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Sovereign.1093

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Posts posted by Sovereign.1093

  1. > @"Wandred.4583" said:

    > Was a commander since 2013 ti 2016, guardian ofc

    > and im pretty tired of this character, wanna try something new.

    > What do you think about rev or auramancer with a tag? :/

    > ready for toxic shot! :3

     

    Go necro. Be one of us. You will be judged hated etc, but you can enjoy the farm.

     

    As for rev, I approve. It's fun - so many choices, pirateship/melee boon ball/ something in between. It's so easy to lead in herald jalis/ or renegade alacrity.

     

    As for auramancer, yes. It's op. I like it too for personal sustain. And you have your stab too. You are currently the king of anti condi. With aura shouts Regen anti condi :)

     

    I submit rev is the only one class that does it all. Seriously from healing to range to boon corrupt. I am surprised not many people use the class more.

     

    And tempest is fun. You can even just go earth water earth water earth water and it's great.

     

    I wish I was better at ele. All I know is to keep self alive and keep team alive. I don't know how to spike with it.

     

  2. Eotm was the right direction then. Since any who didn't have coverage can go in there, have fun with a group, and casually kill each other.

     

    Now it's my blob vs your few or your blob vs our few and rarely does it blob v blob and only in cases of hiding in keeps.

     

    Open field happens only if you know your team is on and can fight the incoming onslought

     

    If we don't get tournaments eotm is the next best team..needs making it part of the wvw proper.

  3. > @"xthexxkillerx.6438" said:

    > My schedule is bad, every time I play there is nobody, I think it is very early

     

    Ah. You need to know ur timezone so you can find people to play with :) not all servers have people at the time you play. Which means, you need to find a time and server where people play at that time too :)

     

    I e. I am at +8gmt timezone. Based on this my team and I raid around 11pm onwards my time, that's around 3pm server time onwards on nsp.

  4. > @"LucianTheAngelic.7054" said:

    > > @"hobotnicax.7918" said:

    > > > @"ASP.8093" said:

    > > > > @"hobotnicax.7918" said:

    > > > > Are you sure about that? Blocks, invuls, basic dodge, reflects, blinds all hard counter power damage. Not even gonna go into protection.

    > > >

    > > > Everything on your list except Protection also counters most sources of condition damage. Because condition damage still comes from *attacks hitting you.*

    > > >

    > > >

    > >

    > > Yes, but once conditions are on you, blocks, invuls etc do jack sh it, one is left with either cleanse or resistance.

    > >

    >

    > Invulns block all damage, including conditions that are already on you as well

    >

    > https://wiki.guildwars2.com/wiki/Invulnerability

     

    What sort of invul though, I ask since if you pop endure pain, you still receive damage from conditions. All warriors can testify this.

     

    Maybe invul in terms of ri? Or staying in spawn?

  5. If you have two sets, one for taking keeps and one for open field fights , it's easier to manage. If you face a cloud, pulls are your friend, if you face a blob, know that a good one moves tight and slow, you can focus their backline to chop them up.

  6. > @"mindcircus.1506" said:

    > > @"Sovereign.1093" said:

    > > That's the new :3 bae.

    > >

    > > Nature's bounty plays anti condod and resistance. Ah standing all day on burn stacks

    > Certainly helps with the number of "Dragon Banner Mains" in t1 and t2 these days for sure.

     

    Aye. Sometimes pug can't get out fast enough simply because of the lag and delay of ping to server.

     

    So having a bit of umph helps .

  7. > @"Strider Pj.2193" said:

    > > @"Sovereign.1093" said:

    > > > @"DanAlcedo.3281" said:

    > > > > @"Sovereign.1093" said:

    > > > > > @"DanAlcedo.3281" said:

    > > > > > From years of playing in a wvw guild, there is 100% a limit to how often a field can be blasted.

    > > > > >

    > > > > > Without that, you could stealth an 50man zerg with one smokefield.

    > > > >

    > > > > Aye, I'm looking for the exact specific info right now

    > > >

    > > > I dont remember how much it is but lower then you would expect.

    > > > Higher Single digets for sure. Like 7-8.

    > > >

    > > > We often ran into the problem with stealthing 15 man with 2 smokefields. People are using 2-3 blasts each but some simply didnt get stealth at all or very short times.

    > > > Increasing the number of smoke fields stacked resolved that problem.

    > > >

    > > >

    > >

    > > Aye. Which is why I wonder if there's a max cap for blasting a field. Thought it was 5 blasts a field

    >

    > Science it. You have a reliable group.

     

    This is part of the process, related info. :3 and data gathering with peers.

  8. > @"DanAlcedo.3281" said:

    > > @"Sovereign.1093" said:

    > > > @"DanAlcedo.3281" said:

    > > > From years of playing in a wvw guild, there is 100% a limit to how often a field can be blasted.

    > > >

    > > > Without that, you could stealth an 50man zerg with one smokefield.

    > >

    > > Aye, I'm looking for the exact specific info right now

    >

    > I dont remember how much it is but lower then you would expect.

    > Higher Single digets for sure. Like 7-8.

    >

    > We often ran into the problem with stealthing 15 man with 2 smokefields. People are using 2-3 blasts each but some simply didnt get stealth at all or very short times.

    > Increasing the number of smoke fields stacked resolved that problem.

    >

    >

     

    Aye. Which is why I wonder if there's a max cap for blasting a field. Thought it was 5 blasts a field

  9. > @"DanAlcedo.3281" said:

    > From years of playing in a wvw guild, there is 100% a limit to how often a field can be blasted.

    >

    > Without that, you could stealth an 50man zerg with one smokefield.

     

    Aye, I'm looking for the exact specific info right now

  10. > @"Aeolus.3615" said:

    > > @"Sovereign.1093" said:

    > > > @"KrHome.1920" said:

    > > > > @"Sovereign.1093" said:

    > > > > With this i wonder how many smokes you need to blast a Zerg or is it necessary that 2 out of 3 in the party must have a blast finishers to cover all people?

    > > > 5 players can use a combo field and the blast finisher affects 5 people.

    > > >

    > > > The effect prioritizes 1) the players in your team and 2) the players closest to the center of the combo field.

    > > >

    > > > So you can not simply combo stealth a whole zerg. The easiest strategy to ensure everyone gets the effect is splitting your zerg into 5 player teams that each can do the combo on their own.

    > > >

    > > > You could also put one lonely teef that sets a stealth field in a 1 man team and place 5 teams with 5 players into the field so that each team can cast its own blast finisher.

    > >

    > > Yes. Because of one and two I'm inclined to believe if that is rule, a Zerg can blast one field and go stealth provided 2 in the party of 5 has a blast ready. So that's 9 to 12 s stealth.

    > >

    > > And of course it's good to have 1 smoker for every 10.

    >

    > @Sovereign.1093. that's why rev hammer/staff was providing 3m swiftness alone in a team of 5, and people still stackk guardian staff 4 xD

    > In a team of 10 i would assume swiftness stack would be more randomized due being aplyed alwyas to the 5 closest alies.

     

    I linked the ae effect above. It's party then ppl closest to you. Which means we'll need to adjust out 10 man into two 5 man teams. We can try it later.

     

    Because I'm not really sure :/. Huhu

  11. > @"KrHome.1920" said:

    > > @"Sovereign.1093" said:

    > > With this i wonder how many smokes you need to blast a Zerg or is it necessary that 2 out of 3 in the party must have a blast finishers to cover all people?

    > 5 players can use a combo field and the blast finisher affects 5 people.

    >

    > The effect prioritizes 1) the players in your team and 2) the players closest to the center of the combo field.

    >

    > So you can not simply combo stealth a whole zerg. The easiest strategy to ensure everyone gets the effect is splitting your zerg into 5 player teams that each can do the combo on their own.

    >

    > You could also put one lonely teef that sets a stealth field in a 1 man team and place 5 teams with 5 players into the field so that each team can cast its own blast finisher.

     

    Yes. Because of one and two I'm inclined to believe if that is rule, a Zerg can blast one field and go stealth provided 2 in the party of 5 has a blast ready. So that's 9 to 12 s stealth.

     

    And of course it's good to have 1 smoker for every 10.

     

    A simple 10 man think I can think of

     

    Fb spell scourge jungler class scrap

    Fb Ren scourge scourge tempest

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