Something I have noticed in GvG.
LouderthanSeth
I've noticed the effectiveness of a whole party PvP build. Over a few nights my guild went from rank 14 to 71. It's not like we are a bad team and most of us are PvE charaters but I belive thats where our problem lies. We have seen a huge increase in PvP team builds from other teams we face. Some battles seem nearly flawless on the other teams part (I.E one we fought against Blood Eagle). Our usal lineup is 3 monks, 3 warrior, and most of the time a necro and an Ele so as you can see we have the right idea (And our calling is top noch). So my question is, Should we just use our PvE to gather skills and just use the unoriginal PvP team build (garenteed ownage) or fight (or at least try) the new trend of "The flawless PvP team" and stick it out with our hard earned PvE toons?
lornranger
You might want to change your strategy to counter those ready-made PVP chars.
LouderthanSeth
Quote:
Originally Posted by lornranger
You might want to change your strategy to counter those ready-made PVP chars.
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I've tried to figure out a few possible builds (currently working on a knockdown hammer/smite warrior) but seeing them in action is insane. Total clockwork. And in order to counter something like that we would need to change the teams whole build, hense the PvP team build.
Odd Sock
Our guild last beta played a few matches in GvG but due to our total number of members and schedules, we weren't able to play all that much. We started from 0 and reached the top 50 in one night. Even though I didnt design the build we used here are some tips that you should remember:
1) Try not to use your RP characters for GvG, the PvP characters that you can create let you choose the skills that you have unlocked but also have the benefit of giving you top notch weapons. That extra 10% damage on a warrior actually does make a difference. Think about it this way, for every tenth swing you have the equivalent of one more bonus one compared to a character that doesn't have the 10% bonus on his weapon
2) Design your build around synergies, when designing GvG builds dont create 8 builds that sustain themselves. Try not to see it as 8 skills on 8 players but rather 64 skills on one team. Right now the game has a strange trend that makes stacking enchantments superior than removing them. Use this to your advantage and be ready to put them back on in case of a Rend Enchantments
3) Monks are not supposed to be resers, they have to heal your teammates and have enough work as it is, making them stand around for 6 seconds is deadly. Leave resing to wamo's or Me/Mo or anything with Mo as a secondary
4) Trick builds are nice but if the other team catches on, you'll be cooked
5) WTF ! you bring a necro primary !?! Leave necros to scrubs and move on, necros only have 3 good skills: Rend, Malaise and SoF. You dont need runes to make them good. Necros are an excelent secondary but trash primaries. Soul Reaping only gives you 10-12 energy when soemone dies. If an ennemy dies then you ahve the advantage and shouldn't need SR and if an ally dies you're in trouble and SR won't help you. Necro fanboys dont reply to this line, it's been discussed many times
Finally it's normal that you lost alot of ground if you're using PvE characters in GvG and especially if you dont have an actual strategy. In the coming weeks you'll see alot more coordinated guilds coming around that also use synergy builds. Adapt to this by farming skills, upgrade components and runes. I might also suggest winning an extra Sigil to create a secondary guild to test out your build in lowbie GvG.
Good luck in the upcoming weeks for GvG.
1) Try not to use your RP characters for GvG, the PvP characters that you can create let you choose the skills that you have unlocked but also have the benefit of giving you top notch weapons. That extra 10% damage on a warrior actually does make a difference. Think about it this way, for every tenth swing you have the equivalent of one more bonus one compared to a character that doesn't have the 10% bonus on his weapon
2) Design your build around synergies, when designing GvG builds dont create 8 builds that sustain themselves. Try not to see it as 8 skills on 8 players but rather 64 skills on one team. Right now the game has a strange trend that makes stacking enchantments superior than removing them. Use this to your advantage and be ready to put them back on in case of a Rend Enchantments
3) Monks are not supposed to be resers, they have to heal your teammates and have enough work as it is, making them stand around for 6 seconds is deadly. Leave resing to wamo's or Me/Mo or anything with Mo as a secondary
4) Trick builds are nice but if the other team catches on, you'll be cooked
5) WTF ! you bring a necro primary !?! Leave necros to scrubs and move on, necros only have 3 good skills: Rend, Malaise and SoF. You dont need runes to make them good. Necros are an excelent secondary but trash primaries. Soul Reaping only gives you 10-12 energy when soemone dies. If an ennemy dies then you ahve the advantage and shouldn't need SR and if an ally dies you're in trouble and SR won't help you. Necro fanboys dont reply to this line, it's been discussed many times
Finally it's normal that you lost alot of ground if you're using PvE characters in GvG and especially if you dont have an actual strategy. In the coming weeks you'll see alot more coordinated guilds coming around that also use synergy builds. Adapt to this by farming skills, upgrade components and runes. I might also suggest winning an extra Sigil to create a secondary guild to test out your build in lowbie GvG.
Good luck in the upcoming weeks for GvG.
Willow
I liked every tip except number 5.
No one, and I mean NO ONE tells me not to reply to something! If you don't want to see it discussed, don't bring it up!
Anyway, I like Necros- you expect your bone horrors to die terribly, and then you get 10 energy.
Quote:
Necro fanboys dont reply to this line, it's been discussed many times |
Anyway, I like Necros- you expect your bone horrors to die terribly, and then you get 10 energy.
Sausaletus Rex
Agreed. No one tells anyone they can't discuss something. That's my job...
That said, Necromancers are vital and useful in PvP. OddSock underestimates their skill list a bit - not by much but they have a few more skills that can be put to good use such as Offering of Blood or Well of Power among others - but Necromancers now are in the same position that Monks were after E3. They're nice to have on your team and, really, they offer some things you can't get elsewhere, but you just want Necromancer you don't want a primary Necromancer. The skills they have that you want don't need the boost you get from runes and their primary attribute pales in comparison to the utility of others so you want */Nec not Nec/* (and probably only one or two at that).
That said, Necromancers are vital and useful in PvP. OddSock underestimates their skill list a bit - not by much but they have a few more skills that can be put to good use such as Offering of Blood or Well of Power among others - but Necromancers now are in the same position that Monks were after E3. They're nice to have on your team and, really, they offer some things you can't get elsewhere, but you just want Necromancer you don't want a primary Necromancer. The skills they have that you want don't need the boost you get from runes and their primary attribute pales in comparison to the utility of others so you want */Nec not Nec/* (and probably only one or two at that).
LouderthanSeth
Quote:
Originally Posted by Odd Sock
Our guild last beta played a few matches in GvG but due to our total number of members and schedules, we weren't able to play all that much. We started from 0 and reached the top 50 in one night. Even though I didnt design the build we used here are some tips that you should remember:
1) Try not to use your RP characters for GvG, the PvP characters that you can create let you choose the skills that you have unlocked but also have the benefit of giving you top notch weapons. That extra 10% damage on a warrior actually does make a difference. Think about it this way, for every tenth swing you have the equivalent of one more bonus one compared to a character that doesn't have the 10% bonus on his weapon 2) Design your build around synergies, when designing GvG builds dont create 8 builds that sustain themselves. Try not to see it as 8 skills on 8 players but rather 64 skills on one team. Right now the game has a strange trend that makes stacking enchantments superior than removing them. Use this to your advantage and be ready to put them back on in case of a Rend Enchantments 3) Monks are not supposed to be resers, they have to heal your teammates and have enough work as it is, making them stand around for 6 seconds is deadly. Leave resing to wamo's or Me/Mo or anything with Mo as a secondary 4) Trick builds are nice but if the other team catches on, you'll be cooked 5) WTF ! you bring a necro primary !?! Leave necros to scrubs and move on, necros only have 3 good skills: Rend, Malaise and SoF. You dont need runes to make them good. Necros are an excelent secondary but trash primaries. Soul Reaping only gives you 10-12 energy when soemone dies. If an ennemy dies then you ahve the advantage and shouldn't need SR and if an ally dies you're in trouble and SR won't help you. Necro fanboys dont reply to this line, it's been discussed many times Finally it's normal that you lost alot of ground if you're using PvE characters in GvG and especially if you dont have an actual strategy. In the coming weeks you'll see alot more coordinated guilds coming around that also use synergy builds. Adapt to this by farming skills, upgrade components and runes. I might also suggest winning an extra Sigil to create a secondary guild to test out your build in lowbie GvG. Good luck in the upcoming weeks for GvG. |
A very nice repliy. Just what I was looking for. I'll let my guild know and we'll try to make according arangments.
Song
instead of making a bunch of quick roll-em-up pvp chars, i suggest guilds DO use RP chars... in fact i wish the whole instant level 20 thing didnt exist :[
Valsalis
I think it'd be nice to keep the instant characters and the RP charactors separate... after all the community is large enough to suport it. But I also think that the ready-made PvP chars should have access to all the basic skills at least. kinda suck to have to play through the RP part with each char just so you can have access to all the skills.
BTW, anyone know if i delete a Necro for instance, do i still have access to all the skills he opened with my ready made PvP chars?
BTW, anyone know if i delete a Necro for instance, do i still have access to all the skills he opened with my ready made PvP chars?
NiGht_HaWk
Quote:
Originally Posted by Valsalis
BTW, anyone know if i delete a Necro for instance, do i still have access to all the skills he opened with my ready made PvP chars?
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LouderthanSeth
Quote:
Originally Posted by WraithlordGV
a flame
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Aye I have a good way of dealing with people like that.... Ignore. It's really funny because in retrospect, its probly the only repect (If you really want to call it that :/) they could get Ingame and RL.
I dunno.
Oni No Arashi
Uh... Necros in PVP... was doing the Tombs on a 6 team match with a really good group (I do the AOE Ele builds). The other team that was left, when they came for us, had something like 12 bone minions, and their necro was using a spell to maintain them!
Thankfully our Ranger had Barrage and I had the AOE to take them down, but there was nothing like hearing everyone in our room (using Vent) just go "WTF? They've turned all their fallen into Bone Mnions" and then they took the team we had just beaten and added them to their horde.
Necro's who can raise a LOT of cannon fodder in a short amount of time, and maintain them are very good for PVP if you ask me. Even if it just makes people's hearts sink when they see that the other 24 people in the match were turned into a meat sheild for the main part of the team that can also deliver some damage.
I'll never bad mouth the Necro, that's for sure.
Thankfully our Ranger had Barrage and I had the AOE to take them down, but there was nothing like hearing everyone in our room (using Vent) just go "WTF? They've turned all their fallen into Bone Mnions" and then they took the team we had just beaten and added them to their horde.
Necro's who can raise a LOT of cannon fodder in a short amount of time, and maintain them are very good for PVP if you ask me. Even if it just makes people's hearts sink when they see that the other 24 people in the match were turned into a meat sheild for the main part of the team that can also deliver some damage.
I'll never bad mouth the Necro, that's for sure.
der kur
what happened to the whole thing of a corpse basically being disabled after a bone horror comes from it. all characters can still get resurrected even after the corpse is destroyed. i remember in earlier betas it didn't work like that. a corpse gets destroyed, no more ressurct. the website even says thats a great feature for the necro and used to be the best one for GvG,PvP. but now the best a necro is used for in pvp is running around casting virulence or life transfer just to annoy ppl for a few seconds. or let me correct that, the best a Necro/ can do.. not a /Necro. :P
Ramus
Quote:
Originally Posted by Odd Sock
Our guild last beta played a few matches in GvG but due to our total number of members and schedules, we weren't able to play all that much. We started from 0 and reached the top 50 in one night. Even though I didnt design the build we used here are some tips that you should remember:
1) Try not to use your RP characters for GvG, the PvP characters that you can create let you choose the skills that you have unlocked but also have the benefit of giving you top notch weapons. That extra 10% damage on a warrior actually does make a difference. Think about it this way, for every tenth swing you have the equivalent of one more bonus one compared to a character that doesn't have the 10% bonus on his weapon 2) Design your build around synergies, when designing GvG builds dont create 8 builds that sustain themselves. Try not to see it as 8 skills on 8 players but rather 64 skills on one team. Right now the game has a strange trend that makes stacking enchantments superior than removing them. Use this to your advantage and be ready to put them back on in case of a Rend Enchantments 3) Monks are not supposed to be resers, they have to heal your teammates and have enough work as it is, making them stand around for 6 seconds is deadly. Leave resing to wamo's or Me/Mo or anything with Mo as a secondary 4) Trick builds are nice but if the other team catches on, you'll be cooked 5) WTF ! you bring a necro primary !?! Leave necros to scrubs and move on, necros only have 3 good skills: Rend, Malaise and SoF. You dont need runes to make them good. Necros are an excelent secondary but trash primaries. Soul Reaping only gives you 10-12 energy when soemone dies. If an ennemy dies then you ahve the advantage and shouldn't need SR and if an ally dies you're in trouble and SR won't help you. Necro fanboys dont reply to this line, it's been discussed many times Finally it's normal that you lost alot of ground if you're using PvE characters in GvG and especially if you dont have an actual strategy. In the coming weeks you'll see alot more coordinated guilds coming around that also use synergy builds. Adapt to this by farming skills, upgrade components and runes. I might also suggest winning an extra Sigil to create a secondary guild to test out your build in lowbie GvG. Good luck in the upcoming weeks for GvG. |
Odd Sock
Quote:
Originally Posted by Willow
I liked every tip except number 5.
No one, and I mean NO ONE tells me not to reply to something! If you don't want to see it discussed, don't bring it up! Anyway, I like Necros- you expect your bone horrors to die terribly, and then you get 10 energy. |
Sheep
Quote:
Originally Posted by Ramus
What happened to Guild Wars being the cure for the common gamer?
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As for GvG personally I'd do a lot of tombs before even thinking about GvGing, RP chars in PvP is bad, the whole point of GW PvP at the tactical level is the ability to switch up builds and RP chars are too static/awkward to do that very well.
As for instant chars being a bad thing that's just delusional, why is it RPrs are never happier than when they are dreaming up ways to add more shit for PvPrs to go through?
It's not like the fact you have to play through the game at least 3 times and grind post-20 to get skill points isn't bad enough. Not to mention unlocking runes/mods.