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Any advice for getting out of Gold?


Hellz.3058

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Play a burst damage build with mobility

Kill the weaker players quickly, giving your team an advantage on the map. Use mobility to +1 fights and surprise nuke someone down. Keep repeating that and you'll keep the enemy staggered and give your team a constant advantage on the map. Know which fights you can win quickly, which take a while, and which are likely losses; pick the quick wins. Know when to retreat from a losing fight or avoid fights that your team has lost but where they haven't died yet.

 

Duo queue if possible

Let's you coordinate burst and makes the first point stronger.

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tbh the biggest difference between plat and gold players is that gold players will blame their team mates while plat players will play around their team mates. Sure there are some games where your team mates play poorly, but that could be because of numerous reasons outside of their own control.

 

Gold players tend to stick to chat and resort to quick insults for a short term high, but now the disrespect is out there and people are focused on chat, instead of the match.

Plat players will usually make slight adjustments and play out the match accordingly, like decapping or holding far if need be, etc.,

There are actually numerous situations that can arise team and map wise that gold players are simply unaware of. This is for gold 1 and below because usually players who are gold 2 or 3 have a personal or fun goal of climbing to plat and thus will be open to learning new strategy, especially strategy or tactics they deem "dishonorable" for example;

Most gold players think that pvp is 1v1 and will even insult you if you +1 or your teammates "help" you. The entire point of pvp in gw2 is teamwork based gameplay mind you, but to them, 1v1 is king. It's a selfish mindset, they are not a team player. Akin to players who never pass the ball around.

 

 

The best way to win is to capture and secure nodes.

The second best way to win is to secure kills. One kill = 5 points for your team, but a capped node accrues points faster than you can reasonably kill the enemy team, unless they're feeding. It is important for your team to more or less always stick together. Roamers can ignore this as they try to be everywhere, and a good roamer will make the enemy team feel like they are everywhere. Most dps classes can now roam, while supports should try to stay on or around secured nodes.

 

So what is feeding?

Feeding is going into bad match ups and not holding position, or being aware of good position. The best example is if you've just respawned, but 3 of your teammates just died, don't go to mid. The enemy team is most likely waiting for you and you will be heading into possibly a 1v3 or 1v4. An impposible match up that 99% of the time means your death.

When this happens, now your team goes to mid and they're heading into a 3v3 or 3v4, or even 3v5, because your other team mate could have possibly died in their 1v1 or roaming. This creates a cycle where your team is now "Staggered" and they're always heading into a situation where the enemy can outnumber them. This is the extremely bad, and it is how sometimes it can feel like matches just slip away from you because you look up and the score is 105 and to 15 with the enemy capping 3 nodes.

 

Position is paramount.

Position means both which nodes your team has, and your personal position, whether or not you are exposed to the enemy team's players. Thieves, Revs, Guardians, Mesmers, they are ghosts, and can all come out of nowhere and with big dps burst. Gold players often make crucial positioning mistakes such as not knowing where anti-shadow step spots are, thus unknowingly exposing themselves to plat players.

In any team fight, the moment one person goes down, the snowball starts building and it can turn into an avalanche quickly. This is why +1ing is very important. On a scale of priority, +1ing and support are literally top tier as they both can affect the outcome of a match greatly in the right hands.

Once someone goes down, it means their team has to support them to help them get back up. This is what is called pressure. Once that player is stomped, they are out of the game for 30 seconds. You can decap a node in ~5secs, and cap a node in ~10-15 secs.

 

Gold players will stomp ruthlessly, while plat players will stomp cautiously.

The plat method is bleeding someone out, because if you do it properly, you can effectively "remove" them from the game for not just 30 seconds, but rather several minutes depending if their team tries to rez them or not.

Bleeding someone out just means if they get downed off point, don't immediately stomp them, rather cleave/chip at them with little damage to keep them downed, but not stomped, as long as possible. This is risky because if their team has good support, you risk them being insta rezzed by that support. This is where the gold/plat line has a divide. Knowing when to stomp vs cleave/bleeding out is crucial in higher matches because every second an enemy player isn't in the game, is a second your team gets to +1 the map.

 

The reality is, in any team fighting game, +1ing is king. Idk if you've ever watched those crazy 5v5 MMA fighs, but they all end exactly the same, as soon as one guy goes down and taps out, the opposing team just +1's to victory.

 

Pick any class that has good mobility, can "assassinate" targets, or at least provide solid CC so your teammates can dps CC'd targets, and can survive to your liking.

On the flip side, you can go support and more or less counter all of that, which means you're looking out for which players are trying to burst your teammates and reacting accordingly. Your job as support more or less is to stop the snowball long enough so your team can start building one of their own.

 

The other thing plat players do is the dance, which is going in and going out, kiting their enemies into bad positions, etc. Each class has their own feel for how long they can stay in the thick of danger before needing a break, so the trick is to figure out how far you can push your class before you need to use defensive skills, and go from there. Remember it is not all about chasing but position.

Thieves for instance will try to antagonize you into chasing them, especially off node. This is a trick. In this scenario just stay on node because the node is what the thief wants, not you. (remember decapping a node is quick, but capping a node is slow, so thieves love to decap)

If you chase the thief, they shadowstep back to node, decapping, further antagonizing you, and most likely killing you now because you fell into their trap. If the thief downs you off node, they now are going to bleed you out.

So you stay on node, make thief come to you, prepare for counter burst, and hope your roamer +1's in your favor or that you can 1v1 the thief.

 

The last is simply knowledge. A plat player will usually know all the meta builds, have practice with most of the meta builds, and be comfortable in a variety of situations that occur in pvp, such as 1v2's and 1v3's and beyond because the simple fact is no class can survive a straight 1v2 or 1v3, what makes or breaks those encounters is your skill of kiting or dancing around the map using positioning and L.O.S to avoid damage alongside your defensive skills as well as a sense of timing for when your enemies are going to burst you.

 

It seems like a lot but just remember, it really all boils down to teamwork and positive attitude that's willing to learn.

 

Here are the "Roles" for pvp btw:

Duelist: The duelist is the 1v1 king and he can choose to go home or take far. Mid is his worst position but he is still valued there because everyone is valued at mid, just at different priority. The duelist can counter the Roamer.

 

Roamer: The roamer looks out for nodes and team fights. They can move around freely between nodes because of their mobility, and they offer quick burst to secure +1's. If two duelists are fighting each other on a node, the roamer can decide who wins. However a roamer vs a duelist for 1v1 is never a good idea. Roamers are valued at every node that isn't secured, however they have to keep moving. Once a node is secured, a good roamer will already have an idea of which node they want to go to next, whether it is to decap or +1.

 

DPS: dps is usually for classes that have a strong AOE presence, but with EoD roamers and duelists now have strong AOE so it's kinda w/e atm. dps usually sticks with support as they lack the mobility of roamers and duelists.

 

Support: Support counters the roamers and the duelists and the dps. If someone goes down, a good support can negate an entire enemy team while rezzing the downed ally. A pvp miracle. What this does is flip the fight and puts the momentum in your teams favor. A support is only as good on nodes though as they should only be moving between nodes if their team is. A support should know when to stay and defend node vs roaming between and around nodes to help out.

 

Bunker: Bunkers are any builds that overtly focus on defense and sustain. They cannot do significant damage by definition. They are there just to waste everyone's time. A bunker is highly valued at any capped node as long as they can hold that node. However if it is red vs blue bunker on a blue node, every second that fight lingers, blue bunker is winning, even if neither of them is dying. Points win matches.

 

The roles aren't 1:1, keep this in mind. Most classes now can fulfill multiple roles.

A good example of each role for reference:

Duelist = Warrior

Roamer = Thief

DPS = Ele

Support = Guardian

Bunker = Engi

 

 

Edited by Waffles.5632
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3 hours ago, Sahne.6950 said:

Step1) use Spellbreaker/Cata

step2) profit.

 

Acutely war and cata are higher iq builds and o ly strong in a higher lvl pvpers hands and it aint broken unless its in their hands. Give a gold player cata and its just food. War less as it has the defence for misstakes but withiut good understanding on when to use combos and burst to def and dps its just a cd timer waiter for free meal.

I would of said rnger and its quicker to learn so it will carry you more.

If u a plat lvl normaly and understand enough of whats going on around u then year war and cate is the smartest choice but dobt que as is bwcause u will be vs broken que as thf or necro then change to broken.

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11 minutes ago, SleepyBat.9034 said:

I didn't know tools holo was considered a bunker.

I was more thinking scrapper as there isn't really any "bunker" spec atm because it's a rather kittenous role that promotes stagnated combat.

So these are the "traditional" roles however I would add a new role called "disruptor" which is any build that can chain CC. I feel engi fits nicely into this role.

 

Disruptor could be included in support, as there is both offensive support and defensive support. If let's say, as a warrior, you land a 3sec CC, the dps on your team now can capitalize on it, thus securing a kill they otherwise wouldn't be able to. Offensive based CC support can also look like disrupting supports when they go to rez, or pushing players off nodes to decap/cap.

Offensive support can also be simply applying a lot of non-damaging conditions like slow/cripple/invul/etc

It is my view that the disruptors can counter supports nicely. I think Power Mirage is the ultimate disruptor, tied with holo and spellbreaker with how much CC they can dish out. Those 3 classes fair very well any time a downed opponent is involved.

However most people think of supports as "heals" only, so it's easier to split them imo. Support = heals, disruptor = CC, but again keep in mind, a lot of classes can fulfill multiple roles atm. As a Vindi I am running berserker ammy yet I can snag top heals sometimes. So atm Vindi kinda encroaches into all roles as a current example, but it is a master of none specifically.

Edited by Waffles.5632
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11 hours ago, Waffles.5632 said:

supports should try to stay on or around secured nodes.

Roamers are valued at every node that isn't secured, however they have to keep moving. Once a node is secured, a good roamer will already have an idea of which node they want to go to next, whether it is to decap or +1.

Thank you lol. Playing support can be so frustrating when teammates leave nodes the moment they cap. People ignore the fact that simply holding 1pt/s is much better than getting 5pts for a kill you chase around for 2mins. Can't count how often I've just been abandoned on a capped node. Sometimes you just need to slow down when you already have advantage, let the roamer keep rotating and harassing.

A mistake I often make on roamer is trying to play other roles when my teammates aren't. Especially if we're missing a duelist or our duelist isn't doing their job. It's hard to just let the enemy duelist have the node when your teammates won't defend with you, but you can easily end up feeding if you play pretend duelist.

1 hour ago, Waffles.5632 said:

As a Vindi I am running berserker ammy yet I can snag top heals sometimes. So atm Vindi kinda encroaches into all roles as a current example, but it is a master of none specifically.

Vindi and Herald often get top heals if there's no dedicated support, and some of it comes from team heals, but keep in mind you may just be on a spec that uses healing for self sustain (as opposed to blocks, invulns, stealth, etc). Like if you play Vindicator support you can hit 600k healing while you'd get maybe 250k on a Guardian support because you're looking at proactive vs. reactive support. Damage reduction and avoidance versus healing damage already done. You heal less if you reliably pump out Protection, for example.

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11 hours ago, Waffles.5632 said:

tbh the biggest difference between plat and gold players is that gold players will blame their team mates while plat players will play around their team mates. Sure there are some games where your team mates play poorly, but that could be because of numerous reasons outside of their own control.

 

Gold players tend to stick to chat and resort to quick insults for a short term high, but now the disrespect is out there and people are focused on chat, instead of the match.

Plat players will usually make slight adjustments and play out the match accordingly, like decapping or holding far if need be, etc.,

There are actually numerous situations that can arise team and map wise that gold players are simply unaware of. This is for gold 1 and below because usually players who are gold 2 or 3 have a personal or fun goal of climbing to plat and thus will be open to learning new strategy, especially strategy or tactics they deem "dishonorable" for example;

Most gold players think that pvp is 1v1 and will even insult you if you +1 or your teammates "help" you. The entire point of pvp in gw2 is teamwork based gameplay mind you, but to them, 1v1 is king. It's a selfish mindset, they are not a team player. Akin to players who never pass the ball around.

 

 

The best way to win is to capture and secure nodes.

The second best way to win is to secure kills. One kill = 5 points for your team, but a capped node accrues points faster than you can reasonably kill the enemy team, unless they're feeding. It is important for your team to more or less always stick together. Roamers can ignore this as they try to be everywhere, and a good roamer will make the enemy team feel like they are everywhere. Most dps classes can now roam, while supports should try to stay on or around secured nodes.

 

So what is feeding?

Feeding is going into bad match ups and not holding position, or being aware of good position. The best example is if you've just respawned, but 3 of your teammates just died, don't go to mid. The enemy team is most likely waiting for you and you will be heading into possibly a 1v3 or 1v4. An impposible match up that 99% of the time means your death.

When this happens, now your team goes to mid and they're heading into a 3v3 or 3v4, or even 3v5, because your other team mate could have possibly died in their 1v1 or roaming. This creates a cycle where your team is now "Staggered" and they're always heading into a situation where the enemy can outnumber them. This is the extremely bad, and it is how sometimes it can feel like matches just slip away from you because you look up and the score is 105 and to 15 with the enemy capping 3 nodes.

 

Position is paramount.

Position means both which nodes your team has, and your personal position, whether or not you are exposed to the enemy team's players. Thieves, Revs, Guardians, Mesmers, they are ghosts, and can all come out of nowhere and with big dps burst. Gold players often make crucial positioning mistakes such as not knowing where anti-shadow step spots are, thus unknowingly exposing themselves to plat players.

In any team fight, the moment one person goes down, the snowball starts building and it can turn into an avalanche quickly. This is why +1ing is very important. On a scale of priority, +1ing and support are literally top tier as they both can affect the outcome of a match greatly in the right hands.

Once someone goes down, it means their team has to support them to help them get back up. This is what is called pressure. Once that player is stomped, they are out of the game for 30 seconds. You can decap a node in ~5secs, and cap a node in ~10-15 secs.

 

Gold players will stomp ruthlessly, while plat players will stomp cautiously.

The plat method is bleeding someone out, because if you do it properly, you can effectively "remove" them from the game for not just 30 seconds, but rather several minutes depending if their team tries to rez them or not.

Bleeding someone out just means if they get downed off point, don't immediately stomp them, rather cleave/chip at them with little damage to keep them downed, but not stomped, as long as possible. This is risky because if their team has good support, you risk them being insta rezzed by that support. This is where the gold/plat line has a divide. Knowing when to stomp vs cleave/bleeding out is crucial in higher matches because every second an enemy player isn't in the game, is a second your team gets to +1 the map.

 

The reality is, in any team fighting game, +1ing is king. Idk if you've ever watched those crazy 5v5 MMA fighs, but they all end exactly the same, as soon as one guy goes down and taps out, the opposing team just +1's to victory.

 

Pick any class that has good mobility, can "assassinate" targets, or at least provide solid CC so your teammates can dps CC'd targets, and can survive to your liking.

On the flip side, you can go support and more or less counter all of that, which means you're looking out for which players are trying to burst your teammates and reacting accordingly. Your job as support more or less is to stop the snowball long enough so your team can start building one of their own.

 

The other thing plat players do is the dance, which is going in and going out, kiting their enemies into bad positions, etc. Each class has their own feel for how long they can stay in the thick of danger before needing a break, so the trick is to figure out how far you can push your class before you need to use defensive skills, and go from there. Remember it is not all about chasing but position.

Thieves for instance will try to antagonize you into chasing them, especially off node. This is a trick. In this scenario just stay on node because the node is what the thief wants, not you. (remember decapping a node is quick, but capping a node is slow, so thieves love to decap)

If you chase the thief, they shadowstep back to node, decapping, further antagonizing you, and most likely killing you now because you fell into their trap. If the thief downs you off node, they now are going to bleed you out.

So you stay on node, make thief come to you, prepare for counter burst, and hope your roamer +1's in your favor or that you can 1v1 the thief.

 

The last is simply knowledge. A plat player will usually know all the meta builds, have practice with most of the meta builds, and be comfortable in a variety of situations that occur in pvp, such as 1v2's and 1v3's and beyond because the simple fact is no class can survive a straight 1v2 or 1v3, what makes or breaks those encounters is your skill of kiting or dancing around the map using positioning and L.O.S to avoid damage alongside your defensive skills as well as a sense of timing for when your enemies are going to burst you.

 

It seems like a lot but just remember, it really all boils down to teamwork and positive attitude that's willing to learn.

 

Here are the "Roles" for pvp btw:

Duelist: The duelist is the 1v1 king and he can choose to go home or take far. Mid is his worst position but he is still valued there because everyone is valued at mid, just at different priority. The duelist can counter the Roamer.

 

Roamer: The roamer looks out for nodes and team fights. They can move around freely between nodes because of their mobility, and they offer quick burst to secure +1's. If two duelists are fighting each other on a node, the roamer can decide who wins. However a roamer vs a duelist for 1v1 is never a good idea. Roamers are valued at every node that isn't secured, however they have to keep moving. Once a node is secured, a good roamer will already have an idea of which node they want to go to next, whether it is to decap or +1.

 

DPS: dps is usually for classes that have a strong AOE presence, but with EoD roamers and duelists now have strong AOE so it's kinda w/e atm. dps usually sticks with support as they lack the mobility of roamers and duelists.

 

Support: Support counters the roamers and the duelists and the dps. If someone goes down, a good support can negate an entire enemy team while rezzing the downed ally. A pvp miracle. What this does is flip the fight and puts the momentum in your teams favor. A support is only as good on nodes though as they should only be moving between nodes if their team is. A support should know when to stay and defend node vs roaming between and around nodes to help out.

 

Bunker: Bunkers are any builds that overtly focus on defense and sustain. They cannot do significant damage by definition. They are there just to waste everyone's time. A bunker is highly valued at any capped node as long as they can hold that node. However if it is red vs blue bunker on a blue node, every second that fight lingers, blue bunker is winning, even if neither of them is dying. Points win matches.

 

The roles aren't 1:1, keep this in mind. Most classes now can fulfill multiple roles.

A good example of each role for reference:

Duelist = Warrior

Roamer = Thief

DPS = Ele

Support = Guardian

Bunker = Engi

 

 

An engi can't really bunker.  Successful scrappers these days are not toe to toe stand on node fighters.   With the damage many of the meta classes have they will get nuked.   The closest thing to bunkers are some Hammer Revs Eels, Mez and Warriors.    A scrapper is a stun driven AOE DPS killer.  A mediocre duelist, not quite mobile enough to be a roamer without rocket boots kinda useful in team fights.  Basically a jack of all trades.  I'd say the worst thing they are at doing is standing on node and kiting, they just aren't tanky enough for it.  A scrapper needs to be in and out.    The typical scrapper build has one stun break... and so that's all that needs to be said about its tanking it out on node.

Now a mechanist can be configured to bunker a little, I've see it sort of pulled off once or twice.

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I'm often out of and back into gold.  And there's definitely this kind of ceiling that happens right at the boundary between the two.   I can't figure out why for weeks I'll be in one, then plummet to like G2 on streaks of unwinnable games.   
 

I do find as I climb higher my build and play style changes.  I play more burst and riskier in lower tier matches... and that would totally get me killed in higher tier ones.   One very important difference between stuck in G players and plat players is knowing when to give up on an opponent you can't beat, a fight your going to die in, how to use terrain effectively, when not to stand on point and to give it up, how to predict where you are going to be valuable, and when your just having your time wasted.   Plat players generally seem better at this and gold ones less so.   Plat ones also tend to coordinate better as a team, which implies you should work out how to play the players on your team, even if they suck.  You need to figure out how to support them.   

For instance, we just barely won mid over a long drawn out conflict.  Now my team decides that 2 or 3 of them are going to head far into the respawn that we barely won at full force.   One of my guys is respawning, three are headed off to far, I've got mid and home to watch over... what do I do.  Do you double down on their stupidity to see if you can pull it off... maybe the answer is yes.   It was a bad idea for them to go... but they've gone now.   

I'll also say that for me at least, learning when not to try to win a fight, but just drag it out and not die is important.  There are certain players that will kill me if I try to actually beat them, but I can kite indefinitely on point as long as I don't want to actually win.  I use what are normally my burst setup skills (like thunderclap) to simply gain space instead.

Edited by shion.2084
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@shion.2084 I tend to agree, that mecha is more "Bunker" than scrapper. ATM imo the "bunker" specs would be virtu and mecha, but again, there really are no bunker specs anymore, and historically anet has always been very against bunker spec metas for pvp.

 

 

@Anonynja.3172 Yes that is a very good distinction between roamers and duelists. Roamers can "pretend" to be duelists and do okay some times, but when an actual duelist shows up, it really paints a clearer picture.

I always think of Thief vs Mes against Thief vs Warrior. In the first match up, Thief can be super aggro kuz mes is squishy and sorta plays the same game thief does. In the latter, the thief has to completely play around the warrior because it can rarely if ever go toe to toe directly. Roamer vs Roamer against Roamer vs Duelist.

Of course, it's never so easy, but I feel these are good class examples.

 

Good discussion and key points you two. I feel you're both describing well the subtle problems with the gold to plat transition and how to fix them.

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5 hours ago, Arheundel.6451 said:

The level of salt in your system is so high....you order chips with sugar on top to taste anything 

The level of resentfulness in your system is so high... are your always mad at people for weeks, and then type stupid comments like this to feel anything?

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On 1/17/2023 at 11:17 PM, AliamRationem.5172 said:

Send me all your gold and you'll be out of gold! 🤪

👏😂 The funny correct answer

On 1/17/2023 at 8:26 PM, Exedore.6320 said:

Duo queue if possible

Let's you coordinate burst and makes the first point stronger.

😕The sad but true answer

 

Just remember numbers > skill and you'll be out of gold in no time. You could even take Rank1 if you pay the right person to carry you there.

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