Movement Speed options for each profession?
These are a good place to start
(edited by Blude.6812)
For PvE (not usable in WvW unfortunately) I recommend using executioner axe toy if you can. It’s by far the best option of enhancing your movement and it’s usable by all clases (you have to stay out of combat, which you definitely want anyway).
Otherwise, don’t make the same mistake many newbies do. They think how amazing 25% speed boost signet is and completely waste a utility slot for this useless skill. You want to maintain swiftness, which can be harder on some classes than others, but it gives you 33% speed boost which is much better than any signet can give you.
The most mobile classes IMO are thief, warrior and ele. I won’t really list out every single weapon or utility skill that serves as a gap closer/movement boost, for that you have wiki/hero panel. Chceck out all the weapons and utilities for yourself.
Ranger, guardian, engi and revenant are pretty good. Not top tier, but you’ll be able to reach some decent speed.
Mesmer and necro are pretty bad for movement. Your options for swiftness are limited and there are not a lot of movement skills to take advantage of. You just have to deal with it.
Also, always try to make the best use of blink skills. You can only blink into areas you can reach without jumping (and the game has to recognize them as a playable area), but they sometimes allow you to skip a huge walk. You can aim your blink at the bottom of the floor and you’ll actually blink on top.
Some skills will move you backwards, these should be combined with the “about face” key.
If you ask for a specific profession, I might be able to give you more specific answer, but these should be the general guidelines for all of them.
Thanks for the info…. Is the axe toy limited to one character if I buy it? I’m guessing yes.
Don’t know how available it would be right now since it is sold during Halloween.
https://wiki.guildwars2.com/wiki/Executioner's_Outfit_%28container%29
Nothing on the TP or Gem store and 700 gems for something that only does damage in costume brawl? Lots to consider.
Otherwise, don’t make the same mistake many newbies do. They think how amazing 25% speed boost signet is and completely waste a utility slot for this useless skill. You want to maintain swiftness, which can be harder on some classes than others, but it gives you 33% speed boost which is much better than any signet can give you.
I beg to differ… Swiftness doesn’t come out of nowhere. While I may agree that 25% speed boost signets feel like a waste of an utility slot, you would be “wasting” another one or a trait to get Swiftness otherwise.
Let’s take thieves for instance… You want Swiftness? You have to take Dash. Does that mean that all the thieves who take Bound instead for the extra 10% damage after a dodge, the flat 5k damage AoE (without buffs), and more generally how it turns your dodges into an offensive attack are all “newbies”? I don’t think so. It’s a choice. And since not having speed boosts is a pita, running Signet of Shadows makes sense in that case.
Yes, Signet of Shadows is pretty bad. Yes, there are other great utilities it could be replaced with, such as Shadowstep, Bandit’s Defence, or heck, even Roll for Initiative. But if you choose to go down the Bounding Dodger road (and especially if you don’t use a SB either), Signet of Shadows remain an option – possibly the best one (or the least bad should I say).
Choosing to use a signet to achieve a 25% speed boost is not a newbie mistake. It is a choice that players make to achieve a 25% movement speed boost. Most professions have a method of achieving a boost but it is always at the cost of something else. It is a trade-off. One thing about a signet solution is that it can always be easily swapped out before entering combat and easier than changing a trait line if that is available though non-optimal, though most players probably would think it’s not something necessary to change in open world play and exploration.
Let’s take thieves for instance… You want Swiftness? You have to take Dash. Does that mean that all the thieves who take Bound instead for the extra 10% damage after a dodge, the flat 5k damage AoE (without buffs), and more generally how it turns your dodges into an offensive attack are all “newbies”? I don’t think so. It’s a choice. And since not having speed boosts is a pita, running Signet of Shadows makes sense in that case.
Or you could… you know… swap traits before you engage in combat? Dash allows you to easily maintain perma swiftness, then you can swap to bound before you start a fight.
I assumed OP wanted to reach really decent speed and swap out weapons/skills for it. Of course, if you want to do it the lazy way, you can just slot in a signet, hit autorun and go AFK. But if you want to maximize your movement potential, you’d actually have to press keys and do something, not just rely on passive movement boost.
Executioner axe is indeed usable by only one character, that’s why I keep mine in an acc-bound slot. It’s a pretty big investment, so you have to ask yourself how much you’d use it. I like my dungeon runs fast and getting quickly around the maps (especially HoT maps where there are lots of events going on), so I get a lot out of it.
OK so first we were newbies, now we’re lazy afkers… Alright…
Choosing to use a signet to achieve a 25% speed boost is not a newbie mistake. It is a choice that players make to achieve a 25% movement speed boost. Most professions have a method of achieving a boost but it is always at the cost of something else. It is a trade-off. One thing about a signet solution is that it can always be easily swapped out before entering combat and easier than changing a trait line if that is available though non-optimal, though most players probably would think it’s not something necessary to change in open world play and exploration.
This is why I use it on my ranger. Most of the time I’m fine with the normal movement speed and when I do want a speed boost I am, unsurprisingly, in a hurry. So changing my traits and weapons around, running to my destination and then stopping before I might enter combat to change it back is counter-productive.
But swapping in Signet of the Hunt is 2 clicks, and then 2 clicks to go back to my normal build when I get there.
Admittedly it’s frustrating when I’ve been playing my ele for a while, who has numerous better options (partially because eles seem to have more movement skills in general, partially because the build I use makes more of them available to me), but it’s the best compromise for me.
“Life’s a journey, not a destination.”
For open world, I shamelessly take 25% movement bonuses since well, it’s open world and convenience >>>> all else. I’m not aiming to kill everything in sight that I can always swap if I really have to. Not to mention movement speed in actual combat is useful too.
Guardian — “Retreat”, sometimes with the shout cooldown trait and always gs/wings of resolve. I just use my wvw gear for open world which is either durability or traveler runes, both of which give boon duration thus near-perma swiftness (perma if you go with Pure of Voice but Honor is a very bad line in pve. ), but that’s generally redundant with traveler. However, I would not consider traveler runes a real option unless you intend to use it for wvw small scale as it sucks everywhere else. Building a traveler rune set for pve is silly.
Necro — 25% movement signet, sometimes warhorn. I don’t like accidentally getting myself into combat with the warhorn. Also Reaper Shroud 2 when safe to do so.
Thief-- That daredevil trait and a shortbow.
Mesmer— Comes with default on Chrono, blink
Engineer— Mecha legs trait (also reduces the effects of soft CC) because I am too lazy to manage streamlined kits and sometimes rocket boots. Sneak gyro while it does not improve your movement, makes it easier for you to run past everything that would slow you down.
Ele— Lightning flash and the air tree minor that makes you move faster in air attunement. The speed signet is actually really good. FGS in elite, but whatever.
Ranger— Movement signet and staff
for there you have been and there you will long to return.
(edited by ArchonWing.9480)
Ranger – Greatsword/Staff.
Druid trait – Natural Stride (+33% movement speed)
Greatsword 3 swap Staff 3 swap Repeat
If your focus is open world, just get Traveler’s runes and build however you like. It’s a huge load off rather then trying to squeeze that underperforming/annoying trait line or signet in.
The only time you really need the 5-10% boost from a DPS rune set is if you raid anyway.
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