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AlphaReborn.1567

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  1. As an experiment I wonder how many good cele harbs it would take to wipe an unorganized 50 man Zerg.
  2. Do you have the full build for that Vindi roamer? I’m guessing it’s a variant of the PvP meta build going around right now, but curious what you’d suggest.
  3. I’ve played WvW exclusively as a roamer and scout since launch, so please don’t patronize me. Your “strategy” assumes a 3v1 is easy and I should have planned on the fact I would easily be able to wipe them over and over (which is a bold assumption even for extremely skilled players), with the gate open and siege still up, ignoring any number of additional enemies could have arrived from spawn to make it even worse. Killing a ram already takes awhile, and then after I would have to completely move away from the tower and expose myself to kill the cata also. I would have probably needed to kill them, open field, twice or more while praying nobody else showed up. If you think that’s the best strategic move, versus simply getting the gate closed and killing the siege from safety inside the tower (or at least buying some more “safe” time for allies to arrive) then I’m sorry but YOU must be new. It’s been standard procedure for years when defending solo/outnumbered to tap walls/gates closed to reduce the number of people you need to fight and/or give you a safe spot to counter their siege from. Assuming you could easily win a 3v1 (or worse) when they have spawn advantage is a horrendous idea.
  4. Thank you… I thought I was crazy for a second there. I don’t think people realize how truly hard it is to win a 3v1 while trying to defend and having limited kiting/terrain advantages. Even average players can be devastating when they outnumber you by that much - all it takes is a grenade barrage or something that you didn’t see coming because you were focused on the other two, and you are dead.
  5. This assessment is so wild I’m not even going to humor it. You just wrote off having to 3v1, while destroying siege, while repairing a gate to 50, outside an enemy’s spawn, with no help, as a “git gud” moment. This exact scenario before these changes would have ended the first time they lost the 3v1. Gate could have been tapped shut while siege was dealt with, end of story.
  6. It could be kind of cool if they could make it where in addition to Facet of Nature on Glint already increasing boon duration, if it also DECREASED condi duration when active by some percentage.
  7. In the new ruleset sure, in the old ruleset dropping the 25 supply I had from keep into the gate to ensure no stragglers trickle in is perfectly valid. I'm not trying to rebuild it to 100, I'm trying to tap it closed to give me some breathing room while I kill/fight on siege.
  8. I could have tapped the gate closed in one or two supply runs (10 seconds, remember its SW alpine tower so gate is literally next to the depot), giving me 30-ish seconds to kill the ram which would have been doable. I could have used the excess supply to kill the cata with a ballista, or at least get it super low and kill it with normal attacks while they went to lord, then killed them again, and tapped it shut once more. That's just one way I would have done it before Anet destroyed defense.
  9. Yeah, but I would have figured they'd have removed that if they raised the rebuild percentage to be as high as it is... It's literally impossible to get the wall up unless you have a whole group trying to fix it... And if you do, they aren't fighting and you are losing. It's absurd.
  10. After a week or so of playing with these changes and trying to give the dev team the benefit of the doubt... Honestly, they are atrocious and are a clear indication they desperately need someone who actually understands the game mode on the team (or at least engage with the community). Let me illustrate how absurd these changes are. I just had a fight on one of the southern towers of one of the alpine BLs. A group of 3 took down the gate with a ram and cata. I couldn't stop them on siege since, of course, arrow carts are useless. So they come in and I fight them on lord, 3v1. I manage to kill them and go back to seal the gate. I literally could not close it in time before they ran back. And here's the kicker. THEY CAN STILL DAMAGE THE WALL/GATE EVEN WHEN DESTROYED. So after all my running back and forth, even with the gate still open, one of the guys hopped on the siege and did one attack and undid several of my repair runs, basically guaranteeing I could not close it. I killed them again, but the supply depot was out of supply, so I had to let the tower go. Even if you wanted to increase the repair percentage needed to rebuild (50% is way too much, by the way), the fact YOU CAN STILL DAMAGE DESTROYED WALLS AND GATES is absolutely insane. I had no idea this was the case and as long as you have one person popping a siege shot every now and then, there is absolutely no way you can close it, ever. But hey, at least the nodes are in the circle now in a lot of places, so we have "something to fight for". I feel like half the WvW community, including myself, would balance the mode for them for free... Not sure why they don't at least listen a little bit to the community. EDIT - to the people hitting me with confused emojis. If you are confused by someone winning a 3v1, twice, and still not being able to prevent a capture due to horribly designed game mechanic changes, I'm sorry but you are part of the problem.
  11. Tried it the past couple days and can confirm it's very strong. I actually prefer it to the Cele Renegade build in some ways. Only place I had any real issue was with some Cele Druids and/or Untamed (mostly Druid). They just have so much damage mitigation and cleanse its hard to burst them down sometimes. We'd stalemate a lot of the time. Everything else, even Thieves, were pretty easy to deal with. One reveal from Facet of Darkness will let you one shot most Thief builds in the game if you can land it unless they run away within a second or two of it landing (FoD + Facet of Chaos CC and SB5 absolutely lock them down and if you get off a SB4 into SB3 while casting Facet of Elements they'll insta-die). Great build!
  12. This looks pretty solid! I’m guessing you mostly stack boons (particularly 25 might stacks and fury mostly permanently) and then just drop a ton of damage? It’s got good defense too. Only area of concern is mobility maybe, it’s got essentially 0 escapes right? I guess you don’t need to escape if you kill everything, but the nature of WvW these days completely encourages outnumbering your opponents which makes escaping a bit important when 5 goons inevitably show up to ruin your duel. I’ll definitely give it a try just for that might stacking alone, should do fairly outrageous damage. Thanks!
  13. So I’ve only ever made Cele Renegade with shortbow work for roaming, and to be fair it works quite well. I’ve really struggled with any other build ideas, and even Cele Renegade gets outperformed by a lot of the other meta roamers (Harb, WB, various Mesmer builds, Cele Bound Thief). Can any Revenant vets recommend some WvW roaming options to invest time in learning? Thanks!
  14. Thief is pretty underpowered competitively at this point. You can obviously play Thief and still do decently well, but the same people who obliterate you on Thief would much more easily obliterate you on something else, like WB in WvW for example. More mobility in exchange for no stealth, and a whole range of defensive options and burst that is 2-3 as high, all while being AoE. Balance team keeps nerfing it further too. Axe was such a meh weapon, then a “glitch” caused it to actually be usable and fun. There were/still are major issues with it - stuff that isn’t working even now - but they ignored fixing that and instead nerfed it into meme status instead, and haven’t bothered touching it again. Specter is a legit joke with problems that they even recognized they needed to fix (initiative) a year ago, and they just haven’t done it. They also nerfed shroud to intentionally be worse than Necro shroud with no reason given other than Necro players complained that they should be the only one with shroud. Your shroud basically gets deleted in one or two hits and gets no damage mitigation (Necro has a MUCH stronger shroud AND it mitigates damage). The skills you get are also pretty much a joke since they tried to make them “support”-like but you can’t stay in shroud long enough to support anyone. Deadeye was just nerfed into the ground in PvP when it became viable. There’s a few viable builds for WvW roaming, like celestial bound stealth cheese, DP Daredevil, maybe Rifle Deadeye since it didn’t get nerfed too hard in WvW… But you are almost better off just playing something else to do the same stuff (hit and run) with options to do MUCH more. Guardian alone has meta builds for every specialization in every game mode…
  15. Hey thanks for this! I’d love an invite if you have one. I made an attempt at creating a similar build myself a few hours ago. Works pretty well when people want to stay and fight, or small scale group fights. My WvW server isn’t very comp-heavy so even large scale fights end up chaotic clouds that turn into numerous small scale skirmishes, so that works well here too. Mobility when solo can be a bit of an issue, so I’m considering switching to Traveler Runes. Midnight King relic has massive synergy with the build and keeps the opening strike engine running, plus gives you permanent fury. You get about 5 CCs/Dazes per weapon swap not including immobilize, which is great. Lots of procs of sigils/relic/Carnivore. Pretty high melee damage also, with effective crit rate/damage around 75% (averaging in opening strike) and 255% respectively… Which is pretty nuts for a CC build. Good cleanses and heals from the combo fields and finishers. Check it out here: http://gw2skills.net/editor/?POwEIiNssCmHjhFyOxx7JrdVix3D-DWhYbhoME1wcwHhWdKZKC6VIEuColJgtuNEgA2DvGKcGBA-w Edit - obviously the WS traits are the new ones. The middle trait combined with opening strikes give you a whopping 40% strike damage increase, which can lead to some enormous crits, particularly on hammer. Carnivore will be delivering a lot of healing to keep these bonuses up too, and routinely deals 3-4K “bonus” damage per CC barrage. Just a lot of really good synergy across the build.
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