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demonbunny

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Posts posted by demonbunny

  1. First welcome to how to Spvp all info has been taken from https://www.godsofpvp.net/ a new site with guides and builds for spvp. I Made this postable version so you can read though with links to builds and other information. So have fun and stay salty.

     

    Spvp or structured pvp is an equalized mode meaning you can be any level and wear any gear because you will be leveled up to a effective level 80, you gear is only determined by what weapons you have and which amulet you select.

     

    Builds and How to Combat:

    i am only going to link builds via classes they are always changing, also feel free to change if see fit. all builds are current links are meta as of this post and are most likely what you will see in ranked or run into. if anyone wants to add thier build message me i will add it to list. how to combat parts are basically how to combat and what they are capable of again i am just posting links to those i hope they will help you understand or at least give you an idea on how to combat each class.

     

    Warrior builds :

    https://www.godsofpvp.net/builds/warrior

    How to Combat Warriorhttps://www.godsofpvp.net/versus/warrior

     

    Guardian builds:

     https://www.godsofpvp.net/builds/guardian

    How to Combat Guardianhttps://www.godsofpvp.net/versus/guardian

     

    Revenant Builds:

     https://www.godsofpvp.net/builds/revenant

    How to Combat Revenanthttps://www.godsofpvp.net/versus/revenant

     

    Ranger Builds:

    https://www.godsofpvp.net/builds/ranger

    How to Combat Rangerhttps://www.godsofpvp.net/versus/ranger

     

    Thief Builds: 

    https://www.godsofpvp.net/builds/thief

    DB 3xPistol Daredevil: http://gw2skills.net/editor/?vZAQNAq6alsMhGnY5Tw0Jw+ELwE2cHsE2C36AfgBlWCIAkBA-jJRHQB2rMgBfAAub/BAcSAAA

    How to Combat Thiefhttps://www.godsofpvp.net/versus/thief

     

    Engi builds:

    https://www.godsofpvp.net/builds/engineer

    How to Combat Engi: https://www.godsofpvp.net/versus/engineer

     

    Necro:

    https://www.godsofpvp.net/builds/necromancer

    How to Combat Necro: https://www.godsofpvp.net/versus/necromancer

     

    Elementalist:

    https://www.godsofpvp.net/builds/elementalist

    How to combat Elentalist: https://www.godsofpvp.net/versus/elementalist

     

    Mesmer:

    https://www.godsofpvp.net/builds/mesmer

    How to combat Mesmer: https://www.godsofpvp.net/versus/mesmer

     

    SPVP Basics:

    Kiting:

    Learn how to use the environment to your advantage

    Why is kiting important?

    Inevitably when in PvP you will be outnumbered in a fight at some point, rather than dying or completely leaving the point, kiting acts as a way of relieving some pressure whilst also keeping you nearby the point.

    There are several ways this can be achieved:

     Using Stealth

     Using Movement

     Using Terrain

     

    Using Stealth

    Stealth allows you disengage and reset some cooldowns, or set up for a large burst.

    Stealth also has the added bonus of resetting the target for the enemy team, making it more difficult to coordinate burst on you.

    The downside however is that whilst stealthed you cannot maintain capture point contribution, just as if you were invulnerable.

    Using Movement

    The vast majority of players are very predictable in their movement. Predictable movement means that it is often very easy to hit large attacks.

    By changing up how you move, you can significantly reduce the opportunity an opponent has in a fight of hitting you.

    Examples include:

     Moving through your opponent.

     Randomly changing direction.

     Using movement skills to constantly engage and disengage the target.

     

    Movement Speed also takes a vital role in being able to kite effectively

    Movement Speed is capped at 139% of out of combat speed.

    Additionally, speed boosts don't stack!

    Having access to at least 25% movement speed boost is very important as it allows you to kite more effectively.

    Common Movement Speed Boosts:

     Swiftness (33%)

     Superspeed (100%)

     Class specific trait

     Rune of the Lynx

    movementkite.jpg

    By varying how you move, you can avoid large attacks like Arcing Slice.

    Using Terrain

    Previously you learned about movement speed and its importance, it is highly important you utilise this knowledge when kiting other players, especially if outnumbered.

    Using Terrain, unlike stealth and using movement speed boosts to kite forces your opponent to follow the exact same route as you or risk you resetting.

    This allows you to take control of the fight when pressured heavily by one or multiple classes.

    Remember your survival is more important than the point being capped or decapped. Especially if you are outnumbered.

    Leaps, whilst not affected by movement speed, do allow you to traverse gaps effectively. As shown in the accompanying image.

    Dodge jumping (pressing your dodge key and jump key at the same moment) allows you to effectively have a mini leap on demand, do not make a macro for this it is considered cheating.

     

    NON-Port Spots:

     

    What is a No-Port Spot?

    It is a point on the map where there is no line of sight, preventing ports such as 

     
    Steal
     from casting.

    This allows you to avoid large amounts of burst from classes like Revenant, Thief, Mesmer and Guardian.

     

    When and how to use No-Port Spots:

    When engaging in a fight, classes with ports usually have an advantage as they can force players immediately to be defensive.

    Using a No-Port spot obviously prevents them from engaging you, meaning you have an opportunity to engage them instead.

    That said, these spots tend to not be on or near points, meaning you cannot cap and be safe at the same time.

    An example of a good time to use a No-Port spot would be when being +1ed by a thief. By preventing them from hitting steal, you extremely limit their usefulness.

     

    Rotation:

    Basics of GW2 PvP

    video version: 

     

    Roles in Conquest

    Each Role has a specific task that it needs to achieve. These roles are also shown on the class specific build pages.

     Duelists

    Classes with high winrates in 1v1 or 1vX. They don't engage teamfights in favour of pushing other nodes.

    Elementalist   Engineer   Mesmer   Ranger   Warrior

     Supports

    Classes with high boon and healing application to allies. They engage in teamfights, or more generally where their allies need support.

     Guardian Ranger 

     Damagers

    Classes with high damage, but lack self-sustainability. They engage in teamfights, and avoid 1v1s. They rely on the support of their team to stay alive.

    Necromancer   Revenant

     Roamers

    Classes with high mobility and strong damage. They rarely push for 1v1s, instead pushing to outnumber a fight elsewhere on the map and quickly burst down a target, as well as decapping and capping nodes.

     Thief

    Strategy

    The optimum strategy for winning is to outnumber the enemy team on nodes either through rotating or kills.

    To achieve this strategy you should follow these basic principles:

    Play to the strengths of your role. Don't 1v1 on a Damage class!

    Don't fight for too long on an enemy captured node! You're wasting time!

    Don't die! Leave the fight before you die; dying puts your team at a massive disadvantage.

    If you can't win a fight where you outnumber the enemy within one minute, you should leave and rotate to another point.

    Don't fight too far from a node! The point is the objective!

    Don't rush one by one into a point! Regroup as a team then push

     

    Rotation over extending

    What is 'Overextending'?

    Overextending is the act of trying to gain a map advantage that your team can't sustain.

    When does it happen?

    The most common occurence of it is when you teamwipe the enemy team at once, this means that they have no staggered respawns.

    Staggered respawns are important because they prevent the enemy team from regrouping fully without players waiting in spawn for the rest of their team.

    When groups respawn together and push their contested close node then they will often outnumber your team, resulting in easy kills for the enemy team.

    This gives them a massive map advantage, enough to completely turn the map - and the game - around.

    How can you prevent it?

    Engaging the third node after a teamwipe from the enemy team isn't a bad option, however you need to understand that holding it for extended durations is not a priority.

    Like with any fight, as soon as you start losing, players low, or low on cooldowns, you should begin disengaging.

    By disengaging before dying, you limit any momentum the enemy team would gain. You also give yourself the opportunity for your team's Roamers to decap the point in the immediate future.

    The best play possible, is to disengage and have your mesmer (if your team has one) leave a portal on the point you are disengaging from. This gives your team a massive advantage as they are then forced to track your mesmer's portal.

    You can also use a mesmer portal to help you disengage if you lack serious mobility. Simply porting to anywhere else on the map is effective, and gives you an opportunity to re-engage if you can by going back through.

     

    How to Turn a Game Around:

    Understanding how you reached this stage

    There are two key reasons you may be behind on points and nodes captured:

        You overextended, see above.

        Your team has been outrotated up to this point.

    Take control

    Don't panic. Don't flame your teammates either.

    Regroup as a team, do not push nodes one by one!

    The first fight you engage, you want to outnumber. This is important as you want to quickly build yourself up an advantage over the enemy team via kills and a node capture.

    From here, you want to spread out as a group. Unless the enemy team disengaged, you should outnumber them on the map. In this case you can quickly gain map control of your close point and the mid point.

    If you find that you cannot win that first fight after respawning, quickly disengage and move to a new point. This is particularly good if you can leave a player holding an outnumbered fight on the point you left.

    Make sure not to overextend onto the far point. By the time you reach it, the first kills after your respawn will be in that area of the map. Make sure to keep an eye on your close point, as its likely they will also look to engage that.

    Maintaining control

    Don't make the same mistakes that led you to this situation in the first place.

    Don't overextend after killing the enemy team. You can read more about overextending here.

    If you're struggling to maintain three caps, pull back and just rotate between two.

    Don't have long fights on enemy captured points! This wastes significant amounts of time.

    Always keep an eye on enemy respawns when rotating. You should always be aware of what players are on the map, and where they are.

    Using secondary mechanics

    With the exception of Battle of Khylo, Eternal Colisseum and Forest of Niflhel, all secondary mechanics can prove to be an effective strategy to turn around a game.

    On Revenge of the Capricorn, Temple of the Silent Storm and Skyhammer, the frequently spawning, timed secondary mechanics can force enemy players off nodes they are camping.

    Keeping an eye on these timers, and positioning yourself so you are prepared to engage them can give your team the mechanic, as well as an opportunity to get decaps with little to no resistance.

    In the case of Legacy of the Foefire, a Lord push can result in the enemy team panicking, and sending multiple players to come defend.

    The area around the Lord is a very good area to kite multiple players, giving your team an opportunity to outnumber the enemy on the rest of the map, as well as giving you an opportunity to gain 150 points.

    It should be noted however, that this is an extremely risky strategy, and should only be carried out as a last resort, as it puts your team at a massive disadvantage if you do not get any benefit from players being pulled to defend, or if you die too quickly. Even players not coming to defend, and a free lord kill being acquired can result in this tactic being a failure if the enemy team maintains a triple cap.

     

    Guides to each Maps or at least the major ones links:

    these will help you understand map mechanics and placements of where you can be as some classes.

    Capricorn https://www.godsofpvp.net/capricorn

    Colosium https://www.godsofpvp.net/eternal

    Forest of Nifhel https://www.godsofpvp.net/forest

    Skyhammer https://www.godsofpvp.net/skyhammer

    Legacy of foefire https://www.godsofpvp.net/legacy

    Kyhlo https://www.godsofpvp.net/khylo

    Temple of Silent Storms https://www.godsofpvp.net/temple

     

    If anyone has questions or wants to add a build just pm the build or link below.

     

     

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  2. i would like to do 100cm to get the stuff unlocked and to get it done but we need a week that does not insane fractal instabilities like flux bomb/ afflicted. as for nightmare i am up anytime anyone wants to try just need a non flux bomb week.

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