#1
Posted 02 February 2013 - 04:08 AM
#2
Posted 04 February 2013 - 10:00 AM
The reason is, its much more fun to see damage numbers than to go support.
Its like with playing support hero in LoL, most people will do anything to avoid it.
#3
Posted 05 February 2013 - 12:24 AM
Enillion, on 04 February 2013 - 10:00 AM, said:
The reason is, its much more fun to see damage numbers than to go support.
Its like with playing support hero in LoL, most people will do anything to avoid it.
I play LoL extensively and I love playing support...
#4
Posted 05 February 2013 - 08:56 AM
Edited by Enillion, 05 February 2013 - 09:12 AM.
#5
Posted 06 February 2013 - 12:47 AM
I particularly find it useful when solo capturing camps in WvW. Pull all mobs>drop WoR to block the 2 range assassins>kill camp boss and melee>switch to range attacker and they are already at 50-75% health.
Since my damage isn't too high I like to combine WoR>Shield of the Avenger>WoR to give myself 40s of range protection. Which is plenty of time to kill the camp boss.
Edited by indure, 06 February 2013 - 12:47 AM.
#6
Posted 06 February 2013 - 10:28 AM
indure, on 06 February 2013 - 12:47 AM, said:
I particularly find it useful when solo capturing camps in WvW. Pull all mobs>drop WoR to block the 2 range assassins>kill camp boss and melee>switch to range attacker and they are already at 50-75% health.
Since my damage isn't too high I like to combine WoR>Shield of the Avenger>WoR to give myself 40s of range protection. Which is plenty of time to kill the camp boss.
same here, I find that people are quite mindless in large zerg vs zerg wars, I plop down a WoR and watch thieves, rangers, warriors kill themselves (well not really, but it's a VERY good tool for helping teammates retreat from a fight)
I think I've found myself quite a nice niche for when I feel like joining the hive mind, so far I've had very good results in helping teammates retreat, since there are always those 5 ish stragglers left after the main zerg has left the fight and they usually if not always die because of over extension. Good uses of Staff and WoR means your peeps get away just fine.
I've mostly been keeping a the consecrations cooldown trait on, but I think I'll start playing around with the ground targeting trait, it seems like a good idea for area denial and even more spectacular saves.
Edited by lmaonade, 06 February 2013 - 10:30 AM.
#7
Posted 06 February 2013 - 01:19 PM
15 seconds of reflecting all projectiles preventing damage to your army while doing damage to the other is pretty dope.
Unless you're going for bursty build or you don't care about teamplay I don't see a reason not to pick WoR.
#8
Posted 06 February 2013 - 08:59 PM
After trying everything I could to avoid it, I ended up switching to one of the AH/EM builds. Still valuable to the team and get at least double the loot. I do miss my consecrations sometimes though.
#9
Posted 07 February 2013 - 09:47 PM
_Belisarius_, on 06 February 2013 - 08:59 PM, said:
After trying everything I could to avoid it, I ended up switching to one of the AH/EM builds. Still valuable to the team and get at least double the loot. I do miss my consecrations sometimes though.
Usually take more of an in between type of build, I went for AH/EM might stacking also, but I usually only take 1 or 2 shouts depending on the situation, my default loadout is Hold the Line, Wall of Reflection, and Stand Your Ground. Then I change things up according to situation.
I have tried a JI pewpew burst build and actually found it pretty fun too lol, too bad there are only 3 utility slots
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