Last active 7 hours ago
Not french anymore tho
Lf guild as non-rupt midline or any backline position. Can't play anything else well cuz Mac + student corridor connection
Last guild: yolo
Here's what I got:
The Scary Flaggy, to scare those cocky splitters and pushers on the heavy-split maps in March:
SoDominator, just for the fun:
The Spearosaurus, tanky as fuck and heavy dmg. Lsurge cunts, bring it on:
Apply para, I stole that from someone in this thread, but this flux makes it even cooler:
Imbue Surge, for annoying flag pushers on your flagger, helpless solo monks at stand an what not:
More to come
or what about 4 zurrie dervs honk?
Any fancy March flux bars guys?
ps: march flux= +2 to secondary profession attribs
Any VoDs from the mAT besides Nick's?
Yeah I didn't mention but like 40% of the time I fail cancelling the rupt cuz I'm too slow or if it's FC etc. :P
Also I play 10 FC if that matters at all
Just wanted to shed some light on this cancelling thing. When I play mesmer I sometimes do it too (this is not an argument, btw), and back when there was this argument about cancelling=bot, I had made a video recording of myself playing mesmer in RA and doing it.
People say there is no logical reason to do it. I would rather say that doing it is a proof of unoptimal play, but that there is a logic behind it.
Here is mine, and why I do it (I'm not speaking for Math, I have no idea why/how he does it and this is not intended to be a defense of him, as I barely know him anyway): I'm not a very great mesmer, thus I have a hard time refraining from throwing PBs (and rupts in general) when monks use 1/4s skills like patient/draw/SB or when they get a FC or use a signet. So, when I'm waiting to rupt burst/woh/RC on a monk, and he uses something else (1/4s) or gets a FC, and I fall for it and use a rupt on it, I quickly press escape to try and cancel the rupt (my finger is always resting on escape, since I use my rupts with mouse buttons), in order to not miss my rupt and have it on cooldown for another 20s.
Yes it sacrifices energy, and yes it might not be the best thing to do, but sometimes it allows me to hit the next burst/woh, which I wouldn't have been able to do if my rupt was on cooldown. It happens a few times in the video you will see. Weirdly enough, it also feels kind of relieving "not to miss a rupt". Like, if I just keep missing my rupts my confidence usually drops and I tend to fail even more (in GvG at least, not in RA).
Of course, mesmers that are very good at rupting might not do that because they don't fall for FC or 1/4s skills.
Here is the video:
Pretty sure it will sound dumb to most good mesmers, but isn't it logical to cancel a rupt and get a "second-chance" to hit it a few seconds later, rather than having it on cooldown for 20s, as long as you got energy for it? Especially considering that when the enemy team takes a lot of pressure, you get a lot more opportunities to rupt elites and important skills since enemy monk casts way more, so having your rupt on cooldown wastes even more potential.
I mean, it's not really considered a push if the necro with the flag is already at stand is it? :P
You don't seem to consider the possibility of pushing with 4dmg. You push with D,W,R,Me and defend their push with Nec and Flagger. Your prot follows their mesmer.
That feels way more effective to me than a 2/3 or 3/2 splitting in a game where both team push each other in a mirror fashion, cuz your necro (or ele) alone can force their fuse to push, leaving prot and flagger vs 4 of your dmg on the other side, which is theoretically a better scenario for you than 3 dmg vs 2 healers or 2 dmg vs 1 healer.
Doesn't work as well against rangers with troll onguent I guess, but if their fuse doesn't push you can always collapse your warrior while your derv sits on their fuse with harrier's.
I think it's always better to push harder than the enemy in those situation, otherwise you just kinda end up dying I guess