GW2: So What Did You Do On Feature Patch Day?

sylvarinecro

$10 and 30 gold later, I finally got around to updating my necromancer’s look for PvP and his PvE condition gear.

(Whose stat type I didn’t actually own before today, either. And I opened the two Tequatl’s Hoards I’d been hoarding, for a dagger and staff to go with my Wand of the Sunless.)

Worth it.

I didn’t really need that frost wasp axe or drum this month anyway. :(

This patch has been fiendishly devious in terms of giving new lateral progression things to do.

There’s the new grandmaster trait unlocks, which I suppose will get done over time as one does temples and such.

There’s trying to relearn and get used to all the new UI changes and whatever the hell they’ve done in the traits/profession rebalance.

I fixed my major character’s traits back to what they were using, and it’s been…hmm, different and same.

My one-hand crit guardian seems to have escaped the worst of it, and feels like he’s even gotten better in low leveled areas, thanks to the improved downscaling of crit damage (erm, ferocity.) Of course, his main purpose is to exist in open world PvE areas and kill things very fast – no group support needed and the bare minimum of survivability, so that’s not very high requirements either way.

The axe/horn banner warrior may have lost a bit of dps, but since he wasn’t optimized for super-duper-100%-efficient DPS and went the more group support route instead, it doesn’t -feel- that different. Still yet to test it out in tougher content though, which will be crucial since he’s my dungeoneering and wurm-killing main. I may have actually lucked out by going for empowered allies and group banner support before this – what was once second best and merely decent now seems to be becoming part of the new meta, now that the old meta build had its feet and DPS kicked out under it.

My thief seems to have gotten the worst hit, I kept trying to stealth-backstab random mobs and going, what, IS THAT IT? Totally unscientific since I failed to record prior damage numbers before, but it didn’t -seem- to be hitting as lethally as before. Still yet to fix his shiny new account-bound WXP traits and test him out there, nor have I gotten around to the WvW asura guardian either.

My necromancer is a total mess stat and gear wise. A month ago, I took him out of his stopgap minion master axe/horn zerker build that helped me get through the norn and his dog in the Queen’s Gauntlet, and swapped him into an experimental death shroud/well power build for PvE, running a few easy dungeons as a test and change of pace. (Did passable to fine, didn’t get kicked.) At the same time, he was in Dhuumfire/terrormancer condi PvP build for mah dailies.

Today, I said, “Ok, today is the day I get him shiny new PvE condition gear and get him all set up looks-wise like my other mains.”

Except I somehow managed to edit my PvE traits while sitting in the Heart of the Mists pondering what would be functional for PvP (I blame the trait trainer who oh so helpfully offered to bring up my traits panel.) Thankfully, the PvP build copied itself off the PvE build, so I didn’t have to change it a second time and now BOTH builds are specced towards condition and bleeds and I’ve forgotten what the hell the dungeoneering power build was.

Then all my attention ended up in the wardrobe trying to design the new look.

Naturally, the only gloves that I wanted were those I didn’t have. (I really should have bought those toxic gloves. I hope they come back some day.)

Eventually, vanity won over frugality, and the remaining $10 in the month’s gem store budget went to buying Trickster armor for a pair of really neat gloves. (Granted, the rest of the armor doesn’t look half bad and I might be able to use pieces for my mesmer some day. Having the skins permanently available in the wardrobe really nudged me over the edge. Sorry, drum. Next month.)

Then I spent 30 gold on one miserable piece of T3 sylvari cultural armor, thinking I’d gotten really lucky that the cultural armor was the rabid stats I wanted. Only when I looked at the vendor, did I realize the blasted thing only had rare stats. Gah.

I’m feeling a bit too poor to buy one more chestpiece of exotic stats today, especially since it has also hit me that his jewellery is all still zerker.  Some day, but not today, I’m going to have to sit down, rummage through my bank and wallet and see what exotics or ascended of the right condition stats I can afford and fix that up properly, stats and runes/sigils and all.

For now, he’s sitting in a PvE limbo of neither condition or power. Bah.

There’s a dreamcleaver axe and staff skin waiting in the bank for his power build too, when I get around to designing a second look, when I actually figure out what his power build should be. *sigh*

All in good time, I suppose.

Feels like being pulled in a dozen directions at once, and being completely confused and penniless at the same time.

Who needs an expansion to shake things up when one dang feature patch is all it takes, eh?

GW2: Wading in the Cesspool of Hotjoin sPvP

Death is temporary, dolyaks are forever...

The other day, I queued up for my first ever solo queue sPvP match.

I ended that game with a stunning realization that I (almost, kinda, as of this moment anyway) preferred hotjoins.

Oh, the game wasn’t that bad. It was actually 5 vs 5 players, not 5 vs 4. It ended up 450-500, not in my team’s favor.

I tried a necro vs necro duel on a side point, which was damnably evenly matched, until I somehow no-idea-how managed to down him, whereupon I struggled with the finishing stage between having some 1000 hp left with his flesh golem still after me – not daring to even get close or within LOS, trying to wait out my heal’s recharge – and made an error in judgement, which resulted me falling over while he was at 1/5 downed hp remaining and both of us out of sight range of the other – except his danged flesh golem was still up and mine wasn’t, so he got to revive and I didn’t.

Then I tried it again, except a teammate came to his rescue while mine were nowhere in sight, so fleeing was the better part of valor.

And ended up just team vs team duking it out in the center trying to off the opposing team faster than me or mine got offed.

But what I ended up taking home from that experience, besides the fact that solo queue wasn’t the devil after all and that I might do it again when I’m in the right mood and frame of mind with plenty of time to kill, is that it was SLOW.

Before you even get to the match, you have to queue up and wait.

I waited for three minutes out in the Heart of the Mists, steadily going out of my mind with boredom, threw up my hands and got into a hotjoin game which was pretty exciting for 4+ minutes when my queue popped and I was faced with the prospect of giving up a nice and easy ~540 rank points for a 1000 or bust (300) gamble, with the odds against me (since I’m sure I lack the experience to contribute as much as a veteran sPvPer.)

Then the match itself seems to be a more measured strategy chess match, where players actually stay on points and defend them with bunker builds, and 5 vs 5 tends to yield slower paced skirmishes of 1-3 players a side only. Between that and having more competent players on average taking the game format seriously, the match drags on much longer than a hotjoin would.

And suddenly, the prospective reward of 1000 rank points for a win doesn’t look as attractive in comparison to the time spent to -maybe- get it.

Of course, this boils down to what exactly your goal is in sPvP.

If you’re a warrior – a competitive sort that’s looking for an evenly matched “good fight” where you can test your individual skills and build against a controlled number of opponents (1-3 preferably, where you have a realistic chance of winning if you’re good to very good), solo or team queues are probably your ideal cup of tea.

Many PvPers, I suspect, fall into this category, hence the heralding of the game format as the pinnacle to strive toward and hotjoin derided as a cesspool of filth.

If you’re a soldier – the sort who prefers working in unison to achieve a goal and doesn’t mind taking directions and supporting the team, you’d probably prefer team queue or be out in WvW already, assuming your server hasn’t fallen in population to the point of WvW league failure.

(Quite a number of PvPers have both warriors and soldiers in ‘em, so don’t take it as a dichotomy, more of a description of preferences.)

I’ve seven team tournaments on my non-PvPer belt, six of which were won. How?

I walked in as a guild team. Some of my guildies are more serious PvPers, but when they do a guild PvP event, they inclusively take in any old rabble, including me.

I’m not competitive, I’m not much of a PvPer, but I do try to use a meta build (could be outdated, who knows) due to my interest in performing at least decently if not 100% optimally, and I do have something of a soldier mindset, which lets me appreciate aspects of WvW.

The guild tells me to stick with so-and-so and follow him around. I do so. We go to a point. We sit on it.

I do my best to support, control, and help my teammate(s), and let them do the all the  communication stuff of sending a more competent roamer to one point or another to adjust the odds of battle. I only leave the point when they tell me or in a pinch, when it looks like no one else can respond in time. I try my best not to die, and since I’ve only brought a guardian and necro to sPvP, I’m conveniently rarely the primary target and when I am, well, both classes are designed to be annoyingly tanky and my innate tank nature loves being a frickin’ nuisance that way.

There was one memorable match where the guild’s team were down to 4 and had apparently just lost a match to a premade team when they went in with an extra pug that wasn’t on voice comms. Then they asked around on guildchat if anyone wanted in, and I decided what the heck, I need the experience, right?

And sidled my way in, warning them that I was pretty much a noob to team PvP. I had no mic either, and always just listen.

We ended up facing the exact same premade team. The prematch chat was very civil, praising the pug guardian as ‘very annoying.’ Then they asked about why the delay for the queue. “Oh, we brought a guildie in,” was the offhanded reply.

Good lord, the pressure, right?

The match was so lopsided it wasn’t even in question at any time. In our favor.

We sent three (me included) to the center point, two to our home point and just sat there. Repelling all comers.

1-3 would come by to the center, our leader would call a target, and they’d just fall over dead eventually. It was probably one of those coincidences of well synergized builds again that managed to counter the opposing team’s, but I don’t know what their reaction was in their own team’s communication channels when the final scoreboard came up and they saw that the only factor that was different between the previous match was a less than rank 20 necromancer.

(Who just happened to be in the same guild and on the same voice chat as the other four. Communication and coordination over skill, I guess.

Or you can blame the OP dhuumfire meta build, though I hear it’s already nerfed and fallen out of favor? I’m too lazy to change what works decently, though.)

I love my guild.

I’m way too much of a wuss to try team queue without a team I trust, that’s for sure.

You see, I’m not competitive.

Leaderboards and ranking do not interest me.

I’m not actually fired up by the prospect of an evenly matched 1 on 1 fight except as a technical exercise to just see if I can do it (or more likely, fail miserably in the process and try to figure out what the other guy was using and doing.)

All I really wanted in PvP was to get a dolyak /rank to play with. Because the more dolyaks the merrier, y’know?

Oh, and the extra 4 AP from the PvP daily doesn’t hurt.

(And I suppose, when the new PvP rewards and incentive scheme comes up with the feature patch, that would be something interesting to strive toward too.)

So my personal goal was rank. Enough to bootstrap me to 20. With as little time spent in the Heart of the Mists as possible, so that I can spend the rest on more compelling stuff.

Along the way, if I get a bit more PvP experience, that’s a bonus that comes with the territory of playing a minigame and learning as you go.

Lately, I’ve figured out that hotjoins are a decent enough vehicle for those non-ambitious goals.

The “Play Now” button dropkicks me right into an ongoing game. I can leave at any time I want. The 8 vs 8 format is exciting in a casual team deathmatch style, with action flying around fast and nonstop furious, getting the adrenaline going with less “serious business” pressure weighing on one’s shoulder. Dying and respawning are painless and penalty-less.

(Ironically, it’s like Natural Selection 1′s Combat mode versus the RTS strategic mode, except there I really enjoyed the strategic side of it more. Population-wise, far more gravitated to mano-a-alien combat mode though.)

Yes, there is shameless stacking going on in hotjoins.

I paid my noob dues by losing a bunch of matches, wondering how the hell I kept ending up on a side with less players, whose collective PvP experience probably equated to one player on the winning team, getting relentlessly ganked by meta builds while sporting a non meta one, massively teamed up on, and whose only redeeming experience was learning how to harden the fuck up and attempt to survive as long as possible (tank mode, yeah!) against impossible odds.

Then I finally figured out the UI.

And got my own meta build.

If you can’t beat ‘em, join ‘em, and all that.

You know, with the new rank rewards, I don’t mind the stacking at all because it’s totally possible to game the system to get rank points (which, we have established, is one’s primary individual objective for playing hotjoins – the fun little cesspool of anything goes.)

First things first, identify the winning team. This comes with experience, and making a good guess when first entering a game. Or just memorize the higher scoring, higher rank, high-kill-achieving players in your first game (which will probably be on the other side.)

Then spam the fuck out of the “join their side” button.

Assuming you aren’t a total hopeless case who will pull down the team merely by being on their side, contribute to the cause by capping and scoring kills. Preferably by creating “teamwork” mini-scenarios where one ignorant person from the other team runs straight into a group of you playing together and meets the expected fate at the hands of 1 vs X.

Very soon, likely before hitting 200-300 points into the match, first one then another on the losing team will quickly give up and flee out of the game, seeking greener grass elsewhere.

Then the “dreaded” auto-balance button pops up on the side.

Many dread it. I revel in it.

I volunteer the fuck out of it. It’s an extra 25 rank. You guarantee yourself the winning rank reward of 500, no matter what happens (assuming your internet doesn’t die unexpectedly.)

Sure, the next part of the match turns into a stream of *your name* deaths littering the side of the game’s UI, but you know, the deaths are meaningless if your ego is not involved in it.

And it’s the absolute best of both worlds in one game.

First you get the steamroll experience of doing horrible horrible things to players who aren’t playing very well, and identifying their mistakes so that you improve by watching what -not- to do. It’s a primitive ego boost when you realize that you and your build have at least had miniscule improvement to the point where you aren’t -that guy- at  least some of the time anymore. You get to play alongside better players and a team that actually tends to cooperate with each other.

Then when you get switched, and you probably will, since everyone else was hoping they weren’t “it,” you get to test yourself against all the -good- players who have conveniently self-selected themselves out for you.

If 3 or more jump you and tangle you up in cc, obviously, you’re going down. Seriously, there’s no dishonor in it. It’s like you’re roaming alone in WvW and this 40 man zerg rounds the corner and over you. Nothing to be done about it. *shrug*

If it’s 2-3 players, it becomes a game of “see how long I can outlast and outwit.” Necros are built to be annoying, I hear. They’re supposed to waste your time. They can’t escape very well, but they can make you regret spending the time getting entangled up with trying to kill them. Hopefully a teammate or two or three come over eventually. If not, well, see above. Still a fun minigame of survival.

If it’s 1 vs 1, then well, things become interesting. It’s those duels that the PvP warrior types yearn for. Me, not so much, but as mini-practice within a larger game, why not? Sometimes, I even win. Which is pretty awesome when it does happen. If not, it’s a more-entertaining-and-firsthand-than-a-video experience of how a pro takes down an amateur. Chalk it up to the learning process.

It’s a hotjoin, you can choose to play it straight and sit on a cap and wait for people to come. (I like to lurk underwater in Raid of the Capricorn and bleed people to death until they get smart and bring more than one person.) If the game is really hopeless, then throw score to the wind and play for the fights. Your new team is already frickin’ losing anyway, with or without you. Run to the mess of players duking it out in the middle somewhere and see how many sneak attacks you can get in and maybe even turn the tide.

Absolutely rarely, the tide can even sometimes turn and your new team ends up winning (usually because the points shift a bit, some guy on the initially winning team decide to flee and leaves the team one man down, some other new fella joins the game and picks the team you’re on as the fan favorite to stack,) which then becomes a funny exercise in come-uppance, and is even a bit of an ego-booster. (Did -I- do that?! No wai.)

If not, expected team wins, but you get the reward anyway because you were a member of that team in the beginning. (And you even helped more people get the rank reward because you generously made way for more people to stack onto it. Let it not be said that GW2 isn’t a cooperative game!)

Hell, you have mathematically made it impossible for yourself to lose because you’re getting 500 rank points no matter which team wins.

Red versus blue? Doesn’t matter.

You are OMNI-TEAM. You are PAN-TEAM. You encompass multitudes. (Gogo minion or clone zerg.)

You get the full experience, meeting ALL skills levels from 0-50+, bumping into a spectrum of meta to weird builds, at a super-quick non-time-wasting pace.

It’s like ultra-rapid-fire LoL or something.

A hideous perversion of what the spirit of the game is probably supposed to be, but entertaining in its own right.

And 3-4 hotjoin games of this nature is surprisingly palatable for someone who just wants to get their dailies done and get in a couple hundred rank points per day.

GW2: On Thieves and the Edge of the Mists

Today's EOTM lesson is on supply!

I don’t know if anyone’s noticed yet, but I have a tendency to go quiet when I’m avidly playing WvW.

One simply runs out of new topics to talk about, or runs into the fear of revealing too much about one’s own server’s habits and patterns – that can be then capitalized on by another server.

And there’s a limited amount of general things to say about mass battles and player versus player that hasn’t already been covered -everywhere-, including in real life.

Do a blow by blow battle report?

Today, we captured X’s garrison. The other day in some other timezone, they captured ours. Swap in bay/hills/towers, etc. for garrison. Today, we wiped their zerg. Two hours later, they wiped us. The next clash, we wiped them back.

It’s a yawnfest to write, let alone read.

It’s only -not- a yawnfest when you’re actually there in the thick of things, reacting to the immediacy of it and figuring out the best place to place yourself and your damage.

Which is what keeps players coming back, I suppose.

Talking about larger scale strategy and map politics brings us dangerously close to revealing server thinking, so it’s hard to know what to cover, and to be frank, each commander and player can have a different read on the situation (some more accurate than others) and you can never control all the players on a map anyway, so it’s always “sounds great in theory, may go all Murphy’s Law in practice.”

The basics, of course, is not to push on two servers at once to make ‘em both mad and coming after you.

Common mistake, fer instance, often performed by less strategic commanders in the Borderlands is to try to push the home server, fail miserably, and then pick the easier sidelong option instead, moving east or west. This makes the other invading server mad, and before you know it, there’s a rollicking fight down in the south ruins while the home server looks on, cackles and gets their yaks in.

The ideal is to have both invading servers push up into the home server and 2 vs 1 them into submission, or failing which, at least hold on to the third that is yours.

Unless, of course, the intention is to -not- play as expected and have the fight in the other server’s territory because that server is more of a longer term threat, or because some havoc group has made life so difficult that the commander gets fed up and leads the zerg into a punishment strike in the hope that the other team’s commander gets the message. (Sometimes they do, and sometimes, they’re as thick as a brick or just looking for a fight.)

On and on, play and counter-play, etc.

Whatever, I’m not a commander, so I’m not privy to everything that goes on behind-the-scenes: scouting information, intra-map communication, etc. But if you’re in the right tier, there’s a lot of it. And it elevates WvW to something a little more heady than a PvD karma train.

Speaking of PvD karma trains, the self-set goal of completing ALL of the shiny temporary achievements effectively shoved me into the Edge of the Mists, since there are two EOTM specific achievements that can only be gotten there.

My innate distaste of its design still stands.

Edge of the Mists is very asymmetric, I feel. One side builds up an unstoppable zerg, and everyone else logs out and into another EOTM overflow, hoping to find a friendly zerg on their side. Or one side has lots of roamers, a coordinated guild group or gank squads, and the same thing happens. Or two zergs form self-interested karma trains, doing its best to avoid each other while the last side tends to be nonexistent.

I enjoy WvW for its strategic PPT aspects and coordinated zerg fighting, and both are best found on the “real” WvW maps, rather than a map in which there’s even LESS incentive to defend anything.

Edge of the Mists shoves me into mixing with players that are generally of lower tiers, and generally speaking, lower tiers have a MUCH looser grasp on WvW tactics because they are not accustomed to strongly defended objectives where a coordinated map blob could waypoint in and run you over if you take several tens of seconds too long.

This means fights become uninteresting zerg vs zerg fights of the long range variety, and the few souls who -try- to coordinate a push end up demonstrating the futility of their strategy by running alone into the enemy zerg because no one else has enough confidence and trust in each other to do the same.

Until you run into a coordinated guild group vacationing in the Edge of the Mists, and then they get to play wrecking ball with the pugs, laughing all the way to the bank.

However, I have learned to tolerate it.

I’ve perhaps even come to terms with it, adapting around it and recognizing that it may have a part to play, after all.

It was during one of those everpresent offensive karma trains, trundling around doing its best to avoid the enemy zerg and capturing objective after objective (thank you, moar reactors and special objectives plz!) that this revelation came to me.

Edge of the Mists is EZ Introductory Mode.

That is its function.

Hey, WvWers, look, you’re PvEing! These mobs even have a little mechanic to learn from time to time. (eg. Troll regenerates with defiant stance – can be dazed and preventing from firing the skill with good timing, or if you’re alone, controlling your dps. Zergs can never do so, of course, so I amuse myself trying to daze appropriately. Or separate the earth elementals if you’re invading Overgrowth’s keep to damage them effectively, etc.)

Hey, PvErs, look, you’re WvWing! You run into enemy red name players from time to time, and they will probably kill you! But death is okay! You can die a few times and go back to karma training and earning phat lootz, and it’s still a happy experience! The zerg will keep you safe! (Most of the time.) But see, PvP isn’t so bad, it’s not personal, other people die too.

You might even learn a few things that are relevant to WvW, such as catapults not doing as much damage to doors, commanders having a /supplyinfo command that you don’t have, and not to drop extra siege if the commander didn’t ask for it!

Rarely, you might even bump into the odd commander or person who loves to drop siege and make a nice defence of the place, and you might even learn about the effectiveness of arrow carts and such that way. (We will not cover trebs or mortars. That is usually beyond basic EOTM strategy. But catapults may occasionally make a showing against a wall, or some smartass might be doing something to a bridge.)

Some guy learns about the non-effectiveness of catapults, while I marvel at how barely anyone looks away from the gate.

Some guy learns about the non-effectiveness of catapults, while I marvel at how barely anyone looks away from the gate. (One has gotten rear ended by a blob way too many times to learn that lesson. Alert thieves are great survivors.)

For the experts, Edge of the Mists is a vacation spot. A place to unwind after the pressures of “serious business” WvW.

I have, unfortunately, not really gotten many opportunities to glom onto a coordinated guild group doing silly stuff in EOTM, thanks to a lack of mic and WvW network connections to get a party invite into the right overflows, but I listen in from time to time, and damn, do they sound like they are having fun. Loot showering them from all sides. Sudden laughing panic as their map unfamiliarity sometimes gets them into highly awkward positions facing the prospect of sudden drops and sharp stops. Even more loot. The occasional admission that this “PvE thing” might have something going for it from time to time.

For the novices who encounter the experts, the fun is perhaps more one-sided, but again there is an important purpose. Nothing opens up one’s eyes than losing, and losing badly.

One is suddenly made aware of more possibilities. That someone is out there accomplishing stuff at a level that you are currently not at.

Not everybody will immediately do a 180 because of this. But for the rare soul with the will and desire to do so, it may engender a drive to improve oneself and seek out those avenues by which they can do so.

For the average Joes, of which I consider myself one, Edge of the Mists has a dual purpose. It is a slightly more sophisticated champion farm and a training ground.

Want to turn your brain off? Don’t feel like improving today? Want to mingle with the unwashed lower tier masses and get some of that karma train action that is nigh impossible to get in Tier 1 (and maybe Tier 2?) Follow the blue dorito, choo choo along autoattacking with 1 from range, watch the xp/karma/badges/wxp fly in.

You see, I have learned that I can follow -any- quality of commander on a thief without feeling sour or angry at his or her lack of tactical sense.

I used to play a guardian. First in, and committed till death or victory. You try running away on a non-roaming zerg spec guardian. It doesn’t work. You keep the group strong, you are dependent on the group staying strong and not letting you down.

You are also dependent on the commander not being a derp and doing stupid stuff like running head-on into too much enemy fire without whittling down the enemy first or catching them off-guard or placing siege or otherwise giving you a chance of victory (because your job is stick with him like glue and step where he steps. If your driver is good, he takes you to the correct places. If he’s bad, well…)

Every time the group wipes, I get more and more bitter.

The neverending learning process of playing a thief has been a big wake up call.

When you play a (relative) squishy in WvW, you have dual responsibilities of staying (relatively) close to the commander to aim damage his way AND not dying.

(As a thief, one can also take this up another level by search and destroying important-to-the-zerg enemy squishies. I’m still working on this part, wrapping my head around staying at range, surviving via positioning, and contributing blasts and damage has been challenging enough.)

As a thief, the major difference that I feel is that all my deaths are MY fault.

-I- screwed up and made a mistake. I stepped where I shouldn’t have. I got caught by an immobilize and failed to react to it appropriately in time. I stood in the path of an angry melee train and failed to see it coming or react fast enough. I stuck around way too long and got greedy when I should have booked it instead.

Thieves are excellent at booking it.

If half the zerg has disintegrated, the commander has gone down and there’s three or four enemy players for every player still left standing, it’s time to GTFO.

The enemy zerg goes after the most obvious most easy targets fleeing for the horizon, whereas the thief that just shadow refuged is not the first thing on the angry mob’s mind. Then it’s time to stroll off in a nonobvious direction, preferably not in front of all those melee cleaves. (Which is sometimes easier said than done if they’re facing your exit, or turned your way for whatever reason, but at least you had the best chance of escape being unseen and all that.)

Every time I die (and I do die now and then because I am still a horrible thief-in-training), it’s been an opportunity to check back on the combat log, see precisely what the hell got me, and analyze what I shouldn’t have done and what I -might- have done to accomplish my goal next time.

I freely confess that I am a terribad thief. Killing people is not the first thing on my mind. Usually GTFOing is. My survival instinct is just ridiculous or something. Tank nature too stronk. It took a few deaths to realize that I was squishy now, and then I’ve overcompensated ever since.

I’m still learning the appropriate combo chains that good thieves seem to pull off effortlessly and score an instant down with them. Part of it is probably latency, but part of it, I suspect, is simple muscle memory and twitch that I’ve not internalized yet. I can play my guardian main blindfolded (2 to blind, F1 blind/might/vuln, autoattack or 3 to hit & reflect, 4 if I need a blind again or autoattack, keep 5 and F3 as standby emergency blocks, etc.)

I can’t yet do the same with a thief.

To me, acceptance and recognition of the fact that one is bad is the first step towards improvement. One is bad when one cannot pull off what other players have demonstrably been able to do. It’s useless to put blinders on and think, “Oh, I’m still okay. Nothing’s wrong.”

Step one: Get a good build.

When you’re inexperienced with the class, this usually means following what the more experienced have done first, and adapting to suit your purposes later.

Finding good thief builds have been rather perplexing sometimes, since everyone and their mother seems to have an opinion that theirs is the best or most functional. It took a while of comparing similarities and putting aside interesting stuff to try later (tried condi thief, couldn’t quite get one’s head around it. Sword builds seemed interesting, but since killing people 1 on 1 or 1 vs X wasn’t my first priority, I put that aside to learn later too.)

I settled for the dirt standard dagger/pistol thief variant with a mix of PVT and zerker to do a trial run on, plus shortbow for zerging because I -like- running with and around zergs, dammit.

Step two: Learn how to use it.

This at first constituted of just taking it out for spins and trying to get familiar with all the skills, but I was quite aware that I wasn’t really getting the hang of the initiative points system the thief uses.

It finally hit me that I needed more outside help when I overheard someone also mention on voice that they couldn’t get the hang of their thief and triple leaping over blinding powder for stealth.

This bowled me over. Three times?! Are you serious? I thought I was already doing it right by performing the combo once to go into stealth and then position for backstab.

I didn’t even know if I had the latency to do it three times.

I had to log in and find out.

(Turns out I can, if I get lucky/fast enough. Albeit, this was done -without- the complication of having red names around throwing me into a tizzy. But I resolved from now on to make dual leaps through blinding powder whenever possible to lock it into muscle memory.)

Next on the agenda is to find time to watch thief videos on Youtube. Yishis is apparently recommended as a good one. (I skimmed one of his videos for three minutes and the speed of his thief and analysis was already blowing my mind.)

Step three: PRACTICE till your fingers bleed.

It’s made the WvW league more interesting for me again, I can tell you.

I’m a noob and learning all over again. (This bodes well when I decide to bring an elementalist or mesmer into play some day. Changing classes appears to keep the game very fresh.)

I think I’m getting the hang of staying alive. Mostly.

I’ve started to branch away from just shortbow’ing all the things and switch to melee mode to jump on things other than yaks. (Though I suspect the elementalists I’ve picked just find me a nuisance rather than a threat. Still, it’s probably -slightly- distracting.)

Still working on picking the right opportunities and the right targets – having issues with keeping track of where they go sometimes (and still know where both melee trains are) and deciding if I would be better served blasting fields or hounding a target of opportunity.

And in case you thought I’d forgotten: here’s where Edge of the Mists comes in handy from time to time.

It’s easier to run into less experienced players and less experienced zergs to practice being horrible on, rather than always getting destroyed or forced to run away from some -very- practiced T1 roamers in comms with each other and ready to wolfpack all over you.

I have a hunch that the same probably applies to commanding too.

Edge of the Mists can serve as an introductory mode for newbie commanders. The karma train pretty much drives itself, except they’ll appreciate siege drops and a dorito that picks the next target for them.

If things go wrong, no one’s going to get all huffy about PPT or how some other commander could have done it better.

Yeah, you probably won’t be able to practice coordinated zerg fighting with an EOTM militia, but that’s the only downside.

(You could, however, bring your new-to-coordinated-zerg-fighting GUILD into EOTM and probably get some great morale boosts and practice on easy targets that way.)

Still, I think I’m going to be relieved when I finally get all those damn reactors done.