Map is not good for roamers/camp flippers
in WvW Desert Borderlands Stress Test
Posted by: oscuro.9720
in WvW Desert Borderlands Stress Test
Posted by: oscuro.9720
I beg to differ with the OP, as I was in the stress test and I logged on after the main event( also during ) and was able to flip 2 camps solo so this will be no problem for experienced camp flippers. In the stress test there was 1 supervisor and 4 guards and no scouts so I didn’t even have to bring reflects besides the guard bola skill. there is a pen for yaks that doesn’t have to be bothered with so 1 camp 5 npcs when not upgraded = easy mode for me.
Beetle.
Yay, I like soloing stuffs
I think we are looking at this the wrong way.
WvW is about killing other players, the glory that killing them brings to your name and your guilds name, and the community that results from alliances and well respected or well reviled rivalries.
New meta: when you kill someone, block them and whisper your name and guild, lol.
Good. I like weapon swap
A lot of people play cele with mace/sword and sword/axe, but I found mace/axe and staff a lot better. I’m sure it’s just an opinion thing. I also went jalis+Mallyx because I just couldn’t stand the shiro heal. Though I would like to try it again for the gap closer.
I think that the cool downs shouldn’t exceed 15 seconds, since we need energy for our utilities also.
The only other thing I would do is add energy gain into the auto attacks.
How about revenant a underwater weapons? Im really curious what will happen with those…
I found in pvp the best setup was cele amulet with divinity runes for a perfect stat balance. Mace/axe and staff. You hit real hard with direct damage, and you can probably imagine what 15 stacks of torment is like…
Haha, I love that shoulder piece…how do we get that when HOT releases.
It’s more about the amount of damage for the risk you invite for gaining such damage. With very little sustain via protection, good regen, or damage mitigation, you will almost ways take more damage than u put out. A good example is sword 3. I fought a rev on my warrior. When he used sword 3 I used 100 blades and hit 17k. Needless to say the revenant died. That’s the issue.
in WvW Desert Borderlands Stress Test
Posted by: oscuro.9720
No soloing camps???? That will make stuff boring on low tiers… I’m sure I’ll find a way
I mean, Ive solid a fully upgraded camp, a lot of towers, and a lot of keeps, I’m sure t will be fine
Here’s some pvp/WvW feedback:
Class is very entertaining once you get a handle on it. Learning curve is high, but I like a challenge
Really good layout, and though some things are unrefined, it is overall just entertaining to ay. Lots of useful utility and a very unique play style
Stronghold is my favorite pvp mode…it’s just really fun
P.S. I’ve had so much fun on rev I’m going to main it
I’ve found celestial to work really well on revenant actually. Something about the balance betweent dps and conditions on the mace/axe combo makes it very fun to play and very effective. Though short, I have stacked 3 seconds of 17 stacks of torment, and can do so every 5 seconds, as well as putting up might via combo fields and having pretty good mobility.
Run staff on the other weapon set and the AA still is hitting 1k, with 4-5k on skill 5. With jalis and mallyx, you have good group utility as well as powerful setups. Lots of resistance, the Malays teleport is good, and vengeful hammers can be really good when it doesn’t bug out (hits 1-1.5k each hit on crit)
Really fun build, I recommend it
You must be in more of a zerg based play style, because in anything below 10v10, hammer is okay, but I find mace/axe better for the AoE pull, as well as near spam able Fire field and blast finisher.
Mallyx and jali’s are pretty good in group and solo play. Hammers on jalis are good for AoE pressure, doing about 1 k each hit. The stability is nice, and heal is one of the best, being 6k and a Condi clear.
Mallyx is VERY good. AoE Condi removal as well as perma resistance. The last utility skill is great because it can displace a whole enemy stack and they bsivally lose after that because they all are in random places. It isn’t affected by at ability either, so it is just fantastic. Using this skill in a choke point when the enemy pushes almost completely destroys them.
Also A 3 target boonstrip is pretty god, as well as a heal that can hit 20k
Haven’t tried Ventari, as im not HUGE on support, and shiro is what I used some in pvp
Jalis+Mallyx
Mace/axe & staff
Devastation, salvation, corruption (don’t remember exact traits)
Celestial amulet/celestial gear in WvW
Divinity runes
Sigils of accuracy and energy on both weapon sets
This build works real well in pvp/WvW. Mobility is decent, and the balance between power and Condi on both weapon sets is VERY good. I can still get staff 5 to hit for 4-5k while having 15 stacks of torment and 3-4 burn stacks as well as 6-7 might stacks. Staff aa still crits in the 900-1000 range, and the mace damage isn’t at all bad (still hitting 2-2.5k on some skills, as well as AA crofting in the 800-950 range, plus ridiculous torment stacks)
I know there are a lot of threads on revenant feedback, but a lot of them are mixed with pvp, WvW, and PvE. I’m making this thread to be purely dedicated to WvW/PvP.
So here’s my thoughts:
Pros:
-Very useful and creative class that has a lot of skills that are good for both group and solo play
-very fun
Cons:
-Healing skills are a bit weak, but understandable with having 2
-Cool down on weapon skills 4&5 feel like normal duration cool downs, coupled with an energy cost, maybe lower the CDs a bit.
-Some of the weapon skills feel clunky and unrefined (probably because you are still working on it )
In terms of Mace/Axe & Staff (the weapon sets I was using mostly)
-Good multipliers on power skills, makes it feel really balanced when playing cele
-Good conditions capabilities as well as combos (mace 2&3)
-Mobility feels good with these two
-Staff block is very nice
- Honestly these two weapons are pretty nice atm,
In terms of s/s and hammer
- Hammer for pvp is not really viable because of the over 1 second cast times for a single hit.
-Hammer damage is very nice if you land it though
-But hammer has no way to set it up (CC, Immob, etc)
-Hammer overall has uses as a ranged weapons, but anything that’s over a 1 second cast time isn’t really useful in pvp because you take way to many hits while casting for something that can be dodged/blinded/interrupted
Swords (I have a lot to say, wall of text inc)
-Swords are fun…but don’t completely work.
-Auto attack is a bit weak for an auto attack
-2 skill is pretty decent, even though I know a lot of people don’t like it
-3 skill maybe be the most iconic skill of this weapon set, but isn’t worth it in pvp based game modes. Damage is not high enough to overwhelm a single opponent, who can land a lot of damage on you while you are using this skill (gotten 20+ burn stacks from a guard using this skill once…I died fast). It needs either an evade (the best thing that can be done) and/or a damage boost. I see this needing a damage boost either way, just even more damage if it doesn’t have an evade.
-4 no complaints about this
-5 skill seems almost impossible to land. I think I’ve gotten it in combat once. When it does work, it sets up skill 2 nicely for a good little bit of damage.
—————————
Suggested changes:
General:
- Shorten Cooldowns on some of the longer CD skills since they do have an energy cost (imo there shouldn’t be a cd longer than 15 seconds because we are also spending energy too)
-Jalis stance chain isn’t worth 50 energy. It’s worth 10, maybe 15.
Weapons:
- Mace skill 3 is currently a 410 range, which doesn’t make sense to me. It should be a 600 range skill. Improves mobility both in and out of combat.
- Add evade and damage to sword 3
-Add damage to sword Auto Attack
-extend range of sword 5 and sword 4 active skill
-Staff 4 should clear 3 condos, not 2. Also the heal is not even noticeable. Maybe increase it to 3k. If you don’t add more heal, it shouldn’t root in place, because I usually take more damage using it than it gives.
-Staff 2 needs to have a shorter cast time, it’s almost impossible to land. It would also be cool if it interrupted a skill with a 1/4th second daze, so that there is a semi-setup for the chain skill.
Bugs I’ve noticed!!!
-Jalis stance Brick road stability doesn’t really work. I was standing in it gaining stacks, but a necro was still fearing me. I put it ontop of a necros spectral wall and when I walked into the wall, I was sti feared, but still lost a stack (haven’t tried this with Stuns, knockbacks, pulls, etc. JUST FEAR is what I’ve tested)
- Axe 5 doesn’t always CC them, but still applies the conditions and damage.
- Axe 3 tool tip say each explosion is a blast finisher, but it currently only has one blast finisher for all 3 visible explosions. May be tool tip error or rendering error, doesn’t really matter to me, though I’d just point it out
Overall I’m really enjoying this class, it’s very fun and very useful if you find out how to play it
(edited by oscuro.9720)
I don’t know if I was hallucinating or something, but I though sword 3 was intended to be an evade?? Right now the person can just drop AOE on you or just auto attack and you are defenseless. Idk if others had this though, just sharing what I found.
Unfortunately I cannot view the link because gw2skills is bugged on my phone and I’m at work. I run a similar build I think…sword (sometimes axe if Im in an ace mood), sinetimes I even run sword/sword
GS & Sword/Sword with zerker gear and holebrak runes works well
What I was thinking the specialization will be is similar. Based on the idea of in battle and what not, but a little different.
Adrenaline changes to rage (matching berserker theme)
1st bar of rage: 15% less damage taken
2nd bar: Above + -15% condition duration
3rd bar: Above + 15% faster attack speed
Once fully built, you can enter into berserker mode, which basically doubles everything for 5 seconds. So:
berserker mode: -30% damage taken
-30% condition duration
+30% attack speed
(Possibly some might stacks too?)
This would fit the whole theme of a berserker (which I see as the more you are in battle, the harder you fight). Also doesn’t seem ridiculously overpowered (maybe I’m just blinded my self-infallacy). Further more, it offers a nice balance so it does not favor condition nor power builds.
The other great thing about this that I just thought of is it helps warrior maintain that tanky theme it is supposed to have, being a heavy armor class and all, without just giving COMPLETELY mindless (only semi mindless ) stat boosts.
I know my guild is almost all WvW oriented. Occasionally someone will make a legendary or needs money for siege and goes to SW, but it’s mostly WvW (and pvp…when not a lot of people are on we do pvp)
I’d say most people I know who play almost only WvW also play pvp, so does that count???
Other than that, most people who play WvW play WVW
Regarding the walls leading to shortcuts, Anet said in a previous post that the map would have restrictions on where you can go based on what you currently have. so you would have to take towers/keeps or break through them to get to another portion of the map. This actually makes it much easier to defend if you have a server that has some dedicated defenders (yes, low tiers do, Kaineng has a solid 10 players who enjoy defending, and this SHOULD make it a bit easier)
I haven’t personally played this map, I’m just referencing something I’ve read. I’m sure once people play the map a lot, what leads where will fall into place
<——————That Die Hard WvWer who is a total squirrel and just chased kills and doesn’t care about loot
Not to say having reward tracks like in pvp wouldn’t absolutely make my day. Just have each rank you earn be 3/4 of a minor track, and each stomp (has to be stomp not kill) is 1/8-10th of a minor chest.
If not, make me faster so I can catch the kitten thieves who always run away and I’ll be just as happy
I hope so, I love tribal armor and want a set on my alt account
Pets I think would work well:
Skelk
Gryphon
Dolyak
Deer
Grub
Dolphin
WHALE!
Dragon hunter just became the best specialization. Hands down.
Being PvE, I always just ran my WvW build. Meditation heals help sustain health, and I use some celestial trinkets to put me at 16k health, 2.5k armor, 261 condition damage, and 2.25k power with 50% crit chance. The minor drop in dos is compensated by the quick 1.5k burn tick u get every 5-6 seconds
This is what I’ve been running since post patch. You are the first person I have seen running the same thing. It is more effective than the marauder build imo because it has near the same defensive stats, but you hit so much harder and heal for more (BC force of will’s new healing effectiveness buff), meaning more people are dead faster and you have more sustain.
Anyone who is thinking about tying it, do
Much fun. Very entertaining…like stand up comedy
They have a beautiful and entertaining clue. It’s not like this is becoming permanent. It’s just an event. It’s like no white swords. Sit back, and enjoy the golem orgy. It will be very VERY entertaining to watch.
And if you are worried it will be a K train week, than change it. Build a kitten ton of ballista, make your own kitten golems and kill the other golems.
The problem is, only the negative people voice their opinions on here, and the negative people come on here to have their own ideas reinforce to make themselves feel good. If you are still neutral about this week event, don’t listen to the bullkitten these people are saying. It’s a game, have fun and enjoy it. If you don’t like it, that’s fin, but I know ALOT of VETERAN players, including myself, are going to have a blast killing the golem Ktrains.
Don’t knock it till Ya try it
I find d/f extremly effective post. I run water/arcana/air. You can do slot of damage with the Lightning bolt on CC trait, and just basic rotations. Running celestial, you get very decent burn damage. It’s woerd…I just kind of happen to kill things while maintaining fantastic control.
It’s literally a shoot out now in WvW… And thief doesn’t have the sustain to survive in this new super burst land…and thief doesn’t even have as much burst as my ele, warrior, mesmer, guardian, ranger, or engineer…
SoR is just salty as hell…most don’t know how to have fun.
NOTE THAT I SAID MOST!
Quaggan tonic in WvW is OP Makes solo roaming on an empty map more entertaining
Hmmm…dps warrior effective. Well, let’s see. I lost almost no vitality. Lost 200 armor (that kinda hurt).
HOWEVER, I gained so much more. I hit a mesmer/guardian/thief with a single skill that isn’t AA, and they are below 50, at which point I gain quickness and they are dead.
Warrior now has so much DPS, offense is literally defense now. The core issues with warrior are the same, but the play style suits me personally better. It is VERY easy to overwhelm someone with you DOS because you hit so kitten hard. Be sure you are throwing your greatsword every time you get, because that is the most deceptively powerful skill we have
My build got a super buff. Other than the loss of some armor (2600→2400) but I have all the traits I had before, and more more Condi clear, more power, and MOAR DAMAGE!!!
Yea, warrior feels a bit slower, but I live near cripple immunity with our movement skills. Plus the new warriors sprint is a god send. So overall, I move at about the same AVERAGE speed, just without those good speed bursts.
But screw it, I do so much freaking damage… I have about 150 less toughness ( ) because of the lack of trait influence, but if I land one hit against anything other than a guard or warrior, it puts them on defense…2 hitting isn’t uncommon.
Wondering if anyone has some ideas for a post-patch Direct Damage build (preferably a kit build) for after the patch. I’ve always been a condition bomb engi, but the potential DPS with mortar kit and the various new traits for engineer have made me very interested in playing a DPS engi. So any ideas, I want to get my gear ready
Think of it this way HOT is not $50 it’s only $16.66 for each of the as many as 3 new explorable zones included in this ripp-off also known as Living Story 3.
Because that’s all that’s in the expansion…
As a wvwer/pvper, I am going to buy the expansion just for the revenant and the elite specs because they look sweet.
There are many reasons to play WvW:
1) it’s fun! I love outnumbered fighting and being in the losing team because there are always enemies to fight! The larger blind being bad means that you can take your 5-15 man group and wipe 20-30!!!
2) Roaming provides many intreging fights. True, the other server may have MORE roaming groups, just be better than them. Doesn’t matter how many 2 man groups they have if u can kill them all 1v2
3) The community! WvW offers the last true server community in the game, which is something I think Anet has failed at (though I personally view them as succeeding in many many many things int his game, this is a shortcoming). WvW allows you to play effectively with not just your guild, but other players on your server.
If u want to be a PvE gold scrub, be my guest but u r missing out on good fun, and clearly rnt skilled eniugh for WvW
If u get killed in a Rangers opening burst and you are paying attention (not looking at Hero/guild panel, looking at world map, etc….even than) and cannot close the gap without dieing, it is either a learn to play issue or you are running 66200 with full zerk gear and absolutely no toughness or stunbreaks.
in Guild Wars 2: Heart of Thorns
Posted by: oscuro.9720
WvW and PvE are the same thing, you cannot have 1 getting full unlock without affecting the other. PvP will have the option to buy the traits just as before no doubt.
WvW is just PvP in a PvE style environment… a hybrid of the game modes
it would not be difficult to seperate them entirely Anet simply have choosen not topeople can argue WvW is PvE but it isnt.. it just shares elements
and since the core focus of WvW is to fight other players that defaults it as PvP contentPvE shares every element with WvW, and character skill unlocks is one of them, you cannot separate them. You can argue that WvW should use the PvP system but that isn’t what this thread is about.
1) WvW retains the PvE character and does not have the option to unlock traits.
2) WvW changes to PvP system and gets the option to unlock PvP versions of traits.Choose 1) or 2).
WvW and PvE traits/gear are the same but the game modes are not even close to related. Here is an example. I have 3 maxed characters on my second account. I transferred nothing from my old account (which I don’t even use anymore). I have had my second account for a year and a half, and my highest map comp on a single character is 4%, and I don’t have a single complete map comp. I think I’ve done one world boss once…other than that the most PvE I do is using the mystic toilet and linen farming. So no, u r completely wrong in your assumptions.
WvW should not run off of the pvp system because that promotes standardized stats, which would be okay but WvW allows for uniqueness (and use of gear other than zerker that only PvE scrubs use) in builds. WvW players currently utilize skill points and gold to unlock traits. I don’t think that should change. There should also be a way for WvW players to get the necessary traits without having to do mind numbingly dull PvE content.
Real easy idea…have existing level 80s have all base specialization lines unlocked, and than have hero points have a 10% chance to drop from WvW rank up chests. Our method of getting these points will be slower, but atleast we will have existing builds until we get enough hero points. This would also let us save hero points for our revenant that we make and dont level in PvE.
(edited by oscuro.9720)
Yes. Yes, I love this idea. I love having my characters be glowing and all with special effects, but it heavily limits my armor choices. Effects on normal armor would be great
I would love mounts. I would love t even more of you could use ranged weapons from you mount. Or melee.
I would really just like to see massive WvW cavalry battles where everyone charges on their mount and tries to run the other down…
On the other hand, I could see how they could be not so great…
Hate to be that guy, but there are several issues with this:
1) Confusion:
Confusion does not have an estimated total damage over time effect. It is on skill use, making it much harder to judge, and very difficult to implement on this format.
2) Torment: same situation. If you move, it hurts bad, if u don’t, it’s not so bad.
3) Vulnerability stacks in the upcoming patch:
This may be easier than the other two, but with it affecting condition damage affecting you, it can be difficult to implement.
I mean, if they could somehow accurately implement it, I think t would be great. I just see this a s a larger ordeal than many people make it out to be
(I didn’t read the whole thread, so maybe someone has said something about this and what not, idk)
Does anyone know if we will see the tribal armor again in the game? Maybe through a reward track or even on the trading posts???
Never got a set, and want some for my asuran mesmer. Just curious if Anet said anything about this.
First I would like to start off by saying I have played WvW since launch. I command, back line, but mostly roam and outnumbered fight. I was previously on Kaineng (fought both FC and SF) so I know some of the problems ur having.
So here’s what you do:
1. Get better at fighting outnumbered. I know this doesn’t sound like advice, but WvW isn’t meant to be fair. Sometimes servers will have the dominating numbers, but learning to 2v5, 5v10, and 10v20+ helps ALOT. I’m not saying you will win every fight since if you are outnumbered by a group of equal skill, there isn’t much you can do, but most WvW groups are very terrible pugs.
2. Get out of the Eternal Battle Grounds. I know how both of those servers think. All the scrubs go to EB for some reason, and those servers cap as much as possible and hunt for loot bags. (Not a bad thing, I do the same thing whether outmanned or commanding cuz fights r fun ). Usually the borderlands at low tiers will have AT MAX, a group of 10 people, unless FC or SF is holding off one another in EB, so they go to that borderland to pull the zerg, blah blah blah (a lot of zerg stuff, try to avoid Zergs since u r on a server that can’t really zerg much anymore from what I have heard.
So stay in the borderlands.
3. CAP STUFF!!!!!!!!!!! This is the biggest problem a lot of WvW players have. They wait for someone to come and lead them. Learn to solo a camp, solo a tower, eventually solo a keep (SMC is too difficult since there are so many scrubs who flood it once it gets swords, and you never have the time to finish off the lord). Most of the time, your server may not own anything, but the dominant servers aren’t defending anything. Take 2-3 people from your guild and cap back stuff. You will also get good fights once you’ve capped a keep on a map cuz that usually draws people.
Only scrubs give up before they’ve even tried.
Only scrubs can’t lead.
Only scrubs let themselves be spawn camped instead of changing maps or using the second or third exit out of spawn (yea…there is more than 1 way out…)
Thank you to everyone who commented. Getting a bit better at it with some duels and unranked games
Every class is not using initiative that’s the problem
and thief resetting is intended design.
This made me lol irl.
I was just thinking about guardian spamming whirling wrath or a ranger spamming rapidfire
Hey. I know it says new pvper, but I have played the game since launch, focusing mostly on WvW, doing duels and dailies on pvp every so often. With a slight decline in avtivity in WvW since most match ups are locked, I’ve been doing much more pvp lately.
I have 1 of every class, with a thief main, though I’m moving away from thief since it was my only class until 3 months ago when I felt it was getting a bit stale. I’m just looking for the advantages/disadvantages of each class in pvp and possibly their future with the coming of HoT, so I can get some info on what to pick as my new main. (When I main a class, I use it for everything, I’m not a fan of having a character for each game mode )
Idk, on ranger, it’s really fun to defend. Same with nade engi. Just pull archer agro, tag the doors, and then nuke the archers. I rather liked the map, but I played it more for getting fights using the mechanics rather than utilizing the mechanics to win as fast as possible.
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