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Thread: 5v5 comp predictions and discussion.   

  1. #1

    5v5 comp predictions and discussion.

    Lets face it (Lets embrace it), Guild Wars is a game largely focused on PvP. With a large focus of that already large focus on 5v5 objective based PvP. No matter how balanced a game tries to make its self whenever you mix classes, persistent teams with fixed sizes and goals you will have different comps excel over others. However its not always an example of finding the most powerful comp but of finding the comps with the right synergy and there is no obvious limit to the number of high synergy comps.

    Coming from WoW and coming from high rated Rated Battlegrounds, which are the same thing as what GW2 plans for its structured pvp but 10v10, I am comfortable and enjoy theory crafting working comps. Though interestingly what I noticed in WoW and should carry partly over into GW2 was that more players did not in fact dramatically increase comp viability, in fact I would say it decreased it.

    This is true for at least this one game agnostic reason.

    • Objectives force you to favor different class mechanics by creating roles. The objectives of a map can create required roles, and then these roles will usually favor a certain class mechanic. For example in WoW nodes were captured by clicking on a flag and then being uninterrupted for 8 seconds. This resulted in requiring a player completely dedicated to a node protection role. It was pretty quickly discovered that the pet mechanic was the best for guarding nodes because a pet can interrupt a capture while the player is controlled meaning you need to CC two targets for 8 seconds to capture.

      The moment a particular mechanic is favored above others the best implementation of that mechanic becomes essentially the default choice in most situations. A lot of hunters in WoW were doomed to standing still watching nothing because they were the best pet class for the job.

      We can already see this in GW2 from the few videos and information we already have. The ranger was the most commonly used class by ArenaNet, with two different comps running double Ranger. Every comp also ran a warrior or necromancer for node guarding.

      This is obviously also effected by the meta game, the meta game being the current field of popular comps of any given state of class balance. Thankfully you need a game out before you can consider the meta game so that whole factor can be safely ignored.


    So, what do you folks think will work best, or be the most fun, for competitive 5v5 team setups?
    http://guildwars2pvp.com/2011/09/tea...ts-pvp-builds/ is a great resource for information. Its a break down with their own explanations of how ArenaNet divided up there teams and why for PvP.
    Last edited by theoriginalaks; 10-10-2011 at 03:56 PM.

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