Grav, on 15 June 2015 - 03:29 PM, said:
And when do you usually log on?
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Yes, but the approach from both sides has to be pretty much the same, right?
What I love about WvW is dealing with opponents of all types and taking different approaches to dealing with them depending on who they are. If I see a group of PPTers, I want to kill them until they go away; if I see roamers, I want to try and make them PPT, then AC/siege disable them etc, until they go away. Either way, they get no fun.
With sPvP, I have to fight. It's a format that attracts fighters, so I can't take the same approach as I do in WvW.
Well, once you get out of the gutter-tier of MMR, people aren't really mindless fightmongers like you find in WvW. People want to win. Winning in Conquest is a rather complicated endeavour.
The ultimate goal for both sides is the same. But the means to achieve it will necessarily be at least somewhat different--exactly
how different depending upon the teams' comps. It's all fights, but there are a lot of different
kinds of fight. The level of nuance that goes into exactly how to get what you want at the expense of what they want is way way way beyond the scope of a forum post for someone green to sPvP, but there are some fairly straightforward elements.
For one, there are different kinds of comps suited to different kinds of engagements. Skirmishing comps want to try to force 1v1's and 2v2's across all three nodes, whereas teamfighting comps want to try to force 4v4's and 5v5's. Moreover, different individual builds are suited to different kinds of fights regardless of what kind of comp they appear in. Bunker Guardians are very strong in 4v4 and 5v5 fights, but they can't win 1v1's, and they're arguably
the worst build in the game for 2v2's. Condi Necros, by contrast, are strong 1v1, one of the strongest 2v2 builds in the game, but extremely weak in 4v4 or 5v5 fights. So you want to try to force enemy Condi Necros into team fights, or force enemy Bunker Guardians into small skirmishes. Moreover, with the "rock, paper, scissors" balance in GW2, there are lots of counters, which means lots of potential to force matchups that are inherently advantaged for one side or the other. So Thief counters Mesmer, but Engi counters Thief, whereas Mesmer counters Engi. And that's without even touching the issue of outnumbering particular fights.
For a more macro example very relevant in the current meta, team fighting comps often have a D/D Elementalist and a Shoutbow Warrior for their node holders; the Shoutbow has much more to offer in team fights, but the D/D Ele is strong in skirmishes with better disengage potential if it gets +1'ed. So if you're fighting such a team, you want to try to push a 1v1 against the Shoutbow to tie him up while you escalate a team fight around the D/D Ele, then +1 the Shoutbow as soon as you secure the advantage in the team fight. Meanwhile, the other team wants to try to get their Shoutbow into the team fights while leaving their D/D Ele to push 1v1's.
As a Mesmer, you can influence these sort of issues more than any other profession, because Portal. You can push your team into a team fight, then Portal out when the other team commits and take a more favourable engagement. Or, if you're team has a bad matchup, you can Portal to swap players between two engagements, turning disadvantaged matchups into advantaged ones.
There's
way more to it than that, but those are some of the basic ideas.