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http://www.dailymotion.com/video/xrhvx0_vvv-rinzler-guild-wars-2-beta-2-thief-pvp_videogames?from_fb_popup=1&code=AQBKuMq7w_X5fWgOovyBFGa1A3xnTiEUy9-2pOQDjW-2LZO5ReCZue6vsN1uAGIw1jT1dCofyzM0Eix2IAexiMunH058OBR_vamnCdUAOHi6vKcLDHVL4gUYxbBGcj9rZc7KIrzVSc24T_hMa4XIVWusPq-vC392wDZr1CuawjqU23CsKqaROO-AK9LbZeYMA9g#_=_ Beta video is finally live! Go drop a like for more content and tell me what you think, even if you live in Mississippi
The Price of Progress #3: The Flynn Effect In order for our attitude about class optimization that we discussed last Thursday to be successfully digitized, we need to dig deep into the chemistry and synergy between particular skills and classes in given engagements. Having covered our previous talk about working ourselves into the mentality of "Don't settle for less than what we do best", that leaves us with is the rubix cube that will never be perfect, the abbacus that will never align, and the indefinite, polymorphic forumula that will ultimately lead to success or failure in the Guild Wars 2 world, choice. Biodigital jazz, man. In the end, this theory we will be concocting is useless without the skill and communication required to execute it, but we'll leave that to time and the future professionals meddling with it, and throw caution to the wind in order to brew the most divalent of builds. There's that word again.. Heavy. Let us begin by discussing the intial core of our team, which we'll call "The Users" for the sake of irony and variety, consisting of a Warrior, Guardian, Elementalist, Mesmer, and Thief. We find our initial tank and spank engine that every team needs in our Guardian/Warrior mixture, giving us both a sense of pressure and defensive fallback if necessary depending on the role of the guardian. Our overall map control and burst will be generated by our hitsquad, consisting of the remaining three, Elementalist, Mesmer, and Thief. While The Users will be splitting up in their own individual groups throughout the match to accomplish certain tasks, in order to reach that point you need to get ahead in the early game with a consistent, deadly and accurate to the milisecond complilation of ultimates that will result in your group getting the potential all-kill they need to secure the high ground point on the map. In order to accomplish this goal, builds must be synergized to not only work well individually, but with the team fight in mind as well. We'll call this, "The Flynn Effect". Are you ready? Say you're a Thief, and your main goal is to make someone panic into wasting their heal or all of their endurance, into a Signet of Shadows, and subsequent Caltrops or Needle trap + Thieves Guild. Now let's take that and apply it on a larger scale in the context of a team fight. We see an opening, and the signet claims its first victim. When this occurs, a few things need to happen in rapid succession. Thief uses Death blossom over target causing bleed, upon landing drop caltrops/needle trap to keep them cc'd if the Signet wears off before another teammate can capitalize. Elementalist picks a side it's comfortable with, and uses Burning Speed to get into position for a Tornado ultimate. Warrior throws bolo's right before the Signet immo wears off, into Bulls Charge, followed up with a quick step behind the immo'd target into a Stomp to send the opposing team trying to recover from the Tornado to the ground, most likely landing them on or at the base of the stairs. Guardian teleport strike on top of the immo'd opponent, dropping Sanctuary and Purging Flames upon completion of the teleport. Thief makes a well mannered call to some old chums that know people that knew some people, and the immo'd target dies. Ways to nullify an opening strategy like this : Stun/immo lock on Elementalist before tornado can be put into position, but it would require the other team to know exactly what's happening at the start. The time between burning speed from start to finish and Tornado being cast is about 0.75 seconds, and thus would require your cursor or tab target to be on top of the Elementalist from the start of the dash. Well timed Moa Bird onto Elementalist or Warrior at the beginning of the engagement, or when your team is regrouping from a Stomp to come back up the stairs leaving the opposing team without a tank. Direct mirror, i.e being Stomped or Tornadoed before the rest of your team can get in position on the capture point. When theory crafting situations like these, try to stay practical and in the realm of remotely realistic, as becoming too conditional with statements and timings detracts from your ability to execute. For instance, when certain events are tied to one another, it becomes a matter of sequence and availability of cooldowns rather then standing at a specific point in space in order to achieve a goal. When I say for an Elementalist to move towards a flank of their choosing in order to disperse the team with their tornado ultimate, that leaves the Elementalist with the ability to choose when and where, but gives a rigid detail as to how to accomplish the goal. Leave things open ended and able to be chosen by the user, but rough strategy must be compiled. While this may seem like an ear full and an unrealistic amount of things to be happening concurrently in a single engagement, it will become a standard of competitive play with severe emphasis on the construction of cohesive and parabolic builds that are designed to climax at a certain point in the fight. I assure you I'm out of KY jelly. After these collapses occur and a kill is guaranteed, your positioning should secure the objective, and if the other team is smart they'll cut losses and head back to the middle of the map, handing you the temporary two to one on capture points. However in regular ladder play there is a solid chance that the enemy squad will give less than a single damn, and continue to push into a severely shattered attempt at a 4v5, giving you free control of Svanir or the high ground in the event that we're playing on Clocktower. Execution means nothing if you have nothing to execute. Converse with your squad, mesh your builds, and make sure a win is not left to chance. As always I hope for your feedback on the theories and issues discussed, and until next time, fight for the user. - vVv Rinzler Comment Question of the Week: What are your favorite builds emerging from the Beta and stress test weekends? Open Beta : Stress test : @vVvRinzler Last weeks blog: http://www.vvv-gamin...s-optimization/