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Nukk

Member Since 08 Jun 2012
Offline Last Active May 04 2013 01:52 PM

Topics I've Started

Little Project Of Mine

06 March 2013 - 03:39 PM

OK, so I'm a sub-par warrior at PvP. I admit it, but I'm on a mission to change that. Like most players I have an undertaking to improve my play, improve my knowledge and refine my strategies. The best way I can think of doing this is by playing as much as possible against the strongest opponents, recording my fights, analysing what I'm doing and objectively being honest about things I should have done, could have done better or when I'm outright being a total noob.

Part of this is to get input from the warrior and PvP community and open discussions about strategies, share tips and analyse content that I will post so that we can all can gain some benefit from it. By all, I mean players in the same boat as me looking to improve. Input from the pros would definately be appreciated also.

So to start, I'm going to post a video of me being a total noob versus a thief build that I'm not really familiar with. For the most part I don't have problems with thieves and can beat them without issue but the strategy that this thief was employing had me at a dilema. He's dropping caltrops which induce bleed (and I'm assuming he's specc'd for condition damage) and kiting around in them with pistols - which means I either have to fight him toe to toe within his AoE (which you will see is brutal) or take a lot of hits from range. This situation is compounded by the fact that I'm not running with a ranged weapon and he has the 2 thief summons which do considerable ranged damage as his elite.

First two fights show me losing and this is due to the fact that I get over-zealous when I think I'm on top of the fight and I don't respect the ground AoE and/or run out of options and decide to go toe to toe in a last ditch attempt (more than likely due to lack of experience on my part). Third fight is when I play a bit smarter and decide not to fight the thief on his terms.

I'm hoping that you can see when I'm playing abysmally (I know I make lots of mistakes) and when I am playing smarter and I'll add commentary to the video later when I have time. In the meantime please feel free to add constructive feedback and I'll post some of my thoughts regarding the fights later.

I'd particularly like to hear any comments about;

1. What happens to my backbreaker at 0:14? (is it a thief skill that the clone automatically takes the hit? Am I out of range?)
2. What's up with my skill activations during the 2nd encounter (shield bash, hamstring)? I need to pay more attention to the skill que? I'm spamming too much?
3. How much the leg specialist trait played a part in the 3rd fight.

Here's the video:



Thanks for watching.

By the way, the thief in the video is r34 and he plays the build really really well, I came off worst the majority of the other fights we had and he was decimating pretty much every other player out there.

Skill Queue

05 March 2013 - 12:51 PM

Its fair to say that I have gotten used to the fairly unintuitive skill que in GW2 now, so much so that I barely even know its there and my attacks are fluid - well, if they aren't its a problem on my part and not the game.

Now this took me a while to get to this point but still I am finding skills not activating and I've been wondering what the hell I have been doing wrong, so I started recording some quick join PvP. What I have discovered is something that I didn't know and that is that you cannot que skills during a dodge roll - which strikes me as a little odd. I certainly wasn't expecting this and it has caught me out on more than a few occasions.

Not sure if this is a bug or whether it is by design. If it is by design then for what purpose? What's the benefit? I'm pretty sure most players would assume that you can que a skill during a roll in the same way that you que skills during attacks and that not being able to do so is contrary to the imposed skill que in place.

Here's a video demonstrating what I mean. I get caught out with it twice. Once at the beginning of the fight when I roll and try and activate shield stance at the end (you'll notice the skill icon flash) and then near the end of the fight where I dodge roll and try and activate a heal as soon as the roll ends.

I would have lost this fight vs a ranger + thief anyway so that really is not the issue. The video is half speed.


Summons in sPvP

04 March 2013 - 10:45 PM

Is there a way not to tab target every single bone fiend, flesh golem, bone minion, clone, phantasm, thief summon, pet or turret etc?

Maybe its not such a big issue for ranged classes as they seem to select a target then go through a rotation or two until its dead and rarely switch but as a warrior I am switching targets frequently (due to range) and it annoys the hell out of me having to tab 3 or 4 times through bone minnions etc. until giving up and then mouse selecting the 40 pixel squared area of my enemy which isn't covered up by summons.

I'd like the option to set the opacy of summons to 50% or something similar to clear up the screen and/or have a targetting system that prioritises players over summons (I'l make an exceptions with clones) so that I'm only selecting summons when there are no players in range.

When the combat is based solely on visual clues, it is counter-intuitive to have the screen cluttered up so many with summons which obscure your view of what your enemy is doing. How the hell am I supposed to see my enemy's is doing when I have flesh golem's fat arse in my face? I'm not even talking big numbers here, even in 2 v 2's with one or two mesmers or necros with pets it becomes a real obstacle - at least from a melee perspective.