GW2: If At First You Don’t Succeed, Try Again… But Also Pause and Think…

The Mystical Mesmer’s latest tales about miserable failure and continuous improvement makes me grin wryly and nod.

While I have chosen to wuss out this time on the Winter Wonderland jumping puzzle (hate the exploding presents – that stage is too competitive for me. Apparently the first to jump triggers the explosions. I am never the first to jump since my latency is usually higher than anyone in NA, so I end up waiting and waiting, and folks just pile in behind me and I never get to jump. If I just go YOLO, and jump, chances are likely I’m going to fall behind and fall through the gaps anyway), lately, I’ve found myself suddenly addicted to Unranked PvP.

T’was a curious conjunction of events that led to this.

First, there’s the new PvP dailies.

I’m usually game to get the easiest one or two, in a single match or two. That broke the initial barrier of venturing into the Heart of the Mists.

Secondly, there’s the utterly disgusting low chance of popping anything good with the Wintersday presents, coupled with guaranteed rewards in the PvP Wintersday track.

RNG and me do not get along. I -still- haven’t popped more than one carapace boots. When a precursor dropped for me last year, it was naturally the cheapest and most unwanted one, Venom.

All my Wintersday stuff this year has been bought. 15 gold for a Magnanimous Bell versus 500 ugly sweaters? Here, take the gold. I get 3-5 gold off the TP daily anyway. Collection starter items? After opening some 100 presents, I still hadn’t got one of them yet. Whatever. TP. Less than a silver.

The only bonus was that I’d apparently gotten all the Endless tonic recipes memorized last year. So I just paid 25 gold or so to Miyani (such goldsink this season!) and crafted stuff to turn into a dancing gift-wrapped box.

As for the Rime-Rimmed Aquabreather… what, rely on RNG to give me one? That’s never gonna happen.

I’d pretty much given up on it when a chance Reddit thread pointed out that the Ultimate Wintersday Gift in the Wintersday PvP track contained a guaranteed aquabreather.

gw2-hotdamn

(Also drool-worthy are permanent finishers as a choice. DAYUM. Those are worth GEMS.)

That was a pretty powerful motivator to seriously consider progressing on the PvP track this Wintersday, especially since the new Unranked arena provides a middle ground between meaningless deathmatching in hotjoin and the super competitive leaderboard climbers in Ranked.

So I broke out my usual ‘safe’ PvP character, my ‘bleed everything, not pro enough to be a terrormancer’ condi necro – whose build I shared with Missy Mojo some time ago and queued for a couple of matches.

Almost immediately, I realized I was in some serious trouble.

It may be that with the number of matches I had on my necromancer belt (290+), the matchmaking was bootstrapping me up to face a higher class of player. Fights on point were hard as hell. The scores for most matches were in the 475 – 500 sort of range, both ways, win or lose… except for the ones that had a premade team wiping the floor with us.

Yet since I was solo queuing, there was no guarantee of receiving any help if I ended up facing a 1 vs 2 on point – my necro can’t run, it can only just stay there, last for a while, and then die horribly.

Worse of all, I had my eye on the grind. I wanted the PvP Wintersday reward track to go up! Winning gives 1500 rank points! Losing only 500! Aaaargh!

I was stressing out a bit too much and taking things way too seriously, since this was my ‘serious’ PvP character, the one I use when I “want” to win. Some of us are prone to obsession in very unhealthy ways, and I knew this was a danger sign. My usual solution is just to play a few matches each day and not worry about it, but but… that is counter-productive to actually getting a rime-rimmed breather! How to resolve this?!

The solution came in the form of a PvP daily the very next day.

Win a match as a Ranger, they said.

You know, I said to myself, I have always been intending to learn how to play another class in PvP.

This would be a great opportunity to stop being lazy, look up Metabattle and copy a PvP build on your lowbie ranger and learn how to play it.

My lowbie ranger, by the way, is merely level 39 or so, a good chunk of that being a level 20 scroll of experience. I have pretty much never ventured beyond Brisban Wildlands with him in PvE. I barely knew how all his weapons operate. Still can’t tell you without reading the tooltips what a good chunk of them do, as opposed to say, knowing by heart guardian or necro skills and able to play them on sheer muscle memory.

Knowing full well my lack of ranger ability, my expectations of success didn’t so much lower as become nonexistent.

This turned out to be remarkably FREEING.

Y’see, there were two ‘meta’ builds available on Metabattle.

Like a masochist, I avoided the obvious easy one – ie. Power Ranger. I’ve seen that one in action. They stay back, snipe a lot and are terribly annoying, but aren’t terribly helpful on control point capture unless they really know the map and have mastered positioning well. I figured I could experiment with it another time.

The other was Condition Survival. Gee, that sounds a bit like my necro. Stack bleeds, be bunker-y, seemed like familiar ground to go with.

So I faithfully copied the meta build, barely understanding what eveything did, slowly reading each skill and trait as I slotted it in.

OK, I said, for my first few matches, I am not even trying to win, I am just going to figure out how it all works and gels together.

(As for why I didn’t do it in hotjoin, don’t make me laugh. The amount of side switching and stacking means you never get 1 vs 1 or 2 vs 2 matchups that really stress test your build – all you normally get is zerg or be zerged. Also, I was keen on seeing if the matchmaking was intelligent enough to detect that I was on a class that I’d never used in PvP before and match me with closer inexperienced equivalents.)

A few matches were actually won, but I suspect I had very little to do with those beyond the odd assist or two.

The bulk of it were losses as I ran around, noobing it up, seriously stress testing the survival abilities of the build while trying to figure out how to actually hurt anyone with it.

Survival was actually good, but I was fairly dismayed to only hit 6-10 bleeds on average on most people. I just couldn’t seem to get behind them enough, and their natural reaction is, of course, to face their opponent.

It must be my inexperience, I kept thinking, I just need to figure out the rotation and get better at execution. The only way to do it is practice. So keep pounding that Next Matchup button and keep going! Each loss is still 2% on the reward progression track!

And I had a more immediate improvement goal to keep my mind occupied and off the fact that most of the matches were losses. The goal: Get better at playing ranger. Actually progress to ‘passable’ and maybe even win a 1 vs 1 matchup.

(I was also supremely curious to see if the matchmaking would adjust, and see “oh, this fail ranger has lost like 8 matches in a row, let’s match him with equally horrific players…”)

It turns out that a losing streak makes it very hard to judge the quality of later matches, as the level of overall cooperation from players on your team seems to drop as well. (Makes a certain amount of sense that soloists who can’t seem to figure out map mechanics or the fact that control points are important for score would be in a lower bracket.)

What ended up deciding which team would win seemed to merely be luck of the draw, as in, which side had more randomly sorted players who understood teamwork slightly better than the other team.

Eventually, the streak of losses got to me and I actually paused to think, rather than just hitting the ‘Unranked’ button and leaping right into the next match.

I was aware that I wasn’t playing at a similar level as I could have on my usual necro. I just wasn’t winning 1 vs 1s consistently enough. Hell, I just didn’t seem to be doing any significant damage in any fight. 5-6 bleeds is nothing.

I knew from prior fights with the necro that I’d encountered a lot more dangerous condition rangers who could stack 18+ bleeds with seeming ease, tossing them on even as you cleared them.

Maybe I’m just not getting the movement and rotations of condi survival correct, I thought. Maybe I should check if there are high-level PvP pros whose movements I can try to emulate more. So I googled for “condition survival ranger.”

Turns out it wasn’t a terribly popular build and I couldn’t really find videos of anyone using it at a very high level (might be just my google fail)… but I did find one video which suggested some condi survival variants that weren’t at all traited like the one I found on Metabattle.

Hrm…

Maybe, just maybe, I should stop assuming that I am too much of a noob with ranger to tweak a build and actually take some time to -read- my other traits and try to craft a build (or at least tweak the meta variant more to my liking) like what I did for my necro?

Problem 1: I am simply not getting enough bleeds onto my opponents.

The video I found suggested two solutions. Sharpening Stone the utility skill, as well as Keen Edges – a trait in the Power line that fires off a Sharpening Stone when someone hits 75% threshold… You know what, I don’t have enough bleeds… I’ll take both.

What to give up? At my low level of play, I wasn’t facing enough condi pressure to really worry about having my pet take all my condis… besides I rather not have my pet dead all the time. I’m already running a trait that clears 2 condis with each Survival skill used. So I just pressed the “subtract” button twice and added 2 to the Power line to pick up Keen Edges.

As for the utility skill, I just didn’t think I was using Signet of Stone appropriately at my level of play. Being invulnerable to damage is nice, for both me and my pet, but if I’m getting focused to the point that I need to pop it, it’s like a 4 vs 1 fight because all my other teammates have already died. Not very useful ultimately. So what the hell, less toughness, more pewpew. Bleeds, anyway.

Problem 2: I just can’t seem to figure out how to operate this stupid dagger offhand.

Pressing 5 may or may not land some miserable amount of bleeds on a player. I couldn’t ever seem to get close enough to land dagger 4 properly. Not that a bit of poison seemed to be doing that much either.

Well, Metabattle also suggested a torch offhand variant. Maybe I’ll try that. Seems to be some burning, and a fire field. Fire fields are always good, I could maybe shoot through it for more burning or something…

Problem 3: I am just not getting any mileage whatsoever out of this stupid spider. I lose track of it more than half the time, it never seems to immobilize when I want it to, or be in range when I need it to be.

The wolf was ok. It acted like how I expect a ranger pet to act, running into melee range, getting into people’s faces, and I actually managed to set off its fear once or twice.

So… eff the spider. New pet.

I really have no clue here… but you know what? I need more bleeds! And I’ve seen my guild leader (who mains a ranger) use birds before! They do decent slashy slashy damage, I think!

So I looked through the whole stable of pets and found a hawk with lacerating slash for even moar bleeds.

And because I really wanted a theme going here and wasn’t getting much mileage out of the Sigil of Doom’s poison anyway, I put a Sigil of Earth (60% chance of bleeding on crit) and a Sigil of Geomancy (apply bleed to anyone near you on weapon swap) on BOTH weapons.

If I sit on a weapon and autoattack, I want it to apply bleeds.

If I swap a weapon, you got it, it’s gonna bleed anyone near me – maybe I’ll -actually- get it to land on someone now that I don’t have to remember which weapon to which weapon switch applied the bleed. (Dat’s too high level for me.)

The difference, when I got back to queuing for matches, may not have been night and day, but it was certainly more like dawn with clear skies versus a depressing foggy London evening.

Suddenly, I was stacking anywhere from 10-18+ bleeds.

Apparently, people panic when they suddenly get too much bleeding on them and turn away from you, causing even more bleeds to stack.

The amount of bleeding I was putting out was giving me a LOT more confidence to dive in and take on 1 vs 1s (or even 1 vs 2s), allowing my 900 range shortbow and axe to connect more consistently, and even get into near melee range to land guess what, even more bleeds, and here, have some cover condis like chill and cripple to boot.

I got braver and launched more Entangle elites, and discovered that torch was in fact a dream weapon. The fire field appeared to do a decent amount of damage to already wounded inviduals. Not only did it make thieves more reluctant to close in and melee when a circle of fire erupts under their feet, I could basically recreate a City of Heroes fire tank farming scenario where they would immobilize a bunch of mobs and then place a bonfire on them.

This created a catch-22 situation where my opponent first had to deal with the distraction of getting a ton of bleeds, then suddenly halted in their tracks with a Binding Roots entangle (which they’d either have to break, or react fast enough with an appropriate condi clear or movement skill) and while they were still trying to execute that, here’s a bonfire merrily ticking away under their stationary self to worry about too.

Not many get out of this without falling over downed.

Also, I could just dump a fire field on demand onto a thief’s shadow refuge, where previously I’d lose target and look around helpless, or drop a fire field on a downed person to keep them down while messing around with a second player.

The bird, meanwhile, seemed to be a decent enough distraction that got in people’s faces and chased them around, so that was good too.

I started winning a decent number of 1 vs 1s – which in my book, is a good enough basic yardstick to measure a build against and not find it wanting.

This then means that if I wander over to a point where a 1 vs 1 is already taking place, I can expect to actually apply enough pressure to quickly down the opponent, instead of getting bogged down forever in a useless 2 vs 1 fight in which we lose pretty much every second that person keeps two people occupied playing with him and not killing him.

Again, queuing for matches became interesting, regardless of the final result.

As I kept playing, I started developing a bit of a theory of sPvP matches. Imo, some games are just lost games, where the other team is patently more organized and better than your team.

If you get out-rotated from the beginning, where someone just barges into your home point and successfully prevents a fast capture of that point, while his team caps their home unmolested, and the teamfight at mid is being held off equally, or worse, actually LOST by your team, you pretty much know that your team cannot match theirs in a teamfight.

(There was one highly memorable and embarrassing match where I actually managed to lose a 1 vs 1 on home against an ele, while watching our invader to their home lose his fight to the home defender, and then got to watch the 3 in the middle wipe within split seconds of each other. Result: 5 people respawning, 3 control points in the other team’s favor. WELL. So much for that match.)

For whatever reason, I totally don’t mind it when I’m on my ranger.

It’s like the ranger has been designated in my mind as my ‘play for fun’ PvP character. Maybe it’s just that I don’t have high expectations on a ranger I have zero PvE experience with. Maybe it’s just that he’s a roly poly asura and you can never be serious while an asura cavorts around on your screen.

I just chalk it up as, ok, forget the match result, time to wander off to a point that doesn’t have anyone and hope I draw 1 or 2 opponents to practice my 1 vs 1 or 1 vs 2 skills on. These give me little mini-successes, even if the match is a total wash in terms of score.

If I do end up drawing 3 or 4, then urm, practice like hell my juking and dodging and evading and running around obstacles and rolling off from heights and changing the Z axis as much as possible before I die horribly. Who knows, maybe it’ll actually help my team get some score elsewhere. (If the team really sucks, then usually not.)

But in general, I’m feeling the tide shift back to a more balanced 50/50 win-loss ratio, and that suggests I’ve actually managed to get the build to a point where it’s no longer a detriment to the team.

And some days, the shoe is on the other foot. This was a patently won match, where everyone on the team
And some days, the shoe is on the other foot. This was a patently won match, where everyone on the team was winning their matchups consistently against their opponents. I ended up running sentry circles around the outside of the clock tower – a place I’ve never really had opportunity to go to before – just watching the fights at both ends – having frightened away 3 individuals from coming back to mid with 1 vs 1 kills – feeling like rotating to any other point would just be too much salt in the wound.

All that match repetition while learning the ranger has also caused me to look upon sPvP as something akin to a TF2 match or any other FPS match, where you just play and restart, play and restart, some you win, some you lose.

The Unranked category is a real godsend for me as I can treat matches this way without worrying that my carefree, casual attitude is fucking up someone’s leaderboard ranking.

The amount of toxicity that I’ve seen is also pretty low.

Haven’t had any whispers directed at me yet (though I’d pretty much just block and ignore, since I staunchly say a total of zero words in PvP all the time. Typing equals can’t fight, y’know?)

Generally, the only thing I’ve seen is a couple people passively-aggressively venting about a miserable team over map or teamchat. (Since they are no doubt part of the problem, I can’t really take their complaints seriously. 😛 Just bad losers being bad losers.

Meanwhile, I’ll be over here, looking to score just -one- kill so that I at least look semi-dangerous, or a decent enough challenge.)

GW2: My Charr Guardian and Me

Part of my problem getting my thoughts in order about this game is that there’s SO much to do, and each thing to do could very well warrant its own post, so where the heck should I begin?

I guess, to get folks situated, let’s start with what I’m playing. I only did two beta weekends before I had my heart set on what I was going to play first and didn’t want to play any more when it wasn’t going to be “for real” and I’d have to do it all over again when beta characters got wiped.

Despite terrible alt-holism in most MMOs, I knew I’d be able to keep it at bay in GW2 for the very first main at least, because this absolutely sang to me and wouldn’t let its hooks go.

Name and Server Musings and WvWvW Stories

I’m playing Finder Blazebane on the Isle of Janthir server. Feel free to friend me if you like. Goldspam whispers will be summarily reported, and ArenaNet is pretty good with their banstick. 🙂

I tried to make it as Charr lore appropriate as possible, with a reference to my propensity for exploration and finding secrets and otherwise getting into stuff, and a side reference to being a Flame Legion foe. Imagine my amusement when in the very first area during beta weekend, I find a dynamic event to do with the Bane warband. I found it rather fun to run back and forth with them, pretending to be a fourth NPC a while. I guess I’m easily entertained.

In position as rearguard, Sir!

Why the *gasp* reddit server? Well, I joined them on Darkhaven during beta because I like a crowded server, and when they decided to move to Isle of Janthir, I looked carefully at the guilds list to see if I wanted to follow them or stay on Darkhaven.

Also on the consideration list was Sea of Sorrows as the unofficial Oceanic server, and Tarnished Coast for being the unofficial RP server (where most mature, tolerant, PvE-focused folks like to go.)

Being based in Singapore, server choice is fairly hard because at GMT+8, no timezone is ideal. Oceanic servers you’d think would be the best shot, but honestly, most run on Australian timing at GMT+10 or GMT+11 and when they set events at 7pm, one is still at work at 5pm –  it’s impossible to rush home in time and still have a life, as well as a proper dinner.

To be also brutally honest, the Asian gaming community ain’t all what it’s cut out to be. Conventionally, in traditional Asian thought, games are pastimes for children, so one ends up with a majority of teenage boys in their 10s-20s playing (yes, many still schooling), along with a ever-so-slightly more mature group of men and maybe a few women, that maybe aren’t girlfriends dragged in by their boyfriends, but don’t count on it. And the slang, well, I can talk and understand Singlish, but coming from a more Americanized gaming background in my college years of MUDing, it’s as painful as leetspeak is to the eyes.

A bit is fine, it’s still my culture after all, but I don’t want every last conversation I have in game to go like this: “haha lol wah u very xiong hor” (Goodness, you’re very fierce/scary) or “don’t sabo lah, u chao chee bye, this dungeon damn hard already, cannot make it one.” (Don’t screw it up for everyone, you -vulgarity-, this dungeon is already hard enough, we’re likely to fail as it is.)

Obviously, not everyone in Singapore types that way (it’s always the annoying kiddies, ain’t it?) And there are still jerks and assholes in North America (including obnoxiously racist trolls who would tell you to go back to China, u gold farmer – pst, little hint, Singapore’s not in China, and you’ll be surprised how international an MMO is.) Nor can I try to match a 12 hours transposed timezone all the time. Moderation is key. I need a mix.

I decided against Darkhaven as I suspect the crowd would follow the reddit server. Sea of Sorrows also went into the trash can because I’ve followed the Oceanic community since Age of Conan and Warhammer Online and Aion, the same guilds and same faces in PvP are getting a little tiring. Tarnished Coast was much harder to give up, but I feared for the state of WvWvW there because I’m hooked and I need a -fierce- server with ferocious fighting, not one that might just roll over and expose its belly. I may be wrong, maybe it’s a generalization that roleplayers are generally not interested in hardcore PvP pursuits, but… well, time will tell.

To my surprise and contributing to my eventual decision, Isle of Janthir sports a good mix of both North American and Oceanic guilds, including some of the more respectable aussie guilds I’ve met during prior games. It’ll be nice to have them on my side, for once, rather than beating my face in as an organized group versus a PUG. Add on the reddit crowd, and the Isle of Janthir should be able to field a good sized zerg or two and have organized guilds tearing it up at most hours of the day – a more balanced state of affairs in theory than say a primarily Oceanic or NA or Euro server.

In theory, anyway. In practice, we might get wiped out at all times by a foe that can field a bigger zerg at certain times of the day larger than we can, but we’ll see. We got beat on by the Crystal Desert for a couple days since headstart, and Sanctum of Rall was also quite a nuisance, then on the fourth day or so, Isle of Janthir rallied and took the lead.

I had a truly thrilling moment that day because it was my first day in WvWvW and I decided to spend 30 silver, one third of my total fortune, to upgrade our garrison’s cannons. Some time later, Crystal Desert swept in, shattered the outer gate, and as a couple of us trying valiantly to hold off the zerg (our own zerg was elsewhere) fled to the inner gate, I dashed to one of the cannons (if I was going to lose those 30 silver, by god, I was going to put them to use at least once) and presumably a few other players dashed to the oil and the other cannon, and possibly 4-5 of us WIPED out the 30 strong zerg between our AoE cannon fire, that I doubt they were expecting (the gate shattered, they’re fleeing, let’s chase!) Those cannons were hitting for 6000hp a shot, beautifully gruesome.

Even better because it was so unexpected, I was sure we were doomed. But perhaps they ran out of supply to build a ram (not too many people seemed to have grasped the entire concept yet) and they stood in the courtyard in the open long enough for us to catch them in the crossfire, entirely surprising both sides, I guess.

Best 30 pieces of silver spent, ever.

Holding that garrison allowed our offensive zerg to crack open Etheron castle and snatch back the Orb of Power, and began the long sweep of Janthir recovery back across their own Borderlands and get a foothold into Eternal Battlegrounds. Later, Stonemist Castle was taken in a truly stupendous three-corner fight, which saw it changing hands from blue to green while us reds were still locked IN the castle, and wiped out, and rallied back with a second zerg attacking while the first zerg was still on the way back from being wiped out and overwhelming green, which hadn’t had time to get any defences up. Stonemist was proudly red when I logged off.

But goodness knows how things have gone today. I haven’t logged in yet. Things could and do change again in an instant.

Race

Charr. Gotta be. Maybe I’m a closet furry, I’ve always liked playing monster-looking races. I love the big gorilla hulk physique, and even better if it’s got fur, hunches forward and digitigrade legs. Then there’s the history and the lore. Since the days of Guild Wars, when everyone has to be a boring human, I’ve always wanted to play the more interesting monster enemies, Charr, Tengu, etc. To see how they’ve progressed from nearly naked fire-magic barbarism to an almost Saruman-level industrial tech in GW2’s Renaissance day is irresistible. They’re war-like, they’re soldiers, but they also have a “band of brothers” style honor and loyalty that makes them function entirely differently from humans, yet plausibly as an entirely different culture.

Origin and Background

I’ve seen all three Legions’ intro cinematic and they’re all fascinating. It’s been an agony to choose one to follow first, but I’m going with what I did on a whim in the beta weekend. A Blood Legion Guardian first, and an Iron Legion Warrior later, simply to avoid the common cliche of Blood Legion = Warrior. I’ll worry about Ash Legion later.

This makes the Guardian more Ferocious as he’s all about being up in the thick of things, fighting and bleeding, and the warrior can be either charming or dignified as I decide later, as a valuable cog in the great machine of war.

On the same whim, I gave him the background of having a sorcerous sire to explain his Guardian aspect of using magic and flames, and an interesting ‘weakness’ to the character, he’s always had to outgrow the stigma of having a traitorous sire that defected to the Flame Legion as a sorceror.

Appearance

Charracter avatar (pun intended)

I wanted him to stand out a little and look slightly different than most Charr so I went for an interesting white-gray fur color. Pure snow white was a bit too bright and weird for me, perhaps suitable for an albino style necromancer, but a very pale grey-white gave the look I wanted.

I love the heavy armor look in every MMO, lots of metal plates and I don’t mind extra large pauldrons or spikes either, so it was ideal that the class I chose got to wear heavy armor.

Working hard to get to 30/50 in the Hall of Monuments has really paid off, because it opens out some glorious vanity costume options to overlay on top of the merely “okay and presentable” lowbie armor styles. Most of the lowbie armor is a lot of chain and scale mail options, that frankly, only look good in browns and greys and metallic colors, with perhaps a touch of accent color here and there. In my opinion anyway. It’s decent, but it makes you a little drab and blends in with everybody else also wearing the same stuff.

Guild Wars heritage armor? Awesome. The GW1 warrior always got the  best-looking armor, in my way of thinking. It gives a more respectable plate and chainmail armor style in GW2, and I’ve successfully dyed it a dark ebony steel color, as well as the current bronzed look, which I think comes from a random midnight olive drop. I went for a red accent color to represent the Blood Legion, and autumn did fine until I got an almost intangibly slightly brighter red called um, sunset or sunrise, I think, which I used mostly because it wasn’t the default red.

Then there’s my slight fascination with fire and pyromania in MMOs. Since my City of Heroes days, when I chanced upon my dream fire/fire dominator class that got to shoot fire, melee it up with fire, and generally throw fire everywhere, I’ve gravitated to any excuse for fire every since. It just looks SO good.

So imagine my delirious joy to see that the 30/50 HoM point gives these BEAUTIFUL fire god vambraces that give one wristguards that are ON fire.

Sword and focus combination

Words also fail to describe how much I’ve wanted Prince Rurik’s flaming dragon sword since the days of Guild Wars 1, but never played a suitable class that could wield it for long. Ranger and paragon were my mains, and though I dabbled with a warrior in Factions and did give him a flaming dragon sword for a while, it was steadily more obvious that a triple chop axe build with cyclone axe and the works was a lot more effective in bunched up PvE gameplay, so, goodbye, sword on fire. *sobs*

My Guardian now is making up for that lack and it makes me SO HAPPY. (It also conveniently doubles up as a torch in dark caves. I am highly amused that I bring light wherever I go. Someday I should try the dark room in the WvWvW ultimate jumping puzzle dungeon and see if that sword makes a difference. It does also make it quite obvious and readable whenever I switch to ranged scepter – which also looks fantastic with the Wayward Wand skin and glows with a soft blue light as opposed to bright yellow light.)

Scepter and shield

I’m pleased to report that I’ve met a player of an Asura in game who ran past me with my flaming sword, did a double take and went “RYTLOCK, IZZAT YOU?”

And another player in WvWvW who asked what my real level was because my gear looked so impressive. I didn’t have the heart to tell him they were all HoM costume pieces, for fear of disappointing him. (On the bright side, I saw a level 50 player, much much higher than I, who looked like one of those Black Citadel guards in face-covering rhino helmet and all, so there’s still cool stuff ahead, don’t fret.)

Thank you for the compliments, they appeal to my vanity. I try to look cool, what’s an MMO for if not to doll up one’s character?

So nice of ArenaNet to make it possible to look cool from the very beginning as a lowbie. It’s a good reward, isn’t it? Stat-wise, nothing is different. I choose to stop every 5-10 levels to head to the HoM, claim the rewards that just transmute the appearance of the skin to whatever equipment I’ve got. It’s an interruption to leveling, so arguably, those who don’t care how they look don’t need to bother.  I do it for vanity’s sake.

I bet the exclusive dungeon reward skins should also have pretty good appeal if enough players think like me. If everyone runs around with a flaming sword, maybe you’d prefer to show off your, oh I dunno, Orrian dragon purple sparkling lightning sword or something? (Disclaimer: I have no knowledge of reward skins, I just pulled that out of my imagination.)

Class

Guardian, if you haven’t gathered by now. Why? “Because Guardians are OP.”

Nah, not really, though a lot of people seem to think that way, mostly because, I suspect, they tried to go 1 vs 1 PvP with a straight up uber damage build against builds that are by nature of the class damage+support, often in the form of buffs or some slight healing or condition removal. With their innate virtues, they also have a tide more regeneration as long as they don’t fire it off to heal others, and who would do that when you’re 1 vs 1?

Simple attrition warfare will tell you that a class with higher hp and more ways to self heal than thou has a distinct advantage in a straight up duel, assuming no one makes a mistake or is caught unawares, which aren’t the cases all the time in either WvWvW or structured PvP formats with an objective to fight over, rather than elimination of the opposing side. (There’s also having an extra ally turn up on your side that happens all the time in WvWvW.)

Anyway, Guardians are the dream class I’ve always wanted.

There are two general types of people in MMOs, those that prefer melee and those that prefer ranged (along with a hefty helping in the middle of the spectrum of hybrid  folks who like both and like to switch in and out between them.)

I’m distinctly on the melee-preferring side of things, though I enjoy the flexibility of a ranged option when I need to keep my distance or do pulling, etc. The Guardian gives me that opportunity as I can flip back and forth between scepter and sword, dodging in and out of melee range as I deem suitable.

I’ve also always liked tanking, but mostly for the support and control aspects of the role, rather than the awful responsibility of having to know a dungeon by heart and lead a group by their noses through every single damn pull and then sitting around and calling the mob names to keep the mob stuck to either tearing off your face as you stand there still as a stone either nigh impervious to harm (City of Heroes) or desperately trying not to die while praying your healers are on the ball (every other holy trinity MMO)  or biting your backside as you kite it around.

No, what I really enjoy about tanking is the ability to position mobs where you want them, to control their aggro (if only by biting your face off, rather than standing around dazed), to position my sturdy armor-encased self between harm and a softer squishier friend who would much rather I take the hit than him, thanks. It’s helping people, in a sense, it’s support by being situationally aware and controlling the situation.

And while I’ve never liked whack-a-mole healing in holy trinities, I rather enjoyed playing a dark defender in City of Heroes because it wasn’t all about topping off the green health bar (or red, in CoH’s case.) Yes, I had a heal, a strong self-based AoE heal that relied on me being able to position myself near a person in need and hit a mob with it in order to heal anyone near me. It was only one tool in the toolbox of all things support.

Other defenders had really strong buffs to make the team sneakily stronger, I had really strong debuffs to make the enemies sneakily weaker. Amusingly, it took a while for the playerbase to figure this out, it was never really obvious what the non-healing defender was doing on the team, but my goodness, when the defender went AFK or left, the team wiped or got into deep deep trouble doing the same thing they were doing previously. A bit of forums propaganda also helped to change the initial mindset around, along with no doubt, plenty of hard won experience faceplanting when the defender disappeared. Eventually, veteran players learned how to identify buffs and debuff anchors and appreciate them for what they were doing.

A dark defender was also a lot about control as well as support. It had a fear that you could throw on an entire spawn to negate alpha strikes (the in concert ranged retaliation from a whole group of mobs when first aggro’ed), you could LOS position an entire spawn of mobs through pulling with your debuff anchor and hiding around a corner so that they bunched up beautifully debuffed and harmless by the time they came to get you.

One of the things that was always missing in City of Heroes was a class that mixed melee damage and buffs-support. I couldn’t get my scrapper ninja desire going to sword someone in the face at the same time as I was performing support and control functions to protect the team.

I believe Guardians in GW2 are that perfect mix.

No, they aren’t as strong as City of Heroes support/control classes, where often, one control or support class played well – a tank, a defender, a dominator, a controller, a corruptor, a mastermind, whatever – can control the entire spawn of mobs for a team, allowing most of the others to slack off and not doing anything but hit damage buttons if they wanted. (More people playing well and support/controlling means faster, safer killing, of course.)

I think, in Guild Wars 2, the support/control of each class is tuned to only give 1/5 or 1/4 or at most, 1/3 of all the support/control actually needed by a team. I suspect at least 3 players have to be playing with support/control in mind in order to make things doable, and better still if everyone is on the same page. More on this later, I’ve only gone through the first dungeon four times now in PUGs, once successful in beta, one successful on Live (with umpteen wipes) and two failures on the Lovers, and the only thing that’s really obvious is everybody is not used to playing in a Guild Wars 2 way as yet and are still learning what they can do.

But Guardians, well, they sing to me. I went Greatsword guardian in beta, only switching to it when it was safe to leap in and do massive damage to the mob in melee, and then switching back to Scepter and Shield to plink away at range and control/buff. One thing became very obvious though, Greatsword guardians, while perhaps giving a scare and some unexpected burst damage in PvP to players who thought they had my number from seeing my teensy damage on a scepter, are rather squishy in PvE, they seem to pull a lot of aggro and hate the moment they leap into a thick clump of mobs and let fly, often ending the frenzy with a sliver of hp left – if you’re lucky. Perhaps it was also my gear build at the time, I went all out Power for lack of any more understanding.

On Live, I’ve taken a slightly different tack, helped along by the fact that I can’t live without my flaming dragon sword. The Fellblade just doesn’t look as cool. To my surprise, a sword doing fire damage is nearly as effectively offensive as a greatsword, though in more cone attack fashion rather than having a mutilate AoE clump option. I could have gone sword and board, but a shield’s two skills strike me as a primarily defensive option – including one dome pushback I still don’t entirely understand yet, especially how to ‘detonate’ it for healing.

A torch is the Guardian offensive offhand option. While it’s ludicrously fun for AoE damage, you haven’t lived until you’ve spat blue and orange flames like a flamethrower, it doesn’t help with survivability much besides the “kill them all before they get you” strategy.

So I went with the focus as my offhand, which seems a balanced mix of both defensiveness and offensiveness. Both skills can be used for either function. One shoots a straight ray that bounces, giving allies a heal over time (including myself) and damaging mobs. I haven’t mastered the art of healing any party member with it yet, alas, but I have a very good use for it. By being in a mob’s face and swording it, and firing it off, it bounces against the mob, doing damage, and right back into myself, healing me. A decent trickle heal that I’ve noticed allows me to stay in melee “tanking” the mob that bit longer – though honestly, with the way aggro flies from person to person, you can be in the mob’s face and he’ll still turn to shoot another player down, so I have no idea how to manage that except to fire a utility team regeneration buff if it isn’t still recharging, and hope the other players are themselves competent in some fashion and can mitigate their own damage.

The other skill is a shield that can take 3 hits from a mob, and if it doesn’t break, it explodes like an AoE damage bomb. It’s good for absorbing some hits, doing damage, and also combos with the other utility skill I like, Purging Flames (AoE damage field, plus condition removal to allies) to give a stack of three might buffs, which in turns adds to doing more damage on the mob with normal sword autoattacks.

I’ve also altered the stats on my gear a little since beta, mixing a healthy helping of Vitality into the mix along with Power. (I figure, if the WvWvW armor has Power and Vitality stats, there has to be a reason…) This has two positive uses, it increases my overall hp reservoir, giving myself a very decent buffer, and it also increases my healing power – which, since I didn’t want to be a gimpy healing Guardian standing at the back like a pathetic WoW paladin, I initially thought was rather useless and counter-productive, but I’ve since been convinced has the primary effect of helping ME survive by making my heals stronger, including stuff I can aim on myself, and the side bonus of helping others by providing an ever-so-slightly stronger trickle heal a secondary benefit.

I also threw in a bit of Toughness for the hell of it on my gear, to make myself more survivable but I’m really not sure if it’s the right thing to do. Toughness seems to match better with mace and two-handed hammer skills, which are more support defensive oriented, but I have no practice using them and my one attempt to do something with a hammer against the Lovers was really quite hard being unfamiliar with the skills.

I’ve been going Precision and conditional damage on my traits as it matches the offensive sword aspect more, and the Toughness traits are more useless to me. So the result is a neither here or there mix. Still primarily Power, with nearly equal high Vitality, a side helping of Toughness with Precision catching up, but both obviously secondary stats. It’s obvious if I specialized either I’d go more defensive or offensive respectively, but I really can’t decide as yet. Who knows, maybe being a flexible generalist is better for my solo playstyle.

I’m not sure I’ll ever find a good enough group to do the hardmode explorable dungeons anyway, but if I do chance across them, then we can spec as needed then. It’s Guild Wars, after all, where builds can be flexibly swapped to match the situation as needed, mixed with a side helping of WoW, where everything is easily reset by swapping gear and paying a small fee to the trainers.

Mind you, while offensive sword and focus is my preferred fighting style, I keep a scepter and shield on quick weapon switch. This lets me run in and whack mobs until my hp reservoir looks dangerously low (it’s better if I could read the combat animations a little better, some of them have dodgeable front attacks but I’m only 50/50 on successfully avoiding those as opposed to the clearer red aoe rings) then dodge right out, switching to a scepter and whacking an immobilize on it and plinking away, throwing defensive buffs on whoever else is near the mob now that I’m gone, regenerating and healing up until hp is back to full and I can go in and thwap the mob with my sword on FIRE once again.

I doubt the build is perfect. Or even if there is such a thing as a perfect build. All the other Guardian weapons and skills all look good too, to be honest. But I like it, and for now, it’s what I’m using because no one has figured out how to team synergize anything in PUGs yet. I doubt many of us even know what the other classes are capable of.

Eventually, I’m sure stuff will be figured out. All in good time though. It’s a new game, a new set of challenges, a place where no one -knows- anything for certain yet, the metagame is yet to be worked out, the world is big and broad and deep and ripe for exploration. There are so many things one could do. Life is good.

TSW: Early AR/Blades Build Rework for Savage Coast

Speaking of specs, and back to a more normal tone of voice, I’m mildly thankful that I started detecting some problems with my first build while in The Savage Coast.

I hear Blue Mountain is the place most people get a cynical wake up call. I prefer to begin practising revising builds when things are not so critical and I can still gain AP and SP while questing around in the second zone.

I was putting it off because I was expecting to have to do a full and extensive speciality dps, heal, tank gear finding and new skills triple build rework. The situation got a bit critical when I kept wiping on a particular amusement park quest that had to do with surviving waves of things.

(In retrospect, I suspect proper positioning and lots of movement and running would have helped me survive it better, but it was a good excuse to look askance at my current build.)

The good news is that I discovered I could keep putting off the massive gear hunt and build rework to a later date. A bit of skill tweaking of active and passives was sufficient to improve performance in my current mix of 1-2 tank talismans and the rest DPS stuff.

(I haven’t experimented with healing gear yet, not decided on just how much self-healing I’d like to do. So far the large hp reservoir provides enough to get by on mob spawns while constantly doing damage, regen is quick when out of combat and there’s always a spare energy drink heal for emergencies.)

My current two weapons are Assault Rifles and Blades, and though I started from a ranged AR focus, more and more, I’ve been increasingly keen to just keep running in and chopping things up because the blade is such a meat grinder and I get a big kick out of seeing penetrating hits. I guess our preferences show in the end. I’m a melee person at heart.

Nothing like reworking your build while being entertained. The demon and the draug decided to have it out with each other because I didn’t want to play with either of them.

My first build was a sloppy mix of starting abilities from both the AR and Blade inner wheels. It sorta reflected a desire to do both single target (ST) and area of effect (AoE) damage, with the knowing tradeoff that I wouldn’t be healing, I would be glass cannoning. I previously had Anima Shot in at one point, but it felt so slow to run around kiting and Anima Shotting, and I gave it up to try and stack afflicted=>penetration synergy.

Actives

1) Safety Off – AR builder – ST burst damage
2) Fire at Will – AR finisher – AoE damage
3) Delicate Strike -Blades builder- ST damage
4) Blade Torrent – Blades builder with hate – AoE damage
5) Balanced Blade – Blades finisher – AoE damage
6) Dancing Blade – Blades finisher – ST channeled damage
7) Slow the Advance – AR elite – AoE ground-targeted damage with Hindered state

Passives

1) Extra Bullet – bonus bullet to Safety Off
2) Delicate Precision – bonus 10% penetration chance to Delicate Strike
3) Perfect Storm – Blade Torrent adds Afflicted DoT
4) Eagle Eye – 10% bonus AR damage
5) Sharp Blades – 10% bonus Blades damage
6) Dark Potency – Blood passive, improved penetration rating on appying Afflicted
7) Fluid Defense – When you receive a glancing blow, you gain 1 stack of the “Minor Ward” buff.  Whenever you make a Penetrating Hit you gain a buff that increases all damage by 5% for 10 seconds.

 

Okay, it’s a little sloppy on examination now, but it did fine in Kingsmouth. I basically had the capacity to attack from range with AR and apply AoE damage, kite as long as necessary, and then let mobs close in and finish them off with Blades, either AoE a group down, or the single target stuff.

I threw in the option to improve penetration for increased blade damage by spamming blade torrent (hate doesn’t matter if you’re alone) until the five buff stacks had accumulated and then change to single target as needed.

What this build was missing was any semblance of survivability.

Like the poor Draug.

So I went and found a suggested AR/Blades starting build to try out for comparison purposes – Aela’s My First 60 AoE and Survival Healing with AR/Blades. Bear in mind I’m barely 1/3 into the Savage Coast and just started in on the 9 AP outer wheel skills and leery of taking more without any focused plan. I’m leaning towards branching into one or two more inner wheel weapons to give myself more potential flexibility as I later hit Blue Mountain before going too deep into the outer wheel, honestly. So a “My First 60” build sounded more doable, rather than some uber endgame build.

Active Abilities
Blade Torrent (Blade)
Forking Paths (Blade)
Balanced Blade (Blade)
Stunning Swirl (Blade)
Fire at Will (AR)
Fire in the Hole (AR)
Anima Shot

Passive Abilities
Lick Your Wounds (Fist)
Perfect Storm (Blade)
Sharp Blade (Blade)
Expose Weakness  (Blade)
Anima Boost (AR)
Fluid Defenses (Blade)
Immortal Spirit (Blade)

Well, one problem was immediately apparent. I didn’t have enough AP for Forking Paths, but I went and put in all the other abilities and just left Delicate Strike in as a placeholder.

Testing it out on some convenient demons by the Overlook Motel, I liked the smidgen of extra survivability from the self-healing and Anima Shot, even without Forking Paths and without any healing focused gear. I also realized that Fire in the Hole was a very nice ST finisher I was missing from AR, though I found it disorientating to have to keep switching targets to alternate Fire at Will and Fire in the Hole. And that I liked Stunning Swirl a whole lot more than Slow the Advance.

Let’s face it, I’m a melee person. A slow is more useful for a primarily ranged kiter. The grenade AoE in Slow the Advance looked cool, but I wasn’t exploiting the Hindered state much. The Impaired state yields valuable survival time, and it was a convenient interrupt for any mob’s big attacks they were charging up.

I really missed doing sexy single-target damage though.

So I saved the above as an AoE build, pending Forking Paths for completion, and started tweaking.

They were really going at it.

I settled on the following for now, mostly because it’s what I have unlocked, and it lets me go crazy single-target meleeing, with the added bonus of a good single target finisher for AR, while still having basic AoE and ranged kiting options as a fall back plan. And it has some basic affliction=>penetration and impaired synergies.

Actives

1) Grass Cutter – Blades builder – ST damage, bonus damage to afflicted targets
2) Dancing Blade – Blades finisher – ST channeled damage
3) Anima Shot – AR only builder – ST damage, small heal leech
4) Blade Torrent – Blades builder with hate – AoE damage
5) Stunning Swirl – Blades elite – AoE damage, adds Impaired state for 3 seconds, useful interrupt
6) Fire in the Hole – AR finisher – ST damage, simulates delayed grenade, explodes after 2 seconds
7) Fire at Will – AR finisher – AoE damage

Passives

1) Immortal Spirit – HoT on penetrating hit
2) Expose Weakness – Improved penetration chance on applying Impaired
3) Perfect Storm – Blade Torrent adds Afflicted DoT
4) Anima Boost – AR leech boost
5) Sharp Blades – 10% bonus Blades damage
6) Fatal Flourish – Blades passive, improved penetration rating on appying Afflicted (Dark Potency is identical to this)
7) Fluid Defense – When you receive a glancing blow, you gain 1 stack of the “Minor Ward” buff.  Whenever you make a Penetrating Hit you gain a buff that increases all damage by 5% for 10 seconds.

 

The basic idea is to snipe with Anima Shot to build the AR combo (Blade already starts out a full 5/5) and dump Fire in the Hole to finish. The mob usually closes into melee range by this point. (For a ranged mob, you can continue sniping with these two skills and laugh maniacally and slowly wear it down while not being hurt much, thanks to the leech, or just close the gap when you’re bored.)

Dancing Blade to dump the 5/5 Blades combo. Then Blade Torrent to build up improved penetration rating stacks, and affliction and Stunning Swirl to mess with the mob’s big attack or just impair for the heck of it. Fire in the Hole to use up the AR combo, Dancing Blade to use up Blade combo, both of which will roughly finish at the same time amusingly.

Grass Cutter now for more damage, mixed with a Blade Torrent or two to keep up affliction and penetration stacks and the two finishers whenever necessary. Mob is usually dead before the grenade can hit.

For mob clumps, fall back on Stunning Swirl, spamming Blade Torrent and Fire at Will. Clean up remnants with single target damage.

Retreat and kite with Anima Shot and Fire in the Hole if really running out of hp, which can add a couple precious seconds of hanging on time, but not an endless amount. Supplement with a healing energy drink if thinking correctly and not in a panic.  Should have been running from such an awful mob in the first place if the health bar wasn’t denting initially on first contact.

So far so good in the Savage Coast. Should be able to tide me over picking up a couple more inner wheel stuff for another two or three weapons, and then I’ll maybe look back at the outer wheel stuff and think about what else can be upgraded and improved on as Blue Mountain approaches.

 

P.S. Rift Martyr 1. Draug 0.