So far every dungeon boss in Guild Wars 2 can be beaten under a minute with the exception of a handful of them (and fractal bosses).
Making Berserker the easiest and fastest choice for farming those dungeons.
However we’re going to assume Raids are nothing like those dungeons. That bringing berserker on your guardian isn’t going to allow a faceroll through the dungeon. So you bring support or some tankiness? Well, yes and no. The ideal raid team is to have an answer to every problem and what exactly you should consider when going with a raid team. We are going to assume ArenaNet is going to focus on the following:
- No skipping! We are all used to this. In fact, it’s a big reason why players can run through Arah with full beserker gear. You can just skip all the potential threats.
- We can’t stack! One of the easiest ways to deal with enemies is to stack and cleave anything that walks near you to death while using blind to kept your self basically untouched. It would not surprise me that ArenaNet gives foes powerful cleaving attacks, punishing the 10 players thinking they can run through as a ball of death.
- It attacks so fast! Lets face it, 99% of enemies (and ally NPCs) attack like they are falling asleep. While their attacks are deadly, you can avoid it without trying very hard. We are going to assume the enemies are going to hit much faster. The faster the enemy, the harder they hit.
- OH !@#$ the conditions!! How much condition removal do you take? 0? 1? Yeah, assume the worst.
- God kitten we can’t stop it!! It’s charging a super attack? Surely with 10 people you have enough CC? Probably, more like hopefully. Assume the bosses need 10+ CC abilities to stop their ultimate attacks. Since the new CC system is based on CC prowess and not amount, taking 2 thieves might not do the trick for 10 people.
- It’s healing its allies?! Why not? Players can do it, so can enemies. Got to have a quick plan for those pesky healing.
- It can dodge, teleport?!! I mean legit dodging and not the lolwut graveling dodging, having snares, CC (slows? Hopefully…) will stop pesky mobs from dodging everything you got while dishing their own.
BONUS AREA——
What to ALSO assume (but also we hope this is NOT including)
- Bad mechanics. Did you know Captain Mai Trin is immortal? In fact, her ‘ally’ is the only reason why she can be stopped. Assume bosses have a gimmick where players must attract to a certain point on the map where moving 10 players can be a hassle. When in doubt, portal them or leave food to where you want to be.
- Immunity to certain mechanics. You know that Alphard, Serpent of the Waves is immune to conditions for basically no good reason, it’s because his ultimate attack actually kills him if he has any confusion. Assume (but hope no) ArenaNet are giving enemies immunity because the enemy would be too easy because of X mechanic.
- Immunity to reflection and blocking. This is the same issue as above, enemies become to easy when they can be reflected to death. Once again, the problem isn’t the reflection it’s that they have NO other means of attack. Bring reflection and projectile destruction but assume it can fail against certain enemies.
That being said, instead of listing ideal builds I’ll list two and have you guys post what you think would be helpful for the new raid content.
Raid build theory crafts:
Soldiers/Sentinel Minion Master.
When it comes to taking hits like no other look at the necromancer. Because Life Force is ~80% of your health bar, building high vitality can net you nearly 60k health (including full Life Force). To make things even more awesome, life force gain is by PERCENT, in other words, the more health you have the bigger life force you’ll get. Not to mention the life stealing granted from minions, minions removing conditions from you AND Unholy Martyr to remove them from your allies. This is incredibly helpful for a massive condition spike. While you can go Nomads necromancers are not the beast support for healing, go tanky and still hit hard.
Pistol Whip Berserker Daredevil
We’re going to assume the worst when it comes to mobs, punishing stacking at every instance. That said, pistol whip is an amazing shutdown, not to mention fantastic for evasion and escaping via sword teleport. It’s super handy for high damage and probably the safest use for berserkers. If you plan to bring your glass thief, assume your role needs to be focusing down threatening targets.
What build ideas do you have in mind for the new raid content?
(edited by Nova Stiker.8396)