PvP - ViM Trappers - Friday, June 23

DZwart

Legacy of Elijah Officer
As dorkelf mentioned in the ViM Strategy discussion thread, he has graciously agreed to run the PvP night on Friday. Neither one2dredd or myself will be available to participate or lead this Friday.

To keep things simple, I am recommending that you run ViM Trappers in Heroe's Ascent since it is a build we are somewhat familliar with. Please pause briefly between rounds to discuss any difficulties you have as a team, but please keep the conversation positive, constructive and brief.

Everyone, if you plan to participate, please post in this thread so that dorkelf knows who to expect as well as whether you plan to play a R/W (6 positions) or a W/R (2 positions). I believe that he is capable of either role, but if he plays W/R, someone else will need to step up as lead trapper.

Dorkelf, please post a start time on this thread, I usually pick 10pm Eastern because that is when I am available, but feel free to suggest an earlier start time if you wish.

edit: added links to character build details
 
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10 PM Eastern sounds great. I'd encourage any players new to the build to log in well before that so that we can get you set up. Once 10 PM comes I will do a quick briefing and then we'll be off. Anyone who isn't ready at that point will have to make do with whatever they've got set up. This is only fair, for the sake of those who do not have endless time to wait for us to be ready.

For my part, I will do exactly as Derk has suggested regarding keeping things positive and constructive. Encouragement is my spiritual gift, so I hope everyone knows they have nothing to fear from me. :)

Paul
 
I plan to be there with a Ranger. If we have more than eight express interest I will gladly give my spot to another.
 
I may be available my shop is hosting a big Skate comp so I maybe getting stuff ready but If I get everything done than I will be on!
 
Will try to get on tonight not postive if i will make it. If im on I can be SP (warrior) or can go as trapper. What ever we need at the time.
 
For anyone playing a warrior tonight - if possible, I'd like you to try out an alternate VIM build I've just posted to the character build sticky. I think it will result in less vulnerable warriors, and an overall greater and more consistent VIM bonus for the whole party.

Paul
 
As promised here are some details about last night's PvP and a few points of consideration that occurred to me or were brought up by others while we played. And unlike last night, I have no restriction here on limiting my verbosity. You've been warned. :cool:

Overall, I think all of us had a great time last night. Total wins when I left were around 5 or so, and we had one very nice consecutive win situation. Most of the matches we lost were pretty close too.

One change I made from the start was to set up one of our warriors (Davin) with a new build, which I created after finding an online VIM build that used the mesmer skill epidemic. I won't mention the details of the build here because you can look it up in the sticky, but Davin was very happy with the results and I think there was a general improvement in the group VIM bonus as well as that warrior's ability to stay alive, thanks to a healing sig and very high tactics for a significant VIM bonus.

All of the trappers from our alliance did a fantastic job. I was particularly impressed with "Halonics" (Joshua) who quickly and competently took leadership whenever my character was down, and lead the group after I left. The main liabilities on our team were (as usual) our pick-up guys. One was a warrior who brought a pet along and probably didn't even have VIM - another was a trapper who was assigned QZ1 and almost never dropped QZ. But another pick-up guy proved to be very competent - he got on TS with us and was still playing with us when I left. As far as alliance players went, everyone seemed to know exactly what they were doing. We're starting to get very good at this build!

One area where we struggled a bit was quickly killing off the monks at the beginning stage. I experimented with placing us closer to the ele, hoping that it would draw both monks into the center, but did not find this to be the case. Eventually I started placing our group almost right next to the left monk, leaving the right monk to the wars. I think the secret here is to make sure that all trappers in the group are dropping traps within the monk's range.

Warrior success at taking out the other Monk varied - a lot of this probably had to do with the lag that Dredd was suffering. But I'm also beginning to think that at least one of the warriors should be set up with Enraged Smash or another quick-kill build with some significant interrupt thrown in.

When fighting other players, this is how I would sum up our problems: Interrupt (both ours and theirs) and Condition removal. Regarding the latter, our warriors have a tough job in locating, interrupting and taking down whoever is using Martyr or Restore Conditions. As far as trappers go, a little strategic reserve of skills might be an area of improvement to help us in avoiding enemy interrupt better. This would include saving a whirling/dryder's defense for just when interrupting attacks are coming, holding a trap in reserve so it will be available to drop instantly where it is needed, etc.

Though the above suggestions might help, I think the best area of improvement for us is in getting more alliance members to play, because it minimizes and eventually eliminates the problem of picking up incompetent players. Yesterday before PvP time I set up some alliance members with PvP trappers and taught them how to solo farm for balthazar faction, hopefully opening the door for them to eventually join us with PvP VIM trappers. The more alliance people we can get involved, the better for us.

Paul
 
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One of the reasons for lagg is often onboard sound, when you start battling there are usually about 50+ audio sources which boggs down the cpu and causes frame latency.

Luckly anet added a quality slider for sound which should be left on "lowest" for us poor people with onboard sound (i like my onboard because it has digital in and out which i use to record)

Another problem is that guild wars uses a huge archive for all the stuff ingame, Temporarily disabling the antivirus or listing the guild wars folder into the "safe list" can cut down on loads and latency ingame.
 
Great suggestions. I'm going to try all of those things on our computer back in the 'cave' that gets used when Dea and I both play.

I'm wondering - is it possible to disable sound entirely, either through anet or onboard settings? Sound isn't 100% necessary to play anyway, as far as I know, and personally I often have trouble making out conversation on TS because of game music and sound effects.

Paul
 
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dorkelf said:
I'm wondering - is it possible to disable sound entirely, either through anet or onboard settings? Sound isn't 100% necessary to play anyway, as far as I know, and personally I often have trouble making out conversation on TS because of game music and sound effects.
You can, I believe, control the volume levels for the different types of sound independently. I'll show you how sometime. I think it involved clicking options or something; I remember when I see the controls, but can't recall it off the top of my head. It would probably help with the conversations.
 
BTW we started trapping the ele again after Paul left and we started getting 8% boosts more often so... I really dont know the best way lol. I wanna check out a touch ranger build see if that can be used instead of warriors in the build.
 
from personal experience a warrior will do more dps then a touch, so maybe a mix of a touch and a warrior, the bad side is if the enemy warriors decide they dont like that touch ranger, he will be dead due to his low armor
 
yeah their self healing is nice though :)
been testing it today and as Vibro said a warrior with it might work. Also if they stayed in the trap ball they could probably kill the dual smite build with their quick damage. dead warriors mean no dual smite :)
 
those warriors are receiving a ton of healing from the dual smite, i estimate it around 100 health per second when i do the build. a good dual smite will do 37+26+37+26 per second which hurts ALOT.
 
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