[So] Shellfish WvW School – Lesson 3 – Like gods walking amongst mere mortals – Tổng hợp video học tiếng Anh qua bài hát không quảng cáo

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[So] Shellfish WvW School - Lesson 3 - Like gods walking amongst mere mortals
[So] Shellfish WvW School – Lesson 3 – Like gods walking amongst mere mortals

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Introduction to World vs World: some tips on how to be effective, tag and survive more and generally be helpful to your commander!

“Like gods walking amongst mere mortals”
What does make the melee ball seemingly unstoppable?

Stability and condition cleansing
a well-trained melee ball can seem unstoppable to an untrained group: with Guardians providing Stability and Warriors focusing on cleansing conditions, they can walk freely through the battlefield.

Stability rotation
As we mentioned in Lesson 1, there’s about 15 to 20 seconds from one regroup to the next one.
Organized groups will try to have Stability on the melee players for most of that time by having 2 Guardians alternating their skills.

Indomitable Courage
We are running Guardians with Indomitable Courage and Superior Aria traits:

– buffs are 20% longer with 4 points in Virtues, so Stand your ground will grant 6s of Stability every 24 seconds
– using Virtue of Courage will grant about 3s of Stability

Stability timeline:

– at t=0 Guardians start casting Empower; when they finish, the skill will be on cooldown for 16 seconds (20% cooldown reduction from traits)
– a few seconds after the Empower, the first Guardian will use his “Stand your ground!” and the group will gain 6s of Stability; the skill will go on CD for 24 seconds.
– when the first Stability is nearly expired, the second Guardian will use his “Stand your ground!” for 6 more seconds of Stability
– when Empower is off cooldown, the commander will call for a regroup
– then the cycle restarts
– traited Virtue of Courage can be used as a “panic button” to provide Stability for emergencies

Fighting conditions:

As we’ve seen in Lesson 2, conditions like Immobilize can and will get you killed. To fight conditions, the current meta dictates food buffs and rune sets that shortens the length of conditions on the player, and active condition cleansing from Warriors and Elementalists.

Condition cleansing

The “meta” build for frontline Warriors includes traited Warhorn (each skill converts a condition to a boon), traited shouts (shouts heal and cooldown reduction), Runes of the Trooper (shouts remove 1 condition) and two shouts “For great justice!” and “Shake it off!”.

Condition cleansing – what to prioritize

– You usually want to save “For great justice!” for buffing fury on spikes and Warhorn Call to Arms for blasting water fields on regroups
– Immobilize: prioritize removing it istantly with “Shake it off!”, or Charge if that is on cooldown
– Chill/Cripple: prioritize using Charge for these, or Shake it off if it’s on CD
– Poison: try to cleanse it before regroups

Group composition
Composition of groups is dictated by how boons are spread. Skills prioritize party members and usually have a 5 targets limit.

Making the frontline groups with only 4 players means the backliners have a chance to get some boons and healing on regroups, and some condition cleansing during the fights if they are in range.

Making the frontline groups with 5 members ensures that all those players will receive the boons from their own party (as long as they are in range!), but leaves the backliners out in the cold.

In either case, you want 2 Guardians and 2 Warriors in each group to provide Stability, condition cleansing and healing on regroups.
If you want to go for 5 members per party, you can have destroyer Warriors or Necromancers join the frontline parties for buffs and cleansing.

Raid composition
In our experience, “raiding” works only if you have at least 2 melee parties (4 Guardians + 4 Warriors), 2 Elementalists that can alternate water fields on regroups and maybe 1 Mesmer for Veil/Portal.

If you have around 15 people, you can consider having Necromancers and a focus group dedicated to pick enemy backliners as single targets: 2 melee groups, 2 Elementalists, 1 Mesmer, 2 Necromancers and a choice between Destroyer Warriors, Thieves and Dagger/Dagger Elementalists.

If you have more than 15, you should decide if you want to run more melee parties, or have more ranged pressure. We decided for more backliners: our 15+ raids still have only 2 melee parties, but more backliners and Destroyer Warriors.

Raid composition – Other options?
This is what is currently working for us: you need to find out what works for *your* group. If you have amazing engineers that can pick backliners like bosses, go for it. If you want to go melee-heavy and have the backliners join in the melee parties, that can work too!

Music:
Tigoolio – Master of light

Alex Beroza – Come home

[So] Shellfish is a Guildwars2 WvW guild based on Gunnar’s Hold/EU
Our primary focus is to have fun and good fights in WvW!
For more info, check
.

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Guild Wars 2 (Video Game),wvw,World vs World,group,melee ball,stability rotation,group composition,raid composition,condition cleansing

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5 thoughts on “[So] Shellfish WvW School – Lesson 3 – Like gods walking amongst mere mortals – Tổng hợp video học tiếng Anh qua bài hát không quảng cáo

  1. Krevra says:

    Great vid. Some further advise is for wars instead of leading the start of a clash with hammastun, instead lead with Sword F1 to immob an enemy rather then using a stun that catches no one.

  2. Nuzzi says:

    I'm Reishz an elementalist i was in Shelfish aswell as yakslappers before and id really like to rejoin and start playing again, any chance i could rejoin? 

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