one more key) for aoe healing + regen, with another water field combo available on the tool belt. Super simple, super fast, impressive results that your teammates get the benefit of as well.
Some heal skills just work better with particular builds but as to which heal skill is “the best”, I don’t see that there’s any debating Heal Turret being the most potent.
I’ve stayed at this party entirely too long
just some of my thoughts on it:
- I’d try to find 10pts from somewhere to dump into firearms for Hair Trigger as that will help the uptime on your conditions which will likely be your main source of damage.
- I’d ditch the Divinity Runes for something more conducive to your build’s role. Either something with more healing, something with more condi dmg/duration, or ditch BP regenerator and grab HGH with +might duration runes. Sigils should change according to these as well.
- Power Shoes is meh – I don’t really think there’s any reason to spend more than 15 points in inventions. Those 15 can be highly worth it though in the right build. You can find swiftness elsewhere easily.
Some questions that might be worth asking of this build:
- Who is supposed to benefit from the healing and is this the most potent way to do deliver those heals? (Right now, not much of anybody will, not even yourself.)
- What kind of dmg will shine brightest in your build (hint: condition dmg) and what kind of runes/sigils/amulet will enable that the most?
- What role is this build supposed to play and how does this build perform that role? i.e. are you going to be solo bunkering your back point and need more longevity/sustainability or a mid point team fighter laying down decisive fight changing/life saving combos?
Don’t take this the wrong way, but when I look at your build I don’t see “strong all around”. It’s really more of the opposite when considering what opponents will place on the field for a similar role – even other engis. That’s not to say you’re not on the right track per se, I just think you need to focus the build a bit more.
I’ve stayed at this party entirely too long
Is this the one where you get stuck in the queue and then can’t leave/disband/anything?
I’ve stayed at this party entirely too long
I think that, the enginer is very unbalanced i think that the enginer in pvp doesn’t deal any damage and, is most overpowered by other classes, i think that someone should balance the enginer more by giving him so more spells, atributes i don’t know. If someone thinks the contrary could you please help me, so i can deal more damage with my enginer on pv please
what’s giving you troubles, young buck? lend us some insight into what’s ailing you and we might be able to give you some more focused advice. Engi’s are very competent in sPvP but they don’t necessarily play like any of the other classes and can take a bit of getting used to, which can make them seem rather unforgiving. Once you get the hang of it though it’s all butter!
I’ve stayed at this party entirely too long
so… the counter to Ele heavy groups was running a Thief heavy group?
I must have missed that memo…
I’ve stayed at this party entirely too long
Since when was Quickness a counter to Bunkers? No bunker I know of that’s worth a kitten would get caught by a quickness burst. Conditions, interrupts, and sustained dmg are how you kill bunker. Not quickness.
And let’s be honest, those of us that have stuck around all this time may be accustomed to Quickness as just part of the game but you can’t build a successful game with this pitifully small player base let alone make it into an esport (not that I care about esports, but it is a significant ambition of the devs and players, both). Casual player experience is critical to the success of this game, and if temporarily marginalizing the loyal few in order to draw the unfamiliar masses is the best recipe for the game’s success, then there’s not really much of a decision to be made. In other words, this tone of self-entitlement that’s so prominent on these boards at the moment is horribly misplaced.
Relax though! It’s obvious that there’s a good number of balance changes needed from this but other than reducing quickness’ debuff effectiveness by 50% as well, there’s really no other changes warranted without a further look at what the quickness change will incur. In other words, ANet are looking before they leap with the appropriate balance changes intended to compensate for the loss of quickness in certain classes (sorry warriors, i know it hurts. hang in there though! you’ll get the love you need sooner or later). And while that might not be popular at the moment, it is without a doubt the correct approach.
In all honesty there were other changes from this last patch that are more ire-worthy than the quickness change IMO, but that’s for other threads…
I’ve stayed at this party entirely too long
@ Leadfoot: Lots of boon/might duration. HGH already gives you 30% boon duration from investing 30pts in Alchemy. 2x Rune of Hoelbrak (20% Might Duration), Rune of Fire (20% Might Duration), Rune of Strength (20% Might Duration) will keep your Might stacks up for quite a while.
Using a Sigil of Battle and liberally swapping between Grenades and your weapon (IMO Hair Trigger and Short Fuse are a must have for either HGH build) will aid considerably in generating those might stacks along with using your Elixirs naturally through combat.
I was running 4 hoelbrak and 2 strength and perhaps not swapping between grenades and p/p that frequently. I guess that would be why? Seems like a huge difference though… is the extra 20% might duration actually better than occassionally getting might when hit (the 4th hoelbrak rune)?
I just don’t think you actually need another source of Might. There’s plenty there already and longevity is key to amassing the Might, making you stronger as the fight wears on, rather than merely refreshing a smaller amount of Might stacks.
Make sure you are trying to use Shrapnel Grenades on cooldown, that’ll force you to swap enough.
This!
I’ve stayed at this party entirely too long
@ Leadfoot: Lots of boon/might duration. HGH already gives you 30% boon duration from investing 30pts in Alchemy. 2x Rune of Hoelbrak (20% Might Duration), Rune of Fire (20% Might Duration), Rune of Strength (20% Might Duration) will keep your Might stacks up for quite a while.
Using a Sigil of Battle and liberally swapping between Grenades and your weapon (IMO Hair Trigger and Short Fuse are a must have for either HGH build) will aid considerably in generating those might stacks along with using your Elixirs naturally through combat.
RE: OP – I defer to Zaragoz. He’s said everything I would’ve said.
@ Null Field countering condis – not really a huge issue. Ele’s with their current mandatory 30 pts in water and evasive arcana are a harder counter due to the more consistent nature of their condi cleansing being part of their inherent combat mechanics.
I’ve stayed at this party entirely too long
seriously, you people need to chill. The patch isn’t even a day old, and there are a lot of changes to understand and synthesize. Viable builds don’t just spring out of every patch as soon as the download is finished. Give it a week or so and see where things stand. There’s nothing breaking the Engi in this patch as far as I can see, but there are definitely some new options on the table. KR was destined to get changed. We knew it. They knew it. Crying about something you saw coming is ridiculous.
Learn. Adapt. Move on.
I’ve stayed at this party entirely too long
It can now be blocked.
It can now be dodged
You have to be in LOSThe skill is now useless due to the high cast time and the speed people cure condis.
huh? you say that like it should be undefendable. There’s nothing wrong with requiring LoS and requiring players to pay attention to wtf they’re aiming at.
Besides , you should be overjoyed that they fixed the DS UI! I can’t wait to get home and check it out!
I’ve stayed at this party entirely too long
I don’t see conquest as being the problem. I trust the Devs when they say they tried all the various game formats and found them all to be lacking compared to conquest. If they didn’t think they were as fun to play then there’s no reason to think any of us will find the other game formats to be any more fun than the Devs did.
What we do need IMO is more stuff to do to avoid PvP getting stale. We need more than a single map and a single queue available on a weekly basis. We do need the 3 round tourneys to be regular events. We do need leader boards. We do need spectator mode. We do need custom servers. We do need dueling in the HoM.
Right now more game modes would likely just create more problems and deviate from getting the core game solidified.
I’ve stayed at this party entirely too long
from what was said during the last SoTG, Tyler is maining an Engi, or at least it’s his favorite class.
if you want to see what classes the Dev’s play I suggest doing PvP on Fridays. They usually run a team then. I solo queued into a group with 4 devs during Spirit Watch week. Needless to say I carried them
I’ve stayed at this party entirely too long
+Heal every downed ally. Besides the obvious, reviving downed allies is more of a priority than finishing an opponent if there are few nearby foes to focus fire you of course. I can’t count how many times I have gone into a skirmish downing 2-3 foes while they are distracted then I go down, and several allies come to my supposed rescue but instead of healing me they go in to make the stomp only to be tossed around by 2-3 downed CC moves. Eventually I die and all three foes Rally back to full health and kill my reinforcements. Obviously this is a situational rule, but I find when in doubt Res your pal. If you take excessive amounts of damage then back off and go on the offensive to push them back before trying again.
+Know what your engaging. Seeing what your headed into can really make the difference in a long game or a easy game. If you see 2 Rangers and a Mesmer headed your way, change your course. You’ll be of more use to your team while your alive… Trust me. Don’t waste your time trying to fight multiple foes that you know will only waste your teams time or get you or your allies killed. Sometimes after spending 2 minutes trying to bring down a D/D Elementalist while we both stay at around 50-60% health I will simply turn and walk away. Sure a victor would have come out eventually but prolonged 1v1 fights do not help your team gain points. Instead lure them away from your point, and into your allies. Or neutralize their point while they dance around you.
There’s are some tricks of the trade I hope you can use to get some more enjoyment out of Your PvP. I hope to see you out there.
Well…you can’t rez everyone as you said especially thieves. If the other team has a necro or a grenade engineer then they’re not gonna bother with stomps and are just gonna throw everything on that downed person in hopes of downing would-be rezzers. If the downed body has poison as well, it’ll be very difficult to rez.
The point of tpvp is pushing fights in your favor by out rotating your enemies and pushing superior numbers into fights. They sent two to your point? send back 3. Theres 4 at mid? Push 5 at mid with mesmer portal on home point. A big part of teamfights lies in the question “Is your bunker there to support the fight?” A team that knows how to rotate a guardian into all the teamfights will generally be victorious.
Not that I’m wholly disagreeing but pushing greater numbers around the map is only advantageous to a certain degree. At some point you begin to give up map control for merely zerging a point. Moving players efficiently around the map and winning evenly matched fights (1v1, 2v2, 3v3) is the ideal. If you can’t win a fight without superior numbers then your team isn’t functioning at it’s most efficient and is subject to being countered by superior mobility.
That’s not to say that an overwhelming force can’t be ideal in certain situations (removing a bunker from your close point quickly for instance) but at some point your team needs to know they can count on you to win that even match up in order to commit the appropriate numbers to take/hold another strategic point.
I’ve stayed at this party entirely too long
Hey, I’m also a tPvP noob freshly hitting Rank 30 out of the wilds of hotjoin. I was wondering what classes tend to lean towards what roles and why?
For example.. Guardian/Ele: Bunker to sit on a point because of great defenses/healing.
This is well known, but what of the other classes? I’ve only played Mes, Ele, and Ranger.. The ranger is still kinda brand new, the Ele is a bit obvious.
- Also, how effective is portalling in tPvP?
sort of the generic overview within the current meta but by no means an absolute:
rangers are great for holding small/side points due to their being excellent duelists. on certain maps they can make use of excellent mobility with certain builds.
mesmers are great back point defenders due to portal (which is extremely strong in the hands of a coordinated group) which allows them to support mid and return to close point instantly, and bring reinforcements. not the fastest roamers.
Ele’s are great at getting to points fast and holding them as neutral, if not outright cap them. they can also carry other burst roamers (warrior possibly benefits the most) with cleanses, heals, fury, and swiftness, in addition to the possible aura share (shocking aura ftw!)
Warrior, amazing burst dmg(!!), though lacks in other build options. Excellent roamers when built accordingly. Need to be carried by support classes though.
Thief, best burst in game, excellent mobility, natural roamer and back capper, suffers in team fights due to squishy nature and abundance of aoe dmg around team fights.
Engi, jack of all trades atm with possibly the most build diversity. Able to build for burst (100nades), hybrid/condis (HGH condis), bunker, control, support – though the latter 3 can be done better by other classes.
Necro, typically hybrid or pure condition dmg, best bunker-busters in game due to available boon stripping and ability to spread/control conditions.
Guardian, best bunker in game currently for obvious reasons.
I’ve stayed at this party entirely too long
it can be VERY worth it. it is not required though. the only requirement is killing your opponent’s treb if they are using it. it doesn’t need to be in use throughout either. if your team is struggling to win team fights it can help turn the tide to toss a couple treb shots and pull one or two of their players to treb while you bail and take advantage of their diminished numbers out in the field.
It’s not really firing blindly though. Once you get used to it you’ll realize there’s a target duration for hitting mid and another for hitting sides. I don’t even watch the bar anymore, I just count in my head and watch the map for incoming and team movements.
With “firing blind” i was more referring to the difficulty of seeing where the enemies are. Usually I just fire at the capture circle/square.
That’s a good idea about baiting them to an (empty) treb.
I only ever worry about hitting the point. holding the point is the primary objective so, for instance, if we own it and are defending then the enemy is obligated to get on the point and not only fight against the bunker/support but also do so with treb shots raining down on him i.e. not a fight they’re likely to win. Conversely, if it’s a point my team is trying to take, then the opposing team not only has to stay on point to keep my teammates from capping but they have to do so with treb shots raining down on them.
Do you see what I mean? The best use for treb is point control, not necessarily killing – that’s just its means for doing so.
And yeah, treb will always attract attention as soon as it hits someone. Putting someone there who can take the focused attention and get some support from the roamers it can decide a match. If they send two though, just keep lobbing treb shots till they get to the bottom of the hill and then bail to the nearest team fight/contested node. You’ve now made it a 5v3 on the field for as long as it takes them to kill the treb and rotate back to anywhere meaningful.
In case it wasn’t clear, I kittening LOVE Khylo. Best map so far
I’ve stayed at this party entirely too long
it can be VERY worth it. it is not required though. the only requirement is killing your opponent’s treb if they are using it. it doesn’t need to be in use throughout either. if your team is struggling to win team fights it can help turn the tide to toss a couple treb shots and pull one or two of their players to treb while you bail and take advantage of their diminished numbers out in the field.
It’s not really firing blindly though. Once you get used to it you’ll realize there’s a target duration for hitting mid and another for hitting sides. I don’t even watch the bar anymore, I just count in my head and watch the map for incoming and team movements.
I’ve stayed at this party entirely too long
@Vanthain- what do you care if he thinks he’s #1? it was a light hearted comment. maybe try and relax a little.
all you’re doing right now is offering yourself up as a prime example of what OP was directing his post at: blatant, mindless, negativity directed not only at the game but at your fellow players.
just look at your own posts for a minute and then read the OP again. then maybe read it again. maybe one more time after that if you went to public school.
I’ve stayed at this party entirely too long
I wrote this up ages ago. It mostly still stands, though a couple details might have changed. The other posts have already covered most of that though.
https://forum-en.gw2archive.eu/forum/pvp/pvp/Tournament-Basics-for-Beginners/first#post721200
I’ve stayed at this party entirely too long