Poll Vote - Grading Meta Builds
I’ll go first
I’ve mained Ranger for 3 years now. I’ve used many different archetypes over the years. Right now only Power Ranger is viable “unfortunately” and it must be played as a Peeler +1’er job role. Here it is:
Power Ranger LB/GS
- Physical DPS: (B) – Great single target DPS, AoE is lacking despite LB #5
- Condi DPS: (F) – No secondary splash condi on this build
- Control: (B) – Great CC 1v1 actually if you understand how to use a GS
- Mobility: (B-) – Good mobility now post-patch but still not excellent
- Disengagement: (B-) – Good disengagement post-patch but still not excellent
- Sustain vs. Physical: (A) – Excellent vs. physical if you well know this build
- Sustain vs. Condi: (C-) – The build is lacking here, especially vs high condi burst
- Team Support Synergy: (D) – This build brings little to no team support skills
- Effectiveness as Primary Engager: (B-) – It works but not as good as others
- Effectiveness as Point Holder/Bunker: (E) – It is susceptible when focused
- Effectiveness as Peeler +1’er: (A) – It is perfect for this job role within a team now
Asking for strong, accurate and un-biased feedback on the general PvP forum? And the thread started by somebody who openly dislike eles and mesmers?
http://m.c.lnkd.licdn.com/mpr/mpr/p/8/005/0b8/33c/24ca621.jpg
Ive mained engineer since beta, its the class that I always “enjoyed playing” even if I was doing a different class for awhile. So i’ll go ahead and talk about the marauders rifle engi build. Its like the first cele rifle build that came out that used elixir S instead of Slick shoes im sure engi mains would know this. The new engi meta just feels like its whole role has changed for pvp and personally I am not ok with it.
1v1 ability: C, depends on who you’re fighting but overall, C.
2v2 ability: D, its just not there anymore and its because now its too squishy and theres more dps. Im saying this for high teir 2v2ing im sure intermediates would be crybabies and say its good, but it really isn’t.
Engager: F, not its role anymore really ever since the dps was turned up.
Decap “CC”: Depends, it can be an A or an F depending on who you’re dealing with.
Peeler +1r: B it has the mobility and the dps to just come in and blow stuff up and bail.
Sustain against physical: B it has 2 invulns depending on the build but over its pretty good.
Sustain against condis: F, All engi mains old and new know condis just counter engi and we wish we had better condi removal.
Support: B, it can give stealth, heal, etc.
Physical DPS: A, if you can burst right it is good.
Condi output: C, its there still but not that Important.
To be honest overall the new engi pvp meta is alright but it doesn’t really have a place yet and i’d wish anet would make it a little better just so it can keep up or else it’ll just fall out of the meta.
My overall grade for the new engi meta is a: D
Asking for strong, accurate and un-biased feedback on the general PvP forum? And the thread started by somebody who openly dislike eles and mesmers?
http://m.c.lnkd.licdn.com/mpr/mpr/p/8/005/0b8/33c/24ca621.jpg
lolyes
Besides, I hardly think we’ve settled into a meta at this point. There are bound to be varying opinions with little proof to back them up since I’m sure people are having different experiences. This is still a pretty fun idea.
“The jealous are troublesome to others, but certainly a torment to themselves.”
I’ll bite anyway. I currently maim Temporal Condi Shatter. I’m known in OMFG and the forums for being decently knowledgeable on the condi shatter playstyle. I have had a ton of success using this build.
Physical DPS F- – Using Rabid amulet, there isn’t a lot of power to this build. against really squish enemies, pDuelist and Confusing Images will tickle them at least.
Condi DPS B+ – Large team fights show moderate AOE torment/confusion pressure. Longer fights typically mean higher stacks as you can outpace healing/clearing over time. Single-Target condi dmg is moderate-high with the varying sources of confusion typically ticking on average for 1k+. Intensity of the condi dps gets higher the lesser amount of enemies you have.
Control B – Point-denial via long-lasting Nullfields/TimeWarp makes enemies choose between suffering the negative consequences of the utilities or leaving the point. Soft CC via a multitude of blinds prove to mitigate a lot of dmg for your entire team, especially since this is a melee build that fights on point for the most part. Ineptitude/BlindingDissipation/ChaosArmour (glamours) are the highlights here.
Mobility B+ – Travelor’s Runes & Blink are more than sufficient. Helps to + 1 fights when your team has enough support without your assistance.
Disengagement A – While there is no stealth in this build (imagine that, a decent Mesmer build without stealth!), the on-demand melee blinds, condi clear and ~1k+ healing helps to disengage freely without concern. I’ve even used Nullfield’s Superspeed/Resistance in dire situations to escape 2/3v1s that I knew I’d lose after wasting their time on far.
Sustain vs. Physical A – Pretty simple to sustain power-based dmg on a point since melee range is this build’s strongest position. The constant AOE blinds, condition clearing/immunity and healing makes it a hard build to crack. Time Warp literally guarantees you the 1v1 and even a good portion of 2v1s depending on the power builds you’re facing. I’ve won many an engagement vs a dps thief+non-guard.
Sustain vs. Condi B- – The sustain here is a bit trickier. You’re definitely able to sustain a good condi burst from an engi or necro with one simple NullField as it gives 3.5s of Resistance, clearing 3 condis before the rest of them even affect you. This doesn’t include the shatters that clear condis as well. That being said, it can be hard to juggle your defensive measures and offensive ones against similar tanky condi builds. It is more difficult to defend against constant condis after popping your initial Nullfield. Bunker Necro is a stalement. Anything not using Rabid/Settler’s outside good Trap Rangers are trash against this build.
Team Support Synergy A+ – Us lovely Mesmers have discussed the role of Condi Shatter builds, and some of us think with the 50% torment nerf, it’s better to serve a more supportive role since our ability to “condi burst” is non-existent now. This is where it shines. 7s Nullfield works to remove tons of conditions while also giving Resistance for 3.5s . The super speed is icing. In my experience, Time Warp has won 95% of the engagements where I used it. I don’t think I’ve had similar statistics using Moa on my Glass Dps Mesmer builds even! If I’m able to get to a downed ally, Medic’s Feedback proves to be really effective at rezzing: 8s projectile-reflection, 3.5s Resistance to mitigate poisoned allies and AOE blinds from my on-demand shatters typically leads to a high success rate of rezzing. This trait was nerfed from a 10s ICD to 32s ICD to match the actual Feedbck utility, so multiple rezzes back to back are more difficult.
Effectiveness as a Primary Engager B– This build is excellent at 1v1 skirmishes and punishing weak home-point defenders. The problem comes from the fact that it’s hard to build up enough pressure as quick as a dpser, but the logner the fight goes on, the more likely the battle is to fall in your favor. Tacking a cele amulet on it would probably push it to an A-.
Effectiveness as a Point Holder/Bunker B – Does decently well at holding points. Because of the condi resistance, toughness and self-healing, you can definitely 1vX for a bit of time before needing support. The issue comes when you’re being attacked by 2 classes that are purely condition based. Time Warp helps a lot to really give you 12s of defense and point-denial before allies come or you need to run away.
Effectiveness as a Peeler +1’er C– This is definitely not a burst build in anyway. While it does an OK job at +1ing fights, your bursty teammates would serve a better job. That being said, you can maintain a lot of stacks of confusion and will rekt those who don’t have condi clear.
Overall, I think the build is above-average in most categories and has a highlight in team support, disengaging and self-sustain against power based meta builds.
“The jealous are troublesome to others, but certainly a torment to themselves.”
Can we do multiple grades of these? Since I could easily rate all of the Necro/Mes builds with this scale.
Anyway for now I’ll do Celestial Signet Necromancer, the current “best” necro build to be discovered.
Physical DPS A- -> Very good high single target damage due to deathshroud/dagger autos and great might stacking, but isn’t very bursty. It takes some time to build might (siphoned power below 50% health procs, so it takes a bit of time before 3.5 K DS autos start happening).
Condi DPS – B -->No burning, but decent condi damage with AoE bleed, poison, and torment. No burst condi application, but special mention for tons of boon corruption and condition transfers, which make up the crux of its condi pressure.
Control – B+ —> 2 sources of fear on a low CD and an AoE warhorn daze that are good for interrupting stomps and rezzes and securing kills, but it can’t lock down a target by itself. Very high weakness uptime lets it mitigate physical damage and remove the amount of dodges.
Mobility – D -->You have movement speed from warhorn and speed signet, but thats it, no teleports or leaps.
Disengagement – D+ —>Cele necro relies on sheer tankiness from deathshroud and plague alone to disengage, meaning that it can’t do that very easily, but its better than any class whos movement/stealth/defensive cooldowns are all blown due to the tankiness, but this is the true weakness of any necro build.
Sustain vs. Physical – A- —> Cele stats make deathshroud very tanky and high weakness uptime from crits and entering DS in melee range are very effective at reducing phyiscial damage. Additionally the build has two sources of spectral armor (6 seconds of protection+life force regen) that increase physical sustain drastically. It is however limited by poor healing from the signets lack of a per target ICD.
Sustain vs. Condi- A+++ —> Cele necromancer can and should beat any condition build hands down, simply because 3 condi transfers and 45Kish health are enough to outlast any condis, and the transfers wreck most other condi build that generally have poor condi removal (such as rabid engi or trap ranger). This class has probably the most sustain vs. condis out of any in the game.
Team Support Synergy – B- —> Necro is a very selfish class. Our only real support in this build is ripping conditions off of allies a bit with plague signet, rezzing/stomping with plague and deathshroud, and boon conversions, which help negate enemy might/protection stacking etc.
Effectiveness as a Primary Engager – C --> No life force at the beginning of match means burst at the start can end you, but soul marks, locust swarm and early spectral armor use help remedy that, but engaging becomes much easier later on in the matches.
Effectiveness as a Point Holder/Bunker – B —> Decent at holding a point due to sheer tankiness alone, but held back by lack of stability and poor healing with the signet heal.
Effectiveness as a Peeler +1’er – C --> Mainly due to poor mobility. Cele necro can turn fights when it enters, it just can’t get to them as fast as a teef or mes.
Overall, I’d say the build is wonderful, and far far better than the condi necro build, which is on life support. Its the first non-minion build on necromancer to feel truly hard to kill, and it has excellent sustained damage and great 1v1 potential to boot, in addition to its team fight damage, boon corrupt utilitity, and tankiness.
Overall I’d have to give it a B+, since it really can do many amazing things in pvp for a team, but its held back by poor mobility, ability to disengage, and kitten like no ally healing in DS.
Taking a break from GW2 to play various
Nintendo games..
(edited by nearlight.3064)
I’m gonna be talking about the corrupter’s fervor/necromantic corruption Minion master build I’m running. http://dulfy.net/gw2traits#build=AgQDWAS4AXw~
Weapons: axe+focus/dagger+warhorn
Soldier’s stats
Rune of the lich
Physical DPS B+ – While the damage isn’t as high as a true DPS build, it has a very respectable and consistent DPS. You can reliably whittle down even the most bunkery of builds, and squishies who try to trade blows with you and your minions go down easily. This rating goes down to C- if all your minions die.
Condi DPS F+ – This build has some very very low condition damage. You only get it from death shroud, jagged horrors, and whatever your minions happen to transfer. The only reason it isn’t F- is that those transfers can get really silly against condition damage heavy builds.
Control A+ – ample access to immobilize, chill, cripple, blow back and fear. You have plenty of hard and soft CC to really pin down a single player, interrupt key actions, or simply hinder someone.
Mobility C- – You only really have swiftness, but it lasts a long time.
Disengagement F+ – As a minion master you’re slow, you have no access to an on demand condition cleanse, and only one stun break. If someone wants to stick to you and chase you down, they’re probably going to do so successfully. You definitely need to find an ally to help peel you if you’re trying to make any form of a get away.
Sustain vs. Physical B+ – Between the minions siphoning, you siphoning, and being able to choose the range you fight at, this build is quite good at sustaining vs a physical DPS. However, this rating drops down to C+ if they have enough proper physical AOE to kill all your minions quickly.
Sustain vs. Condi A+ – Minions removing conditions, corruptor’s fervor, high health pool, and death shroud makes conditions a non-concern for you.
Team Support Synergy D- – last rites, siphoning aura, and chill increasing cooldown times can really help out your team, but they aren’t the biggest forms of support.
Effectiveness as a Primary Engager A-D– If you have a lot of life force, you can be a great engager by absorbing damage and causing chaos with your minions. If you have no life force you can easily be burst down in a team fight scenario if you aren’t careful.
Effectiveness as a Point Holder/Bunker A- – You should never lose a point 1 v 1. However in 1 v 2 scenarios you won’t be able to survive super high burst like the guardians with invulnerability and blocks can, but can otherwise hold out for a very long time or potentially down someone.
Effectiveness as a Peeler +1’er A– you have a lot of effective ranged soft and hard CC, making you very good at getting someone off your allies back, especially with the intimidation factor of your army. You’re also very powerful in a 2 v 2 scenario.
S/I/F engineer Z/R/D guard
Good feedback so far
Let’s keep it going
I’m an engi and thief main so I’ll give it a go.
Engi:
Build-http://gw2skills.net/editor/?vdAQFAUlUUhSsYJXwzLQ+FLsFV4SdRvG4IuBBgYHVFPBA-TJBHwAn3fAwDAIwFAAZZAA
Ratings:
Physical DPS B - Rifle and some toolkit skills scale really easily with power and, with intel sigs, can put out some fairly consistent damage onto a target.
Condi DPS B - The amount of condis you can apply plus a decent amount of condition damage as a stat allows for some pretty strong condi damage against a foe though it won’t burn their hp as quickly as a full condi build it’ll definitely take a huge toll on their health.
Control A+ - Rifle and toolkit combined with slick shoes allows for extreme amounts of cc and can be chained well to allow a 100-0 combo when played well.
Mobility C -Outside of high movement speed their isn’t much extra mobility on this build.
Disengagement B- - You have a block and jump shot to get yourself out of combat and you can also trail slick shoes behind you to prevent chasing as well as throw nades to discourage chasing. No huge movement skills stopping it from getting out quickly is what lowered it to a B-.
Sustain vs. Physical (A for sustained damage and B for burst) - Has blocks to prevent damage and the regen available coupled with healing turret gives some strong sustain. CC chains preventing people from hitting you adds to your defense against physical damage unless you are stunned while super speed is on CD.
Sustain vs. Condi C- - Healing turret can provide some good condi clear if you stagger it well enough and cc your enemy to prevent condis being applied but if they get past that there’s not much else you can do but die.
Team Support & Synergy B+ - Your heal turret allows for some nice cross healing and condi removal for those on your team that have taken a ton of damage and your CC let’s you set up bursts for your team and combo with them for the highest effectiveness possible.
Effectiveness as a Primary Engager B+ - CC let’s you start a team fight with a strong burst from your team as long as you don’t allow yourself to get CC- chained by the other team. Nades also give you some nice AoE to start out a fight for your team.
Effectiveness as a Point Holder B-D - Against physical damage it an hold well but condis applied with large AoE will destroy you. Job is also done better by classes like ele that have more self sustain and defensive utilities.
Effectiveness as a Peeler A, +1 B - Large cc utility allows you to mke sure your allies get away plus a healing burst from your turret can keep them at a strong HP level. Due to lack of extreme mobility or stealth it makes it easier to spot you coming in and you don’t get the element of surprise like a thief or Mesmer would have.
Keep in mind all these ratings are specific to the build as there are other engi builds that can do some things better or just differently. I may post on thief later but that’s all from me for now.
Go ahead and comment on secondary mains if you know them well
Power Well Necromancer Axe or Dagger / Warhorn & Staff
- Physical DPS: (A+) – Vs. single target is high as well as the AoE cleave
- Condi DPS: (D-) – It’s there but it isn’t enough to really be called pressure
- Control: (C ) – Adequate amount of CC for important interrupts here
- Mobility: (C ) – Plenty of swiftness but no jolt forward skills for mobility
- Disengagement: (C ) – Not so good, only tanking/fearing makes it possible
- Sustain vs. Physical: (B+ to D+) – Good 1v1, bad when focused
- Sustain vs. Condi: (B+ to D+) – Again, good in 1v1 not so good when focused
- Team Support Synergy: (C-) – AoE fear & protection on wells does play it’s part
- Effectiveness as Primary Engager: (B) – No stability, low endurance keeps it B level
- Effectiveness as Point Holder/Bunker: (D-) – Just no stability, low endurance
- Effectiveness as Peeler +1’er: (C ) – Too slow and not disengage to do it correctly
Come on now, need more feedback. I know it is stating the obvious but sometimes stating the obvious and laying it out really puts things in to perspective.
Mantra Shatter
- Physical DPS: (A) – Still great bursting due to Power Block/Distraction
- Condi DPS: (C-) – It’s there but not too useful
- Control: (A++) – None projectile insta-hitting no animation always on demand
- Mobility: (A+) – If you know how to use Portal Entre for team rotations
- Disengagement: (A) – Second only to SA Thief
- Sustain vs. Physical: (B+) – OP due to breakers/disengage/insta CCs/too much heal
- Sustain vs. Condi: (B+) – Condi cleanse on every shatter along with the above
- Team Support Synergy: (A) – Frequent hard AoE heals/stealths and insta CCs, enjoy
- Effectiveness as Primary Engager: (A+) DD Ele & Mantras = Superman & Batman
- Effectiveness as Point Holder/Bunker: (B-) B only because stealth forfeits points
- Effectiveness as Peeler +1’er: (A) Rivaled only other Mesmers and Thieves
Rampage Warrior
Physical DPS (A)– Very high dmg with quickness and cc to land it
Condi DPS (F)– not there
Control (A)– Many stuns from hammer and rampage
Mobility (B)– GS skills to move around fast
Disengagement (B) – stanches+mobility. no target required
Sustain vs. Physical (C ) – Double endure pain and GS evade. Also CC to defend, but still squishy
Sustain vs. Condi (C ) – Only zerker stance and resistance from healing signet active (not recommended to use). has to facetank condis with large health pool
Team Support Synergy (C ) – fast stomps with quickness+stablity, good cleave on downed to ress party members. can stunlock high priority targets.
Effectiveness as a Primary Engager (E)– too squishy, but can survive a few seconds with stances
Effectiveness as a Point Holder/Bunker (D) – very effective in 1v1 situations, can 1v2 with rampage. weak otherwise.
Effectiveness as a Peeler (A) – Warrior comes from the side whith rampage for quick devastating attacks. Extremely strong if not focused imidiately.