Name Your Character build
basically, super high initiative regeneration lets me use skills almost nonstop, steal works as an initiative refill.
signet of malice heals me for 120 health per hit. each tick of caltrops per enemy affected counts as a hit for the signet, each enemy hit by death blossom counts as 3 hits for the signet AND i get extra 500 health for the initiative spent, dagger storm in groups lets me heal 15k health while being attacked by the whole group (works wonders in WvW, kind of funny).
gear focuses on condition damage and some healing power, with power, toughness and vitality sprinkled everywhere as bonuses.
behold, the thief with survivability. and my damage output is still pretty high, thank you.
Looks like a standard Thief condition build to me, except made worse. You lack proper condition removal (cripple, chill, immobility), stun breakers and moveability. Also Daggerstorm is like the weakest thief elite, grab Thieves Guild, it deals more damage.
Ditch the signet for “Roll for Initiative”.
@Waar
Well the Signet is useful if you’re going for a Skill spamming type Build
The Thief I have use a Build I call “Trigger Happy” because it focus on Spamming the Unload skill for Duel Pistols. However, this also required the “Quick Recovery” Trait so I can obtain a extra 3 Initiative ever 10 seconds rather than 1 or 2 Initiative.
Jack of All Trades
Eng with 30 explosives/10 firearms/20 alchemy/10 toolkits
Rifle + Healing Kit + Elixir Gun + Elixir U + Grenade Kit + Supply Drop
Rifle for CC’s, the jump shot for escape, and triggering some combo field effects (depending). Healing kit for additional heals to lay down, debuff removal, increase crit and perma-speed buffing. Elixir Gun for slow/weakeness if the situation calls, an extra heal, and an escape move. Elixir U for instant endurance regen and also can be used to help rez and remove debuffs if tossed. Grenade kit for primary damage, vulnerability stacks (can usually keep up 25 stacks on my own), poison combo field, slow and blind… Also because you’re spamming and you have at least 5 points in toolkits, you get endurance per toolkit skill used (you can imagine that’s fairly quick when nade spammin)… You also get regen for having a toolkit equipped thanks to 20 alchemy that does stack with regeneration. Supply depot pretty self-explanatory.
Might not be a unique build, but it can meet just about every need a possible encounter can throw at you.
Gear: as long as it has precision for triggering vulnerability stacks. Power > Condition just based on what effects you’re trigging and that the grenade/rifle dmg scale better off power. Knight isn’t bad, Berserker if you think you can handle it (usually not what I use unless I know I can execute the encounter really well).
(edited by Bruno Sardine.2907)
Thief Build (Swashbuckler):
Traits:
0
30 – Furious Retaliation, Critical Haste, Executioner
20 – Cloaked in Shadow, Infusion of Shadow
20 – Power of Inertia, Quick Recovery
0
Sword/Dagger – Shortbow
Berserker Sword (Superior Sigil of Strength)
Berserker Dagger (Superior Sigil of Nullification)
Rampager Shortbow (Superior Sigil of Energy)
Utilities:
Blinding Powder
Shadow Refuge
Infiltrator’s Signet/Smoke Screen/Shadowstep
Elite:
Thieves Guild
Gear:
Inquest Golemancer armor with power/precision/crit (5% proc to spawn golem when hit) and power/precision/crit accessories
This build is one of the most sustainable (if you play it right) and hard-hitting setups I’ve used since I started. S/D is your bread and butter. You have a plethora of evades/shadowsteps/stunbreaks/stealths/blinds/boon strips (Flanking Strike is underrated, and the dagger Sigil rocks) at your disposal. Rather than bursting head-on and getting out sharp-ish, this build focuses on levelling out the playing field against numbers or bunkers, dealing sustained damage and slipping out of enemy grasp while doing so. There’s a distinct lack of HP or toughness here, and you may think it’s pointless to invest in the traits for them when you have no gear that supports it. However, this provides a brilliant balance of damage and survivability in the forms already discussed eg. insane amount of dodges/stealths/blinds. You have to be on your toes while playing with this build, but it pays off in spades when you get used to it. The Shortbow and Sigil purely exist for when things get hairy and beyond your many measures of control. The last utility slot is situational – I use the Signet against multiple opponents for the initiative regen (with Quick Recovery + 20% of 1 back on crits, you have CRAZY sustained skill usage) and the free shadowstep/extra stunbreak. Smoke Screen is reserved for WvW and PvE encounters with lots of range. Shadowstep is for smaller WvW/PvE encounters where getting in/out quickly and escaping the scene of the crime takes precedence. The golem proc and Thieves Guild are AMAZING support, also.
Resident Thief
(edited by Auesis.7301)
Necromancer (not bugged build)
Traits that currently work properly, even if the tooltips are all wrong.
Dungeon thief: 30 acrobatics, 25 power, and 15 shadow arts (toughness + healing power tree) to have good sustained damage and survive long enough during encounters. Has some berserker and knight gear for some extra toughness and some precision.
Farming: 30 sinister strikes, 30 power, 10 acrobatics for some DoT protection while maximizing gains. Haste, assassination signet, and signet of shadows for the passive +15% movement speed (always have this except in dungeons).
Usual build: 20 power, 20 critical strikes, 20 acrobatics, and 10 shadow arts. Balanced leaning towards offensive. This balance itself is a weakness since it doesn’t counter anything, while at the same time doesn’t have a counter. Attack specialists will hit me hard while I can’t crack defense specialists whereas I won’t fall down as fast as a “glass cannon” attack specialists and can outdamage a defense specialists.
While not farming I have shadow refuge, and blinding powder or smokescreen depending on the quest. My usual elite is daggerstorm, but sometimes during risen abomination I’ll switch to basilisk venom.
(edited by Agemnon.4608)
engineer bomber man aka an engi-who’s-pretending-to-be-a-tank
Soldier armor (Power/vit/tough)
Knight jewelry (Tough/power/prec) <- coz it’s the only one easily available
pistol/shield
Elixer H
Bomb kit
Elixer B
Elixer U
Supply drop
Traits:
0/0/30/30/10
notifiable stuff: Elixer-infused bombs, the first two can be interchanged but I usually put them at shield recharge/gain prot when hit by critical/10% MS in combat
alchemy are all based on elixers: Rechange elixer rate by 20%, elixer removes conditions and drink elixer S at 25% health
The last ones are for speedy kits :p
basically, I’m built to be tanky engineer. I usually run in, lay bombs, and if getting low on health, go back use my pistol stuff and shield throw. My main source of disruptions are the shield skills and big-ol-bomb as well as glue bomb. With the reduced shield recharge rate, I can throw more disruptions more often.
It’s not the best tanky build out there, but I excel best at large number of mobs or when alot of people are in melee mode. If someone else pops a regen (often times I’m tempted to switch to healing turret for the regen), my bomb hits + that is enough to keep the group alive for sustained combat. I’m not very good tanking bosses as I still have considerably lower defense overall versus a pure tank warrior/guardian, but I do great and consistent aoe damage.
often I’m also tempted to change to the regen kit thing, but I find having reduced CD on elixers is very important esp in removing conditions. Imo, it’s very rare for me to see an engi with this kind of build. Most are either rifle/p/p grenade/bomb but more on dps or condi.
@ penatbater
just to let you know, the backpack regenator trait (in alchemy tree) only works if you’re wearing a kit and it heals for about 130 per tick at level 80 with no +healing…. I haven’t really tested +healing to see how if it affects this trait and if so how the +healing scales. So if you’re not using the bomb kit all that much, probably not worth it… Also, you could consider removing the elixir H @ 25% rather than CD reduction or condition removal.
Doesn’t seem like much healing, but in my build the combination of skills available, including the ones in the F1-F4 slots, gives me a lot of methods of gaining health should I somehow lose it.
ohh ic. Well I’m in bomb most of the time but somehow I found it lackluster. Maybe I’m being too reliant on elixer B and elixer S. Elixer H at 25% is afaik a non-changeable buff/trait/thingy. Condi removal for me is very very important. I’m almost allergic to conditions)
Maybe i’ll try more using healing turret and not rely so much on elixers. I’ll put that trait as well and see how much healing goes. With the regen from the trait, regen from turret f1 and bomb, I hope to be more effective. Thanks for the suggestions!
http://gw2skills.net/editor/?fEUQJArYhImgbxx3gjDABFKQw4BHfoRRxM3A
I dunno what to call it…or even if it’s any good. All i know is burning and bleeding things while having decent defenses means i die less
I’m a Warrior, using a Hammer and Mace/Shield. 10/0/30/30/0
Traits.
Strength: Great Fortitude
Defense: Missile Deflection, Shield Master, Merciless Hammer
Tactics: Empower Allies, Inspiring Banners, Inspiring Battle Standard
Utility Skills: Healing Signet, Banner of Defense, Shake it Off (occasionally Fear Me), Endure Pain, Battle Standard
Equipment.
Armor: Vaklyrie Helmet, rest is Toughness/Vitality Armor, Cleric’s Jewelery (rare)
Weapons: Exotic Knight’s Hammer, Superior Sigil of Leeching. Rare Knight’s Mace, Superior Sigil of Leeching. Rare Pact Shield, Superior Sigil of Water
Stats: 2985 attack, 11% Crit Chance, 3377 Armor, 25142 Health (no Banner’s and with Hammer equipped)
Don’t know what to call it, maybe Juggernaut or something like that
ohh ic. Well I’m in bomb most of the time but somehow I found it lackluster. Maybe I’m being too reliant on elixer B and elixer S. Elixer H at 25% is afaik a non-changeable buff/trait/thingy. Condi removal for me is very very important. I’m almost allergic to conditions)
Maybe i’ll try more using healing turret and not rely so much on elixers. I’ll put that trait as well and see how much healing goes. With the regen from the trait, regen from turret f1 and bomb, I hope to be more effective. Thanks for the suggestions!
I’m not sure how effective the turret is as a healing skill… I’m getting regen mainly from Healing Mist, which is an F1-F4 skill from having the elixir gun as one of my utility skills (or I’ll have a healing turret up if I use my supply drop skill)… but give it a whirl if you really think there’s opportunity to switch it up and get good outcomes. Just an fyi too, the elixir gun’s healing ability when it lands removes conditions and is a condition removal field).
(edited by Bruno Sardine.2907)
I’m a Warrior, using a Hammer and Mace/Shield. 10/0/30/30/0
Traits.
Strength: Great Fortitude
Defense: Missile Deflection, Shield Master, Merciless Hammer
Tactics: Empower Allies, Inspiring Banners, Inspiring Battle Standard
Utility Skills: Healing Signet, Banner of Defense, Shake it Off (occasionally Fear Me), Endure Pain, Battle Standard
Equipment.
Armor: Vaklyrie Helmet, rest is Toughness/Vitality Armor, Cleric’s Jewelery (rare)
Weapons: Exotic Knight’s Hammer, Superior Sigil of Leeching. Rare Knight’s Mace, Superior Sigil of Leeching. Rare Pact Shield, Superior Sigil of Water
Stats: 2985 attack, 11% Crit Chance, 3377 Armor, 25142 Health (no Banner’s and with Hammer equipped)
Don’t know what to call it, maybe Juggernaut or something like that
Sounds like your build is what I call “The Wall”.
Basically you’re very defensive type warrior focused on being a Unstoppable Wall. However, you will lack damage rate because you’re focus is more on withstanding more hits rather than killing enemies.
I call my Elementalist build “The Rincewind”, because my primary concerns were maximizing Dodge frequency and stacking max movement speed (City of Heroes and its 90mph Super Speed spoiled me), before I discovered that movement buffs overwrite each other instead of adding together. I haven’t quite figured out what I want him to do instead, and right now he’s kind of haphazard. I just took whatever seemed cool when something new was available, really. Fortunately, trait swaps are cheap and I haven’t committed to any Exotic gear yet, so I can still easily change… pretty much everything.
MAIN WEAPONS
Scepter/Dagger
HEALING/UTILITY/ELITE SKILLS
6 – Glyph of Elemental Renewal
7 – Arcane Shield
8 – Cleansing Fire
9 – Conjure Lightning Hammer (Armor of Earth when underwater)
10 – Glyph of Elementals (Tornado when underwater)
(if I were a little less squishy, and condition removal weren’t so vital, I’d swap 7 & 8 for Glyph of Storms and Lightning Flash. And if it didn’t kind of suck right now, I’d swap Tornado as my Elite on land too. I’d also spend 90% of my time in Air Attunement if I could get away with it, if you hadn’t caught the theme so far.)
TRAITS
Fire – 0
Air – 20 (One With the Air, Aeromancer’s Alacrity)
Earth – 0
Water – 20 (Aquamancer’s Alacrity, Cleansing Wave)
Arcane – 30 (Final Shielding, Renewing Stamina, Vigorous Scepter)
@ Edwinli: I like the name. I do wish my damage was a bit higher but I can’t complain with my Hammer hitting for 800-1200 on the auto-attack
My Warrior is a Rifle/Hammer with Bolo, Rush, and Stomp (in a group setting I switch out Bolo for the most useful shout). Most of my traits are around reducing cooldowns on my chosen weapons and toughness.
I will call myself, Denial of Service.
Swansonites of North Shiverpeak – Northern Shiverpeaks
Since a dev recently hinted that Rangers’ spirit-summoning skills are due for an upgrade, I’m optimistic that I’ll get to create my “Druid” build soon, but at the moment spirits are too anemic for there to be much point to this.
Ele 1/3
Because it’s one of the only three working builds Elementalists have…
I call my ranger Ramtak a Spirit hunter build in sPvP
Sword and warhorn as primary, shortbow as secondary.
Using amulet and jewel of the soldier, runes of earth. Very tanky, sword moves keep me evading much of the time as well.
Skills are all spirits, sun, earth, frost, and renewal as the elite. And the AoE heal for a healing move. The spirits are traited to follow me around, pet is a hyena and bear, shark and jellyfish in the water.
Traits are 20,0,20,30,0
Marksmanship: Beastmaster’s bond, Spotter (Spotter helps support)
Wilderness Survival: Shared anguish, Hide in plain sight (Work great for finishes "Oh you interrupted me while I’m finishing? Sorry I’m now invisible, and that hammer you threw at me sent my pet across the room, not me, yer still toast")
Nature Magic: Vigorous Spirits, Nature’s Vengeance, Spirits unbound (Twice spirit health, Spirits use their abilities when they die or their time runs out, and spirits are mobile)
Seems to work great. I planned it as more of a support build, but it seems to 1v1 pretty decently. Maybe folks just aren’t used to a melee hunter, or are intimidated by a wall of red text bearing down on them. And if I activate the elite spirit’s ability right before I go down, I’ll rally myself. I’ve been called a hacker a couple times when folks couldn’t figure out how I did it.
Come on I know there are more people working on their build.
Gw2 isn’t about copying other people’s build but working to create one that suits your own.
Yes, Weapon skill choices are limited by what weapon you have but that part of how you make a build in GW2.
Building a build goes by:
Weapon of Choice: Main weapon (and Secondary if you can swap weapons)
Utility Skills: (Build for improving you weapon’s use through boons, additional tricks in combat, or for defensive purpose.)
Traits: (So you can make your weapon skills and Utility skills unique from other players)
Types of Equipment: Armor, weapon, and Accessories.
Most aspect of Building a Build in GW2, if you have not noticed by now, is not the amount of skills choices you can have but by what type of Trait abilities you can have to make your current skills unique.
Build: “Regen Master”
Profession: Warrior
Traits: 10 power/condition duration , 30 toughness/healing, 30 vit
Weapons: axe/shield, rifle
Armour: Exotic Ascalon armour (with power, toughness, vit)
Utility Skills: Banner of Tactics, “For Great Justice”, “Shake it off”, Signet of Rage
The goal of the build is to withstand as much damage as possible. Also in the traits make it so your banner CD reduced and produce regen so you can get perma regen. Also make it so your Shield CD is lower and maximize toughness as much as possible. Use the adreline levels for regen (trait) and increased damage (trait). Which also means not using your adreline skill but oh well you will do more damage overall by not using it.
[GWAM] and [LUST]
Mess with the best, die like the rest.