Jump to content
  • Sign Up

Megastorm.6219

Members
  • Posts

    35
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Megastorm.6219's Achievements

  1. Hello gamers. I remember a time in the early years of WvW when groups of 20s' would ask for portsmiths and speeders for their comp. The casual badassery would be rewarded with small victories steamrolling into large-scale callout dogfights in the enemy keeps. The premise was similar to other comp builds aside from the need for those two roles in numbers of 2-3 per in to cover ground faster with their multiple offset refreshes, and to cover down if one had to afk or go family it up for the night. This made the scene more casual with coverage, and it felt great to be a part of that comp no matter the roll you chose. Having the group be around 25 max made the comp easy to manage and rewarding for the gamer to play their role. We didn't feel overlooked as the blobs do today. Zerglings could use a refresher course on these tactics of days gone by. We carry siege disablers and supply traps as a tactical way to kill larger zergs or multiple zergs ganging up on us. A group of 25 can destroy every bit of supply and siege any size zerg can bring. We would lay drain tracks just on the inside of the outer walls that were about to go down, laying paths towards the gate nearest or ourselves as bait. "COME AND GET THEM!" By the time they got to the gates or us, their supply would be gone, and our squirrels would already have disabled form above, or the DPS gods would have ran "round the outside" and melted their outer siege then tapped the outer shut to cage them in with us. You don't see these tactics often from the basic zergs with a pugmander. Now back to those portsmiths and speeders... These gamers make the big fights happen and bring life to the group they help. The basic idea is to have 10-13 omega golems parked at each WP on each map. You can port a 10-golem group around the map with 1 mesmer at a time making the cooldowns easy to manage for all. The speeders would use swiftness and superspeed on the omega golem group to get them to the next portal faster across the map. You could move a group out of any WP with them and across the map to a tower or keep with great speed when working together for that simple but effective goal. The rewards are missing for this style of gaming to be popular these days. Gone are the days of server pride fights and guild-tag glory stories. Why use omega golems? The blue basic bots and the gold guildies don't have a ranged and AoE punch on skill 1 spam. Omega golems do. You can stand one robo boot in a glowing doorway and target the oil above the gate. This AoE attack at the right sweet spot will hit the oil, gate, and the wall next to it if available. Since the omegas have ranged punches, you can spread them out at gates targeting more at once while providing disabler protection compared to bunched-up groups at a gate. Dropping supply traps under your omega golem at a gate and turning the bar sideways, pushes the line under the gate. This provides a way to drain any disablers nearby by using multiple callout pulls on the gate area, which pulls them into the trap. Having a golemancer's dozen omegas parked at each WP provided security for every WP on map. Gamers knew they could get on the map that was told to prepare for a EWP and there would be omegas parked nearby to get in and wait for the drop pull. Dropping into an EWP inside your omega is a great feeling. Your skill 2 is a whirling CC which breaks any size zerg's many stacks of stab when used in multiples at a time. These callout CC hits from the omegas would be spread around the zerg by using our extra dodges provided by being on the weapon swap with energy/stamina. In an omega, this is how we were mobile. People don't understand that being one of the omega pilots is an honor and a thrill for those prepared. We used to build swap into DPS to hit gates inside omegas with more power, and swap to tank mode to hold out and bunker with them at times. Staying inside the omega isn't the goal or the strategy. Being in them at the right times and in the right spots is what counts. You can always get out of the omegas and use your skills to provide something needed on the spot but know that you can get back in to save your life when focused. If you were badly damaged before entering the omega, be in a safe spot when you exit with that low HP you had at the time. Know your omega knowledge and it can provide your small team the ability to not only face off against any bigger zerg, but make them look like absolute fools for even thinking they could compete with your capabilities. Having around 30 omega golems on every map gives you the backup plans that are largely lacking these days. When a place with an EWP would get hit, you could bring up to 30 omegas into that fight, melt the threat, and then WP them back to protect all the hotspots on maps. The enemy zergs hit, then decide to hit another spot you might not protect as well for a spite play or revenge hit. Having these omegas on each EWP on maps gave us the confidence we could destroy those groups, again and again, no matter their chosen big target choices on any map. We don't have that these days. The omegas give us the ability to win against all odds. This provided us with morale building and recruitment. Gamers want to be a part of a fun and winning team. I think most gamers I see these days don't understand the potential of omega armies, or how they build morale, relaxing and humorous scenes, and a welcoming community. The way that these omega armies provide morale and draw in fun crowds of manageable sizes was amazing to me. You could have 2 small teams on maps helping at times, coordinating, or simply doing their hits. When you are one of up to five small party-sized teams compositions in a squad of twenty-five, you feel your value compared to the mindless blobs we see today. No sense of music sharing. No recipes or pictures of numms sharing. No joking around because hey...the pugmander might want to say the same command four times fast and get everyone in a panic, unable to ever feel they can chat out of fear of talking over the panicmander. What is with your panicmanders? Chill out with the callouts and let your group gell. Much can be done better with a casual "tag moving" "get to tag" "save dodge" and "ready to move" if you would try those. Play some music, ask for requests so the group shares music tastes from across the globe. Use the squad markers as commander and party leader tags above gamer's heads. You all are missing out on this strategy to engage your small teams, build morale and cohesion through flipping small camps, and build an omega golem with the 150 supply after using quickness. Stand near the supply boxes, build omegas right next to them so you can stand in the middle, and cancel/click each side to build and resupply fast. We used to park one that was damaged near the gates that normally get hit as a way of respecting the fight they lived through, and providing a disabler bomb for a scrappy scout after the team chat callout telling us to get on map. Gamers...I miss those ways and those days. I miss seeing the symbols above party leaders' heads and watching them become confident commanders through small victories. I know spies have ruined this because hunting small teams with big teams is what they think has kept so many of us around for so long...Oh, wait... I guess spies have destroyed the morale-building and recruitment of small team guilds leaving a barren sandbox largely. Alliances haven't happened sadly. I wanted Alliance rewards to be in every game mode and bind us all with an /Alliance chat that had checkmarks for gamers to click on allowing group builders to schedule and assign rolls ahead of outings. Hunting prestige skins and commander tag option unlocks would make WvW and other game modes so much more engaging. I would love to see more chevrons under the commander tag indicating group options and notoriety. I would like to see more colors like black, gold, silver, and glow effects on commander tags also. The rewards for these groups could be capped at 25 instead of the normal 50. Alright..I'm getting into my vision for WvW Alliances again..I better stop and go burn one. o7
  2. 25 max, not 50 (but really 70+ if you count the tag-along pugly ones too) Change the limit of your big ole' zergs to 25 seriously, get over it, split them, groups, up at long last, you're ruining everything and looking for any option out there but the obvious answer. You could even use squad markers and all be in the same squad, but on both sides of the map working together as two groups of 25 but you all keep refusing it daily. You. Are. Too. Big. Start figuring it out.
  3. I watched a "fight guild" group rip SMC lord's breakbar in 1 whole second, and then play it off in discord like it was a glitch and they were sure it wouldn't happen again. Once the person dialed it in, you couldn't tell as much at the next lord fight, but you could also tell it was getting melted differently. Pathetic excuses like that have pushed good players away from WvW because they don't like getting cheated and spied on every day from you hacks. Way to go, you've ruined everyone's good time because you are a brat. Keep playing this stuff off like it's no big deal and keep watching our numbers and good players leave. There will only be three "fight guild" groups spying on each other and cheating to beat each other eventually because you refuse to be cool gamers. Fix yourselves if it applies.
  4. 25 because 5 parties of 5 each is more than enough for comp stuff, and 50 ends up being 70 and you can't move maps
  5. Fifty is the issue. Twenty-five is the answer. Halve the cap to bring WvW back. Alliances.
  6. I don't see anyone interested in changing the squad size to 25 instead of 50 to help with the issues. Anet, please consider changing the squad size to 25 for alliance rewards. No, I'm not saying it has to be everywhere and all the time. I think there is room for alliance solo, parties, and squads to handle the daily, weekly, or monthly achievements. Fifty is really sixty-plus if you count all of the tag-along pugs unwilling or unable to join a squad but will silently play alongside one to get the easy mode rewards. Please make multiple map achievements with smaller size squads. This would incentivize groups to move maps and chase goals the groups want to do together. These could be activated like guild missions. Constantly I see complaining about boon spam and boon rip spam being an issue, but you don't think your zerg of 60 is the issue huh? OK! IT IS! You're too kitten big yo! Break that squad up into two groups instead of kitten along forcing ONE TAG to chase achievements for individuals in the squad that say the typical " keep next" because they clearly need a daily keep and want the commander to take the zerglings to the nearest one next. Get over yourselves and make more teams on more maps that can ACTUALLY move maps because they're not the size of a map queue. Gamers. We need MORE tags on more maps, and more groups not one uberzerg forced to react to every callout without any backup tags, and frustrated when they cannot move maps because they are too big.
  7. I love it, great job! 🙂 Please consider adding more fancy infusions to the NPC vendor tabs so groups of all sizes can chase the ones they have always wanted such as Chak. These could be the carrots we've been wanting to chase together.
  8. Hey devs. I know you're busy, and thanks for your work. Can you please click the thingies to turn on double xp and no down state for us this weekend? If it 's not too much trouble, we'd all love it. Thanks.
  9. Get inside an omega siege golem and press skill 1 a few times to hit gamers with range punches. Hop out and do whatever. I've had no issues getting this elusive credit by doing this. I've repeated this process daily for a long time. It works. Using sige golems seems to get you credit.
  10. Here is my Virtuoso setup for WvW roaming and zerging. This is a full celestial build with group support such as two mantra uses of cleansing, healing, and stability for five sub-squad or party members. I love it, they hate it. http://gw2skills.net/editor/?PiwAYt3llysYKsK2IeqTqxKA-z1IY1o+/QyUV1rQsmJiF/Eh4vF2M2AA-w
  11. http://gw2skills.net/editor/?PiwAYt3llysYKsK2IeqT6xKA-z1IY1o+/QyUV1rQsmJiF/Eh4vF2M2AA-w I use a few different foods depending if I'm roaming to build golems, or frontline pushing with a small zerg. I have used this setup since Virtuoso was new, and I love how well it tanks, heals, cleanses, and has stability in sub-squads because it's not a selfish build. This setup fits into groups because it provides two uses or more of stability on a decent cooldown, two uses of cleanse, and both skills heal the sub-squad at the same time. This isn't a full healer in minstrel's gear, but it could be. This isn't a full-condition or power setup, but it could be. Hybrid celestial builds aren't a blight on the format, they're a decent way of being able to plug and play gamers into roles without forcing compositions or builds in order to fill enough slots in the squad with "needed" roles. You don't have to use the elite skill to moa some moa, but you don't have to build golems with capped supply either. I also swap to [Illusionary Inspiration] instead of [Blurred Inscriptions] to give more heals when needed. You heal nicely while rezzing also.
  12. I feel like Vindicator would work out great if the red and blue skills provided regeneration, stability, quickness, and alacrity for the sub-squad of five members, not just selfish depending on the skill. If energy sigils would give some skill upkeep energy on swap, that might help.
  13. I agree. I really enjoyed the playstyle of the heavy healer. I was able to swap to centaur for heals and CC on walls in WvW, or dwarf for brick roads if needed. The red/blue stances were great for parking on siege users to provide some alacrity or quickness depending. The utility was fun, the fact that you could help siege users was great, the stability output was timely enough to work, and the subsquad buffs it provided felt right to me. I leaned into the regen with my rune choice and really liked the healing output.
  14. Awesome work thank you! The Commander NPC could use some options for guild group events, training, hero and henchmen unlocks with gemstore skins for all of them, and much more possibly. 🙂
×
×
  • Create New...