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Member Since 08 Jul 2012
Offline Last Active Dec 14 2012 07:11 PM

Posts I've Made

In Topic: Let's speak meta... 5 topics in one!

13 December 2012 - 12:26 PM

Meta:

Guardian for center point holding.
Mesmer w/ portal for back point holding (communicate with your team, this has a broad skill-range).

Elementalist roamer (essential in khylo for anti-treb)
Thief Roamer (prioritizes deadly targets, rides them hard: see Necro)
Power necro with rez signet. Blows up mid node. Focuses on staying at mid point.

Tactics: Won't reveal specifics that we use, but the 'meta' seems to have a general "mesmer to close, all other 4 to mid"
Don't bother taking the far node (there are exceptions), winning the middle is your only concern. This keeps your team close so you can always out-roam the enemy team and have the numbers advantage. If you try to take the far point, you'll just lose it to the enemy team as they constantly zerg it from their respawn and overwhelm you.

In Topic: My thoughts about balance and ppls QQ ...

13 December 2012 - 12:20 PM

I have enough experience at all levels of PvP to say with confidence, that every single class in this game has a viable and very strong build or two for high level player (except warrior). But this warrior exception is that every single warrior weapon-set and build is extremely balanced at all levels, just nothing "OP."

In Topic: class with permanent swiftness?

13 December 2012 - 12:18 PM

If you play a roaming elementalist, you'll always have swiftness up without even applying it practically. Sometimes I leave a node to head for the next one and I think "ok i should apply swiftness..." I look down and realize before even using my swiftness skills, i have over a minute already on me from stacking over time.

In Topic: Dec 3 patch notes

10 December 2012 - 05:06 PM

View PostFeatherman, on 09 December 2012 - 10:21 PM, said:

EA still isn't good enough to bring Staff back to it former glory. You after the nerf you had to switch from earth to an element with a combo field to pull off a self-combo due to timing. Now you can lay down a combo field and pull off a combo by switching to earth and then dodging, but you can't realistically get off eruption in time to stack on another blast, so there's not much of a difference overall for them. For staff eles that have allies that can put down a lot of fields the change might redeem them, but otherwise they're still all around lackluster.

In PvE atleast, I now can use earth-water '3' for one blast finisher. or if in water, cast healing rain to eruption + dodge roll for 2 finishers. Regardless though, it's way more fun communicating with your team and getting them to blast when you lay down fields.

In Topic: CoE Path 3 - How to take down the experimental subject?

05 December 2012 - 09:00 PM

It's designed so if you all three click the laser at the same time, it will take the shield down in the first shot. This will give you enough time to run down to the boss, dps him, and then run back up. If you don't click the lasers within a time frame, you won't be able to run down to the shield while the lasers are priming.