Separate pve & dungeon trait build

Separate pve & dungeon trait build

in Suggestions

Posted by: awe extender.1908

awe extender.1908

Hi all & Anet

I would really like to have separate builds for pve and dungeons. Pve and dungeons are two VERY DIFFERENT situations. Dungeons demand team play and contributions to strengthen the whole team (Just take a look at fractals), whereas pve is mostly solo play without the need to support others (it’s a one man show, basically). Therefore there should be two separate builds: one pve build and another for dungeons.
You can’t just go to LA and change the trait tree every time you go from pve to dungeon and back again. It’s too much hassle and it would ruin even the wealthiest player!

I can illustrate with an example:
As a ranger in dungeons I can support and strengthen the team by my traps (both controlling and condition dmg). But when I go solo in pve, I would rather use other skills. Those skills are of course in a different trait tree. So it’s not optimal to e.g. be a signet ranger in pve when your traits are for traps.
I believe a lot of people would like to do pve as glass cannons (which is totally doable), but no one would like to have glass cannons on a dungeon team (to much down time).

So why can’t we have two separate builds?
One dungeon build and one pve build.

Cheers!

Separate pve & dungeon trait build

in Suggestions

Posted by: Kaimick.5109

Kaimick.5109

A support build Ranger is just as effective in PvE as it is in dungeons. I play a support ranger that focuses on CC and conditions. I also have zero problems in PvE even when I do change my skills.

Example two:

My warrior is a Banner build warrior, further radius on banners, banners heal and stay out for longer along with boons applied. In a dungeon I run all banners 7 – 10 are banners. In Pve I change them to
[Signet of Might] <>[Bull Charge]<>[Frenzy]<>[Signet of Rage]
I do not change my traits and I do just fine Grinding away at Karma or events.

Separate pve & dungeon trait build

in Suggestions

Posted by: awe extender.1908

awe extender.1908

I agree with you on most points. I know you can change skills and it works fine with zero problems. My concern is e.g. when you want to be a fully signet build in pve but your traits are locked for a trap trait. In this case you cant have the Signet of the Beastmaster trait (active effects of signets affects ranger too). And lets face it, ranger signets are really poor if you dont have the signet of the beastmaster trait, which requires 30 points. A full trap build requires also 30 points ( diffrent tree). Therefore you can’t be the optimal build in both situations.

Separate pve & dungeon trait build

in Suggestions

Posted by: Myst.9182

Myst.9182

The idea is that you flip traits and utilities over for different situations.

This works great on my guardian. My build is my soloing, WvW and dungeon build.

But for my Elementalist, this is not the case. Playing that way, kittens certain builds a lot. While it is doable, I am not happy with the kittening I get for merely flipping traits.

This wouldn’t be a bad idea.