So Butter So Fly – Mesmer
Bossy B – Elementalist
Pocket Rot- Necro
Bossy B – Elementalist
Pocket Rot- Necro
(edited by Shinoobi.1259)
While I have had some success with the Longbow in PvE, sPvP(top ranking, zero deaths multiple times), and WvW, there is something that continues to confuse me. I will explain my logic and the build I am using before I go into my suggestions(suggestion is at bottom/ build here). http://www.guildhead.com/skill-calc#mMRVmm0M0MwnGmMwnGmGp0afVRcRmo
I am currently running Mace/ Sword -> Longbow. I am specced for condition damage, and it typically goes something like this-> Pin Down 12k bleed( the lack of cast time and quick animation usually makes it difficult to dodge unless you’re at max range)-> Combustive Shot-> Switch Weapons, Impale(8.5-9k bleed)-> Bull’s Charge-> Healing Surge-> Mace Stun-> Pull sword out. If they aren’t dead by then, you have two riposites that will hit for a lot of damage, and one of them applies another 9k bleed if you’re specced for condition damage. If you manage to keep them in combustion field for the entirety, it does around 30k damage. Stability craps all over longbow, everytime, no matter if you outplay. The only mandatory utility is bull’s charge. Use whatever else you’re comfortable with. I use condition removal and either throw bolas or endure pain.
Now, that’s usually how I handle 1v1 situations with longbow. WvW in zergs my role is to call targets and immbolize stragglers, use pin down/ throw sword on WvW offense, combustive shot/ arcing blow on WvW defense. The greatsword is fine for mobility, but when you’re travelling with a zerg, you getting to point A-B-A -alone- does not contribute as much to warrant having a useless melee weapon for a condition build when mace/sword gives you more defense/utility in melee range.
My suggestion has to do with the longbow being in the tactical tree. I have no clue why it is there. The longbow does not benefit from vitality and boon duration doesn’t benefit any single weapon choice. The weapon doesn’t scale from health, and it doesn’t grant any boons. The only thing I can think of is that it’s the only warrior weapon that can offer and make use of a combo field(so it’s… tactical?). But isn’t that a little strange? Why not place it in Arms where it can make use of precision and condition damage, since that is what you’ll be speccing for when you equip a longbow anyway. The Rifle applies ZERO conditions but it is in Arms(I know (5) in Arms applies bleeds on critical hits, but that logical is backwards when comparing it to a longbow).
My suggestion is to place the longbow traits in the Arms tree instead of Tactics, because the weapon does not benefit from vitality and and doesn’t offer any boons, and the builds that take advantage of longbow as a primary weapon do not prioritize vitality or any shouts or signets(so boon duration is meh) besides Signet of Rage(because what else are you gonna use). And I don’t understand some ranged weapons having 900 range and having to spend 10 points and a trait to increase it to 1200. It’s -so- necessary to have 1200 range on a ranged weapon that it shouldn’t be an option to take it or not. It should just be mandatory on ranged weapons.
-edit- typos
(edited by Shinoobi.1259)
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