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Post by Wuze on Apr 1, 2013 10:50:33 GMT -5
With the stacking thing starting to take hold I have a new appreciation for the staff as a guardian. My build already had +60% boon duration and the two handed weapon cooldown trait, so Empower lets me put up 12 stacks of group might for 16 seconds on a 16 second cooldown, and that's before any combo fields.
Does anyone know the mechanics of combo fields with boon duration traits/equipment? I figure it's one of three things: 1) no impact, 2) my boon duration applies to me on incoming boons, 3) my boon duration applies to others when I finish a combo. I've just never tested which.
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Post by Remnant Militant on Apr 1, 2013 11:16:00 GMT -5
With the stacking thing starting to take hold I have a new appreciation for the staff as a guardian. My build already had +60% boon duration and the two handed weapon cooldown trait, so Empower lets me put up 12 stacks of group might for 16 seconds on a 16 second cooldown, and that's before any combo fields. Does anyone know the mechanics of combo fields with boon duration traits/equipment? I figure it's one of three things: 1) no impact, 2) my boon duration applies to me on incoming boons, 3) my boon duration applies to others when I finish a combo. I've just never tested which. Your boon duration trait will apply once the boon it on you. Boons granted from equipment will only apply while in combat. Boons from combo fields are applied during the finish of the combo. ie: My staff elem - has the superior sig of battle (3 stacks of might when switched during combat). 1. I can hit someone or something with my earth elem, then start the combo finisher (since it takes almost 2 seconds to complete), then switch to fire, and do the field initiator (fire). From the switch I gain, 3 stacks of might, combo finishes, I have 7 stacks of might (20 second duration), switch to water, 11 stacks of might, then to earth for 15 stacks of might. Add cantrips in the mix and I can get it up to 25 without another combo field or elem switch. Now the stacks of might duration do not extend, so the first 3 stacks will go, then the combo field stack will go, then the switches, and then the cantrips. So initiating a stack will not prolong the first stack. It's a FIFO mechanism. I hope this helps clarify your question
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Post by Wuze on Apr 1, 2013 11:32:22 GMT -5
Kind of. I guess the direct way to ask it is this: if I have +60% boon duration and blast a fire field and someone else gets might from it, on them does it last 20 or 32 seconds and on me is it 20 or 32? I'm pretty sure that on normal abilities my boon duration applies to everyone, to the delight of dolyaks everywhere.
Edit: I went ahead and tested it. It's 32 seconds in both cases, meaning that building for boon duration can be a pretty big deal.
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Post by Remnant Militant on Apr 1, 2013 12:02:28 GMT -5
Kind of. I guess the direct way to ask it is this: if I have +60% boon duration and blast a fire field and someone else gets might from it, on them does it last 20 or 32 seconds and on me is it 20 or 32? I'm pretty sure that on normal abilities my boon duration applies to everyone, to the delight of dolyaks everywhere. Edit: I went ahead and tested it. It's 32 seconds in both cases, meaning that building for boon duration can be a pretty big deal. I can't test it now, but I believe the answer is. 60%+ for you but not them, regardless of who does the blast. I have 30%+ for boon and I get 26s instead 20 but I haven't paid attention when someone else does the blast nor asked them how long their duration is going for when I blast. By mechanics, it would seem to me that you get the 60%+ on all boons regardless of how you obtained them, but that affect shouldn't be passed to your teammates. Good question to test though.
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Post by alaric on Apr 1, 2013 23:04:29 GMT -5
WvW open field isn't about who is the best guild on the field either.
Its about who can use the current situation to best suit them.
Use terrain to your advantage. You don't have the nubmers to fight them? Find somewhere to lose line of sight on them. Like say an orchard with all them trees. you can do real damage in there if you are a tight guild and they are not. Use door portals to wipe enemies. Stack your guild on the opposite side, make sure they can't see your tags, stack might, drop a veil right on the door portal, rush out with all your guys, start swinging for the fences with all your C/C. 15 can wipe 40 doing this. Its a T2/1 strategy. You counter this by never having all your guys stacked on the gate DPSing it. if you have ever been with us when we siege we are stacked tight, rolling fire fields non stop with marks down near the door portal, if people come out we drop all C/C on the portal, move away from it, and than smash into it again as they get c/c'd
Sometimes letting a gate fall is a good strategy.
We do this all the time. Let them smash the gate down, we all are inside stacking might, it falls, they are all like 'ARRRGGGGHHH WE GOT YOUR DOOR DOWN YOU ARE SO..' we rush them as a solid group as they are all concentrated right in that choke point they all die. We laugh, next time they are way more weary about knocking down a gate that seemingly has no one home.
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Post by Nyx on Apr 7, 2013 8:40:46 GMT -5
I think we are still missing the all important groups focused on taking their camps and getting ours back. So often we lose keeps because we don't have that supply running. I think it's awesome that we can put together a real zerg now, but we can't forget the necessary tasks that depend on small group. I don't mean that no on is doing it. I see small groups running camps on occasion, and join then when I can. I mean we just need to get it organized and make sure we always have small groups running camps.
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Post by scleameth on Apr 8, 2013 2:52:20 GMT -5
I think we are still missing the all important groups focused on taking their camps and getting ours back. So often we lose keeps because we don't have that supply running. I think it's awesome that we can put together a real zerg now, but we can't forget the necessary tasks that depend on small group. I don't mean that no on is doing it. I see small groups running camps on occasion, and join then when I can. I mean we just need to get it organized and make sure we always have small groups running camps. ^ Totally agree. Yup +1 to this. Problem is that PUGs will just follow the blue dorito blindly. So I think that while the TS guys are taking over towers/keeps/SM, there should be one commander willing to turn on the dorito with maybe 2 or 3 others in TS to flip camps or knock on a few tower doors (say, 1 ele, 1 guardian, 1 warrior). If 5 or so PUGs join in, then that would be a "good enough" group for the job. Even hopping to BLs to flip camps close to spawn continually and even take towers with breakouts when there is little to no resistance. I saw this weekend that GoM gain a rather large number of their points just by the amount of camps they control. When we had SM they still equalled our points income through this.
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Post by tocos10 on Apr 9, 2013 18:15:44 GMT -5
Lets have say 15 people who are good wvw and are in ts go and hit them(them being et and gom bl)when the pugs distract the main forces of the opposition. We also need more people camping or staying at our bl.
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Post by Remnant Militant on Apr 10, 2013 0:11:16 GMT -5
2 Points and I can't stress these enough.
1. After a long defense and push back, we need to ensure that we repair the areas that have been hit. Too many times have I seen the Calvary come in and save the day and then the Calvary just leaves to continue zerging taking everyone with them. This will leave 2-3 people to repair gates, doors and walls and it can take a significant amount of time. It doesn't take long to have 10 people run supplies from a camp or use their existing supplies to repair. i know it's boring and we all want to kill but this is important, especially when the tower/keep has been upgraded already.
2. Stop ordering upgrades while there is a known zerg in the near proximity. It will leave us with a low supply count (most of the time zero). At least, if the order is going to be done, ensure that proper defensive siege is in place. It will make a whole world of difference.
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Post by scleameth on Apr 10, 2013 4:30:12 GMT -5
2. Stop ordering upgrades while there is a known zerg in the near proximity. It will leave us with a low supply count (most of the time zero). At least, if the order is going to be done, ensure that proper defensive siege is in place. It will make a whole world of difference. This might be difficult to control since I'm sure a number of casual WvWers might want to order upgrades to "contribute" to the cause, but don't realize that ordering upgrades is just a wasted expense when zergs are roaming. Perhaps people participating in this forum should make a point of calling/not calling for upgrades when an objective is capped just so we're kinda sure PUGs don't go spend 100supply on wall upgrades when it probably won't even finish before the tower is flipped again. 2 AC and 1 Balista will see that 100 supply better spent.
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