Showing Posts For infantrydiv.1620:

Solo q is probably in the worst state ever

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

I still think getting rid of the Solo Queue leaderboards altogether and renaming it “random arena,” would be very good for GW2…

Agree!

Ranger//Necro

Re: Pistol Whip

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

I suck atm at this game but there are thieves who really are alot worse than me and they can dominate right now. The game is unplayable

My advice to you is maybe then get better before weighing in on balance issues? The thief has low barrier to entry gimmicks that any player can get comfortable with and score some points. The same as warriors.

But when a player knows how to handle those gimmicks, the thief just dies. And dies. And dies. The skill cap to be useful and survive once your gimmicks no longer work is a lot steeper than most of the other professions.

Most of the anger here is from people that just cant or won’t adapt to beat the gimmick so they want the game changed for them instead.

In tPvP sword/pistol thieves are waaaaaaayyyy less common than they are in hot join, and there are fewer all the time. If it was so OP, why wouldn’t it be dominant in organized play? Because sword/pistol is not viable and Pistol Whip leaves the Thief much too vulnerable on a stun break or evade. In fact, there isn’t a single cookie cutter Thief meta in tPvP right now. But signet of spite/epi Necros, shatter/sword Mesmers, Diamond skin Eles, and Engi bunkers are gaining more and more traction.

You dont nerf an entire class or skill because a sub-group’s (PvP) sub-group’s (hot join/solo queue players), sub-group’s (that use the forums), sub-group (and cant seem to figure out pistol whip) refuse to step it up.

It is dominant in organized play. You aren’t ranked on either solo or team leaderboards for NA.

Ranger//Necro

Re: Pistol Whip

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

The very simplest answer is that a stun, big burst and evade for the duration of an attack all on one button press is bad design.

Remove one of the 3 and PW will be fine.

My suggestion is to remove the evade frames and that way thieves are not invulnerable while bursting.

Ranger//Necro

GW2 Conquest: Skill-less Spam Chamber

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

But… Runescape has a much larger stream viewership for PvP than Guild Wars 2

Ranger//Necro

Buff ele sustain, and nerf their burst damage

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

I think unless evades get nerfed hardcore, ele does need buffs to it’s non-burst attacks which right now are exceedingly lack luster (such as Air Scepter #1)

Although I don’t really play ele, it seems like 90% of their damage comes from unreliable AoE abilities

How is an ele supposed to beat a thief who can literally perma evade for the entire time the ele is in fire attunement?

Ranger//Necro

Spinal Blades plz.

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

Soon all pve/pvp skins will be interchangeable, so just make the skin and hopefully in a few months you can wear it in pve

wat

You will be able to use your pve gear in pvp, and pvp gear in pve

I think you 100% missed every point OP was trying to make.

It’s quite possible

Ranger//Necro

CDI - Why bother?

in Profession Balance

Posted by: infantrydiv.1620

infantrydiv.1620

Just make Maul deal 80,000 damage in clerics gear, that’ll fix ranger

Ranger//Necro

Spinal Blades plz.

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

Soon all pve/pvp skins will be interchangeable, so just make the skin and hopefully in a few months you can wear it in pve

wat

You will be able to use your pve gear in pvp, and pvp gear in pve

Ranger//Necro

Spinal Blades plz.

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

Soon all pve/pvp skins will be interchangeable, so just make the skin and hopefully in a few months you can wear it in pve

Ranger//Necro

Balance Patch Today?

in Ranger

Posted by: infantrydiv.1620

infantrydiv.1620

I think the feature patch will come on 18/03/2014 unless delayed.

No, they’ve already confirmed: NO BALANCE TILL AFTER March 18th (not on March 18th)

Ranger//Necro

1v1 against Thief? Whats the point?

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

Thieves don’t need stealth to get away. Look at S/P:

Sword 2, port to you w/ immobilize
Sword 3: 6k damage
Sword 2 Port
Shadow step and suddenly they are 2000 range away

Ranger//Necro

How to improve the meta with 6 changes

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

Some personal notes from me:

Warrior: Besides healing-signet, zerker-stance has to be fixed, letting buffed condition-durations go through the stance minus the 100%.

Necromancer: PvP doesn’t need any more of these AI-builds. Please exclude minions in PvP.

Unfortunately I see almost zero chance of Arenanet removing minions at this point. But I think nerfing minion damage and buffing their utility would raise the skill floor on this build exponentially if it was done right, and you probably would stop seeing people putting full minions on their utility bar. That means less clutter and smarter play.

I see what you think about. However I’m very sceptical about this, as spirits also have an active ability, while, besides burning, don’t really deal damage and are mostly spammed (as they are delayed and dodges/blocks make it predict-based).

I prefer activated utilities to mindless raw damage any day

Ranger//Necro

Good Bye From Cheese Mode

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

OH look another attention seeking “I quit” thread. Trying to buy a couple of sympathy points?

To maximize the full effect of you quitting you should totally post this on the general forums and on reddit.

Actually, most of the people in the community playing competitively prefer to know when the top team for months quits.

Ranger//Necro

Rangers in SPvP: Entangle

in Ranger

Posted by: infantrydiv.1620

infantrydiv.1620

Don’t forget that mesmer and thief both can instantly port out of it They don’t even need condi clear for this one.

It is funny to use against baddie warriors or guardians in wvw though.

Ranger//Necro

5 Underrated PvP Quality of Life Changes

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

I’m not a fan of #2, but the rest sound solid.

Also, I’m still hoping that Spectator mode gets added to high end Solo Queue and Team Queue PvP games.

A resign feature would definitely be a different spin on a way to avoid part of an un-dignified 3v5 or 4v5 loss. A better solution would be to make sure that grossly imbalanced matches never occur, but… performing euthanasia on the match would often be a welcome upgrade.

I agree. Even in non 3 or 4v5s if you are down say, 100-400 in a solo queue match, just end it and let everyone get back in queue faster! Shorter games → faster queue times → more games

Ranger//Necro

How to improve the meta with 6 changes

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

Some personal notes from me:

Warrior: Besides healing-signet, zerker-stance has to be fixed, letting buffed condition-durations go through the stance minus the 100%.

Necromancer: PvP doesn’t need any more of these AI-builds. Please exclude minions in PvP.

Unfortunately I see almost zero chance of Arenanet removing minions at this point. But I think nerfing minion damage and buffing their utility would raise the skill floor on this build exponentially if it was done right, and you probably would stop seeing people putting full minions on their utility bar. That means less clutter and smarter play.

Ranger//Necro

How to improve the meta with 6 changes

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

These are in my opinion the 6 things in the current meta which cause the most annoyance.

Warrior

Healing Signet: Will never create skilled gameplay, its as passive as passive gets, make it similar to mesmer healing signet but with adrenaline instead of clones.

Engineer:

Automatic Response might be bad for team fights, but it’s incredibly annoying in 1v1s and needs to be removed. Give engineers slightly more active condition clear in its place.

Thief:

There isn’t really a problem with d/p or s/d thieves anymore. Both those builds take a while to learn and master. S/P is now poorly designed with pistol whip as a stun, burst and evade all in one skill. It needs an increased initiative cost or to be broken up into separate skills the same way s/d was.

Response to:
Warrior section:
Healing Signet isn’t a problem.
Image it with no Cleansing Ire and no Berserker Stance (Like old warrior in the past when warriors were extremely hard to play), it will be balanced.

People in this forum, including the devs, do not understand why warrior is faceroll right now. Because all of none skilled player will choose to use soldier amulet with cleansing ire and berserker stance and endure pain, to make as tanky as they can be. More tankier in the hambow spec, you either never kill others, or you kill others slowly.

Poison is the counter of Healing Signet. The reason why no counter atm is Cleansing Ire. This trait should be eliminated because condition should be warrior’s weakness, not physical damage.

Engineer Section:
Agreed, AR is for none skilled player as well. In fact all the engineer spec is easy to play atm. Nades with toolkit, and a Elixer s with a stealth mechanic. I play engi for like 2 hours and I already mastered it.

All I do is press skills randomly, and it will provide you random blinds, poison, chills. When you get focused, you block with toolkit, block you your shield again. When a zerg chasing you, you throw nades behind, and stealth yourself. So easy to play.

Thief Section:
Thief is the easiest class atm in this game. I play about 10 hours of thief and I mastered d/p, s/p spec. S/p spec is extremely easy, so as d/p. People think its hard because they do not understand the mechanic of thief. D/P is a faceroll spec like S/P.

In S/P spec, all you do is burst randomly with your steal, infiltration signet, and when you almost die, short bow away or shadow away or short bow 3 evade spam or shadow refuge. While you are bursting in the zerg, you are invisible all day every day, so easy.

In D/P spec, all you do is same as S/P, burst randomly with 1 skill (Steal), and infiltration signet. When you almost die, same as S/P will do but you have way more survival skills, which is stealth combo by pistol and dagger, so easy, extremely easy.

In the enemy down body situation, its way more easier. All you have to do is swap to short bow and put aoe posion down, then cluster bomb all day. The down body will require at least 2 people to ress up.

Against warrior, spam your perma blind bug by stealing warrior all day. Extremely easy to kill warrior as a thief.

The community doesn’t understand that warrior isn’t the easiest class anymore. Thief and engi is already over it. If anyone with a base skill level cap in this game will understand what I’m talking about here. Thief is the most easiest class i have ever played in Guild Wars 2, then engi, then warrior.

If you never played warrior way back before, do not tell me what’s call “hard to play” in this game, all the kitten in this game now is easy, and thief is the exceptional one.

Well, in response to your warrior comments.

I don’t think warrior is extremely easy to play, and I can tell the difference between a good and bad warrior now, unlike before the hambow nerfs.

However: Healing Signet may or may not be a problem, but why would you want that skill anyway? It is extreme passiveness. If warrior got a good active heal in exchange, wouldn’t that be good for the game? I also think that cleansing Ire wouldn’t be such a problem if Combustive Shot wasn’t a 100% chance for the cleanse

Ranger//Necro

How to improve the meta with 6 changes

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

Most of these are 1v1 changes. 1v1 is irrelevant in this game.

Three of the changes deal directly with top tier tournament specs (Warrior, Ranger, Thief). Automated Response deals indirectly with decap engineer, which is seeing some play at high levels currently.

PU and MM deal with the fact that these specs are incredibly annoying to 1v1 against and have an extremely low skill floor.

Ranger//Necro

How to improve the meta with 6 changes

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

A comment on engi. I don’t think the problem is AR. The real issue is the number of their heals/water fields/blast finishers. The healing is what is OP.

While its true that maybe AR isn’t actually the thing making engi very powerful, I think that having an engi at 20% health the whole game and not being able to finish him is one of the most annoying things about the class, especially in solo queue.

Ranger//Necro

How to improve the meta with 6 changes

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

I think these are all reasonable suggestions infantry div. Brevity is beautiful as it is so rare on these forums.

Thanks! I attempted to just figure out what was the most annoying thing each of the classes that gets complained about has.

Ranger//Necro

How to improve the meta with 6 changes

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

All very good suggestions. I’d add something about the stun lock / immobilize-stacking issue.

Well, I think the pin down animation and cast time is really going to help with immobilize and stunlocking.

Ranger//Necro

How to improve the meta with 6 changes

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

These are in my opinion the 6 things in the current meta which cause the most annoyance.

Warrior

Healing Signet: Will never create skilled gameplay, its as passive as passive gets, make it similar to mesmer healing signet but with adrenaline instead of clones.

Ranger

Empathic Bond: Make Empathic bond remove 1 condition every 10 seconds, more to adept tier of wilderness survival. Add active condition clear to other trait lines.

Necromancer:

Buff the utility aspect of minions while nerfing their damage (by a lot). Make it so that a necromancer wants to bring a minion (the way condi necros bring wurm) for the specific utility it has instead of just for raw damage.

Mesmer:

Prismatic Understanding needs to be nerfed, or summoning a phantasm needs to cause reveal. Simple as that.

Engineer:

Automatic Response might be bad for team fights, but it’s incredibly annoying in 1v1s and needs to be removed. Give engineers slightly more active condition clear in its place.

Thief:

There isn’t really a problem with d/p or s/d thieves anymore. Both those builds take a while to learn and master. S/P is now poorly designed with pistol whip as a stun, burst and evade all in one skill. It needs an increased initiative cost or to be broken up into separate skills the same way s/d was.


Elementalist:

No issues currently, but fresh air has the potential to become extremely annoying if ele is given more sustain.

Guardian:

Very powerful support, but in general the community doesn’t have a problem with this

Ranger//Necro

Infantrydiv's Ranger Balance Patch

in Ranger

Posted by: infantrydiv.1620

infantrydiv.1620

Looking at high level team compositions I’m now seeing most spirit rangers ditch Stone Spirit for Lightning Spirit, so maybe the protection nerf is unnecessary

Also, could a mod move this thread to the Profession Balance Forum?

Ranger//Necro

Infantrydiv's Ranger Balance Patch

in Ranger

Posted by: infantrydiv.1620

infantrydiv.1620

Signets
1. Reduced signet cool down on all signets, except maybe signet of the hunt.
2. Combine sSignet traits to apply to player and reduce CD, or just have them affect the player and create a new grandmaster trait.
3. Remove reliance of your pet being alive (OR kittenING IN RANGE) for the Signet of Renewal active effect.

Misc. Traits

1. Shared Anguish reduced CD… 90secs?! C’mon man. Compare that to warriors last stand trait is terrible. On a 60(?) sec CD but it gives like 6 sec of stab. Ugh.
2. Bark Skin needs to not share a spot with emphatic bond.
3. Emphatic bond kills your pet, destroying Beastmaster builds.
4. Masters Bond sucks, clearing the stacks each time you swap pets, which is a class mechanic that you have to utilize to kill just ONE other decent player. So the most you will have is 5 stacks for like… The beginning of the fight.
5. Several others, but I got frustrated just typing this, realizing none of these things will change.

I think signet cooldowns are fine in general, but its annoying that you need a grandmaster trait to use them.

Warrior’s last stand is on a 90 second ICD, but it also grants 8 seconds of stability and swiftness with no boon duration. I would say reducing the ICD on Shared Anguish might be good, maybe to 75 or 60 seconds, since it does disable your pet

Master’s Bond is an interesting trait, but I would have to agree that it sucks. I think it should only be on pet death, and stack separately on each pet you have out when you get a kill.

Ranger//Necro

Infantrydiv's Ranger Balance Patch

in Ranger

Posted by: infantrydiv.1620

infantrydiv.1620

Pet Changes
Dogs: Design philosophy – Strong skirmishers whose howls can have a dramatic effect on both team fights as well as solo play
Alpine Wolf – Reduced F2 (Chilling Howl) Cooldown to 25 seconds from 30, more in line with Krytan Drakehound
Fern Hound – F2 (Regenerate) base heal increased to 1500 from 1000
Hyena – Power scaled to that of a normal pet, F2 (Howl of the Pack) now applies weakness to foes within range for 5 seconds, 25 second cooldown

Birds: Design philosophy – Strong solo fighters with damage mitigation and soft CC used to shut down single targets
White Raven –
Hawk -
Eagle -
Owl – F2 (Chilling Slash) increased chill duration to 4 seconds from 3

Cats: Intense single target pressure with powerful attacks and the ability to stick on the target with gap closers
Lynx – F2 (Rending Pounce) cast time decreased to 1/2 second. CD decreased to 25 seconds
Snow Leopard – F2 (Chilling Pounce) cast time decreased to 1/2 second. CD maintained at 30 seconds
Jungle Stalker – F2 (Mighty Roar) cast time decreased to 2 seconds from 3

Drakes: Design philosophy – Offensive skirmishers with devastating activated attacks
Reef Drake – F2 (Sonic Shriek) functionality changed: Emit waves of discordant sonic energy to confuse foes. (Frontal wave pattern similar to Guardian Staff auto)
Ice Drake – F2 (Frost Breath) funtionality changed: Breath a wave of frost, damaging and chilling foes. (Frontal wave pattern similar to Guardian Staff auto) CD increased to 30 seconds
Salamander Drake – F2 (Fire Breath) functionality changed: Breath a wave of fire which burns foes. (Frontal wave pattern similar to Guardian Staff auto)

Bears: Design philosophy – Tanky group fights with good downed body cleave or group support

All bear attacks now cleave

Arctodus: F2 (Rending Maul) functionality and name changed: “Fury of the North”: Unleash a fury of six brutal cleaving strikes each chilling your foe for 1 second. Cast time 3/4 second, duration 2 seconds. This attack should deal between 3-6k damage depending on beastmastery traits/opponent defense ratings.
Polar Bear: F2 (Icy Roar) cooldown reduced to 25 seconds from 45
Black Bear: F2 (Enfeebling Roar) functionality and name changed: “Fury of the Grove”: Unleash a fury of six brutal cleaving strikes which weaken and cripple foes for 2 seconds. Cast time 3/4 second, duration 2 seconds. This attack should deal between 3-6k damage depending on beastmastery traits/opponent defense ratings.
Murellow: F2 (Poison cloud) functionality and named changed: “Noxious Cloud”: Added 2 seconds of weakness in addition to 2 seconds of poison, 7 pulses.
Brown Bear: F2 (Shake It Off) cooldown reduced to 20 seconds

Devourers: Design Philosophy – Fast ranged attacks with a focus on conditions
Whiptail Devourer: Increased auto attack speed by 25% (from 1 second to 3/4 second), F2 (Poison Barbs) cooldown reduced from 30 seconds to 15, cast time reduced to 1 second from 2 1/2
Carrion Devourer: Increased autoattack speed by 25%
Lashtail Devourer: Increased autoattack speed by 25%, F2 (Rending Barbs) number of barbs increased from 7 to 9, cooldown reduced to 25 seconds

Spiders: Design Philosophy – Accurate single target duelists with the ability to hamper enemies through timely venom use

Porcine Family
Currently every pig is a clone of the same design ideas needed

Moas
Are currently underrated in my opinion, possible cooldown adjustments, attack functionality changes are needed.

Ranger//Necro

Infantrydiv's Ranger Balance Patch

in Ranger

Posted by: infantrydiv.1620

infantrydiv.1620

Weapon Skills
Axes
#1: Ricochet – Increased base damage by 25% (still decently below the power of thief shortbow auto)
#5: Whirling Defense: Unrooted, Now lasts for 4 seconds with 8 attacks instead of 5/12

Greatsword

  1. Evade removed from chain, replaced with 3 stacks of vulnerability, damage increased by 20% on each attack
  2. Maul – vulnerability removed, bleeds returned to maul
  3. Swoop – Now evades all attacks for the duration

Longbow

  1. Barrage – Cooldown reduced to 25 seconds from 30

Dagger

  1. Stalker’s Strike – Evade reduced to 1/2 seconds from 1 1/4 seconds. Added two stacks of Torment for 3 seconds. Reduced poison from 10 seconds to 6 seconds

Utility Skills
Shouts
“Protect me!” – Your pet now takes half the damage you would take for 6 seconds (reduced from 6), CD reduced to 40 seconds from 60
“Sic ’Em” – Reduced recharge to 35 seconds.
“Guard” – suggestions wanted
“Search and Rescue” – suggestions wanted
Spirits
Stone Spirit – Reduced base protection duration to 2 seconds (from 3 seconds)
Frost Spirit – Bonus damage increased to 20%
Nature Spirit – Active will now only remove 2 conditions on nearby allies (compared to 5)


Healing Skills
Heal as One: Is now a shout, Cooldown increased to 25 seconds, now removes Poison, Bleeding and Burning
Water Spirit: The passive proc now also removes one condition

Ranger//Necro

(edited by infantrydiv.1620)

Infantrydiv's Ranger Balance Patch

in Ranger

Posted by: infantrydiv.1620

infantrydiv.1620

This thread is intended as a bunch of realistic suggestions and tweaks to ranger to solve a number of issues:

-Power based builds being weak for Pvp/Roaming
-Reliance upon 30 in Wilderness Survival for Empathic Bond in a PvP setting
-Pet clones and worthless pets
-Slow pet F2s
-Bad power scaling on a number of weapons
-More emphasis traditional Ranger boons and conditions such as regeneration, swiftness, vulnerability, cripple and chill
-Makes pets better for team support with improved F2 abilities and better beastmastery traits

Marksmanship
IV New Trait : Hunter’s Focus – Critical hits with longbow skills now have a 33% chance to grant might for 10 seconds
V Predator’s Instinct – Added 10 stacks of vulnerability for 8 seconds
VI Beastmaster’s Bond – Reduced ICD to 30 seconds from 60
IX Beastmaster’s Might/Signet Mastery – Combined into one trait (3 stacks of might & 20% reduced signet cooldown)
XII Remorseless – Regain opening strike whenever you kill a foe or gain stealth. Opening Strikes now remove a boon

Skirmishing
V Companion’s Might – Increased Might duration from 5 seconds to 7
IX Honed Axes – Axes do 10% more damage. Critical hits with axes have a 33% chance to cripple for 2 seconds.
XI Trap Potency – Now moved to Wilderness Survival XI, Replaced with: suggestions for new GM traits

Wilderness Survival
II Healer’s Celerity – Replaced with new Empathic Bond
V Expertise Training – Increased condition damage bonus to 500
VI Wilderness Knowledge: Now also affects Marksmanship III Keen Edge ICD
XI Empathic Bond: Moved to Wilderness Survival II – Pets now remove 1 condition every 10 seconds from you, and also from up to 5 allies in a 360 radius Note remove, not take. Empathic Bond replaced by Trap Potency

Nature Magic
II Concentration Training: This trait is broken and needs to be fixed, it currently does nothing for a lot of pets
VIII Evasive Purity: Reduced ICD to 5 seconds
IX Greatsword Training: Increased damage to 10% bonus
Grandmaster Minor: Bountiful Hunter – Now increased damage by 2% per boon instead of 5% if you have a boon

Beastmastery
I Speed Training: Reduces cooldown on Pet Skills by 20% (from 10%)
III Shout Master: Shouts now also remove 1 condition from all allies within a 600 radius
IV Compassion Training: Pet healing attributes are increased by 350. Activating a moa pet now grants 7 seconds of regeneration to all nearby allies
VIII Stability Training – Ursine, Porcine and Armor Fish pets now grant 3 seconds of stability to nearby allies when activated, 600 radius
IX Intimidation Training – Now applies an addition 5 stacks of vulnerability for 5 seconds
X Vigorous Training – Added 5 seconds of Swiftness in addition to Vigor
XI Zephyr’s Speed – In addition to quickness, now removed chilled/crippled/immobilize when swapping pets.

Ranger//Necro

(edited by infantrydiv.1620)

Bags of Alliance Goods now in PvP!

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

Nice, thanks Allie.

Bag allowance seems pretty generous o.o 40 per team win

Ranger//Necro

Rangers! Fun PVP Power build (simply sharing)

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

Build looks ok, but you aren’t going to beat any decent warriors with it. Also the support it brings to any team engagement is negligible compared to spirits or even traps.

Put it in the WvW forums.

Ranger//Necro

The positive thread

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

39. Arenanet does a great job helping the tournament scene to grow.

Ranger//Necro

in team fight who do you focus first?

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

If you are teamfighting against say, two warriors, guardian, ranger, I think it makes sense to kill the guardian first.

my question is rather about enemy with 1 guard and the rest of not so bunky damage dealers

You mean like if you were fighting against a necro, engineer, guardian, warrior or something and the guardian keeps getting the res on them?

Ranger//Necro

in team fight who do you focus first?

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

a question: would it make sense, if large team, to entirely focus on guardian? ’caus often, if you down other profs, they might have downed mechanics which is hard to stomp, and guard keeps rezzing them.

If you are teamfighting against say, two warriors, guardian, ranger, I think it makes sense to kill the guardian first.

Ranger//Necro

in team fight who do you focus first?

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

That would typically be my focus order:

1. Necro
2. Engineer
3. Mesmer (?)
4. Thief (Shortbow, s/d s/p d/p)
5. Guardian (Staff bunker)
6. Warrior (bow, stances)
7. Ranger (spirits)

For ele it completely depends on the build: clerics staff is really tanky, full glass s/f would rank right with/after necro

Ranger//Necro

Thieves make all other zerkers pointless

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

Glass Guardian would like a word with you.

To be honest I think GC guardian is an exception, everything else, yes.

Ranger//Necro

Whats the top 25 TSpvp players play?

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

And that’s exactly the problem. You can only be successful as a Mesmer if you’re carried by the rest of an incredibly good team. Whilst Warriors, Guardians and arguably some other classes to a lesser extend actually carry their team.

I don’t think that Misha is the one who is getting carried to be honest.
I guess you haven’t played against 55HPM if you say that.

Misha is getting carried by portal. Great player, kittenty class. No joke, portal is the only reason to run a mesmer currently.

Ranger//Necro

pvp patch

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

Seriously, just answer the kittening question instead of getting all kitteny that people are disrespecting your staff. They aren’t, we just wanna know.

Ranger//Necro

The Feature Patch is NOT March 18th

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

If this is true, WOW

Ranger//Necro

PvP is hidden?

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

It is pretty odd how Anet sabotages their own game all the time

Ranger//Necro

Tome of Knowledge

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

I’m fairly confident we might start seeing PvP games start rewarding normal experience on completion as it would be the simplest/most streamlined solution

Ranger//Necro

Whats the top 25 TSpvp players play?

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

If you wanna carry in solo queue, I’d say the two best classes are Engineer/ Warrior due to their very high mobility (permanent/almost permanent swiftness) and ability to both 1v1 and have a huge effect on team fights.

Ranger//Necro

Whats the top 25 TSpvp players play?

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

team comp wise?

Usually the standard is:

1 Bunker/support guardian
1 Spirit ranger
1 – 2 Warriors, usually hambow
1 Thief usually ether s/p or d/p
1 optional if only taking 1 warrior

This is correct: In the place of a warrior you can take: Bomb nade engineer, Condition necromancer (one top team takes a mesmer, but it isn’t great atm)

Ranger//Necro

All over the place

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

Basically because Solo queue is filled with people who have never played on a semi-organized team before and have zero clue about rotations.

Ranger//Necro

Really?

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

@Juan and Infantry. Yes you may get mad at playing against a build you dont like/cant defeat. Dont blame the opponent find a way to combat it. I can defeat MM’s and Im an average Spvper. AOE pets down then work on the necro, get some survivability in your spec.

These are the reasons people get mad, they arent prepared to change it up and try and beat a build/spec that is deemed over powered and instead will trawl the forums finding fellow believers.

We know guys, that these builds are slightly OP but there are work a rounds. MM might be stuck on a point the entire game, good! Leave them there they have 1 person out of the fight. Utilise that and go to the others! Your 5v4 now and the favour is with you.

MM is a build that absolutely requires you to outplay them 5x to win a 1v1. And yeah, if you play bomb/nade engi it’s going to be easier.

If you think that MM does a balanced amount of damage in a 1v1 given how tanky it is, you’re insane.

Also, most of the people playing MMs have literally no clue what they are doing but can still win 1v1s. I say this as a necro player: this spec is stupid and needs to be removed.

Id disagree on being removed. Adjusted YES.

The point I think the original poster was trying to make is the community issue.

They are new to spvp or dont play much, they come into a game and win. So the guy will rage and spit out their dummy. This is NOT just because of the spec but also because of the minded person playing and his insecurity at his own skill 1v1.

I bet the player that sent the tell does that every single time he/she loses a 1v1, blaming the MM spec is easier than blaming themselves as a player, maybe instead they should say to them self, hey that specs overpowered but I did well in any case.

But that mentality is very few and far between. This community has some great people and players, why cant they show up more often than not to the new people we want to get involved in spvp and make it a great game mode for the future..

The reason they blame MM is because you can kill someone in a 1v1 having absolutely no idea what you are doing. Even PU mesmer requires basic understanding of when to dodge/stealth/heal. MM is a soldier’s amulet spec that hits harder than most thieves I’ve played against. A minion necro with full life force is absurdly tanky and can kill you in seconds. It is honestly the #1 most faceroll spec I’ve ever encountered in this game

If you want to make a better community maybe we should talk about these rage inducing specs (MM, PU mesmer, Decap engineer) as well as maps like Skyhammer.

Ranger//Necro

About mesmer

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

Mesmers are getting some nice stuff.

Stay tuned.

oh ok, ok, ok
thats why one of the best teams in eu is allrdy running a mesmer.
and this team is carryed hard by the mesmer and thief combo, gg
and the mes dps is a pain, rly funny to get aoe shatter out of stealth.

i hope nice stuff means, buff mes to totaly op, its allrdy fun to fight a thief mes combo with all the time stealth, port, invulnerably and also ai spam on point.
mes is in rly good space atm, but ok.

just asking, have you start doing allrdy something for ranger profession, because i see much time ppls create the same topics like this for rangers and theres just zero answer from devs in the past.

im so sure the march meta will include ele and mes in teams.
the two professions most ppls wirte they are sooo weak, but they are not.

have you ever played mesmer in the high end area?

Do you even need to ask? xD

Ranger//Necro

armor question

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

It’s a common pve-player misconception that having more stat choices would mean more build diversity. The limiting factors are actually core class mechanics and conquest.

I disagree, I think things like PvE Valks or PvE Knights would definitely increase options for power classes

Ranger//Necro

Really?

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

@Juan and Infantry. Yes you may get mad at playing against a build you dont like/cant defeat. Dont blame the opponent find a way to combat it. I can defeat MM’s and Im an average Spvper. AOE pets down then work on the necro, get some survivability in your spec.

These are the reasons people get mad, they arent prepared to change it up and try and beat a build/spec that is deemed over powered and instead will trawl the forums finding fellow believers.

We know guys, that these builds are slightly OP but there are work a rounds. MM might be stuck on a point the entire game, good! Leave them there they have 1 person out of the fight. Utilise that and go to the others! Your 5v4 now and the favour is with you.

MM is a build that absolutely requires you to outplay them 5x to win a 1v1. And yeah, if you play bomb/nade engi it’s going to be easier.

If you think that MM does a balanced amount of damage in a 1v1 given how tanky it is, you’re insane.

Also, most of the people playing MMs have literally no clue what they are doing but can still win 1v1s. I say this as a necro player: this spec is stupid and needs to be removed.

Ranger//Necro

What if Vulnerability...

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

…raised damage by 2% per stack?

Would all hell break loose? Would there be pandemonium in the streets?

Ranger//Necro

Remove skyhammer from solo queue.

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

I hate this map. We all know the reasons why it sucks. It’s completely imbalanced and the only reason why I barely ever solo queue anymore.

Ranger//Necro

Fix Spirit Watch

in PvP

Posted by: infantrydiv.1620

infantrydiv.1620

no one ever complained about transformations

Sword/warhorn/ GS warrior with tank traits is an auto orb carry if he gets ahold of it.

Same with good guardians/ tanky rangers

As has been suggested a billion times by myself and others, make the orb a transform with preset attacks and stats. I realize it’s incredibly hard to code. You can do it.

Ranger//Necro

Thieves/Warriors shutting down tPvP diversity

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Posted by: infantrydiv.1620

infantrydiv.1620

What Thieves shut down:

-Mesmer (Can evade all shatters)
-Elementalist (Can evade all burst)

-Basically any Glass Cannon spec other than Guardian:

-Power Necromancer (Trains out of fight)
-Berserker Warrior (Trains out of fight)
- Power Ranger (Trains out of fight)

There’s a lot more to Mesmer than just Shattering, first of all. However, a well-timed shatter will still hit a thief, and even if only one of your shatters hits the thief, you can still deal massive damage.

No, we can’t evade all of the ele’s burst. Nice try though.

I don’t know about glass cannons, but I run a Zerker amulet + Soldier’s jewel and an overall offensively-oriented build on all of my professions and I do just fine.

Power Necromancers suck anyways, it’s not a matter of thieves training them out of a fight.

Zerker warriors? LOL not even remotely close.

Power Rangers also suck, there’s a reason why they’re considered the class most in need of help right now.

That was a terrible Thief.

I… Do you… Do you even… WTF?

Yes, a thief can evade all eles major burst.

And yes, a lucky shatter can hit a thief. Congratulations. Mesmer viable I guess

If you actually think Thief isn’t one of the main reasons ele/mesmer are bad right now, I don’t know what to say.

Ranger//Necro