What are the musts in a comp atm?

What are the musts in a comp atm?

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Posted by: Shockwave.1230

Shockwave.1230

Hi all,

Here’s a topic for discussion that seems interesting to talk about.

“What professions/builds are a must in a comp at the moment?”

My opinion is Terrormancer and D/D Elementalist are a clear must in a comp, the condi pressure and sustain those two offer feels too valuable to pass up. If the rest of your team is designed around a 3 point strat, I think that actually makes these two builds even stronger.

Sylvari Elementalist – Mystree Duskbloom (Lv 80)
Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)

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Posted by: crunchyraisin.6054

crunchyraisin.6054

my humble opinion in order of priority:

1.) some kind of supportive team fighter: ie. d/d ele, bunker guard, bunker war, hambow, etc.

2.) a player that can rotate quickly, hold or win 1v1s, and survive in 1v2s until help arrives: d/d ele, warrior, terrormancer etc.

3.) Damage: zerker or condi: theif, mesmer, cele engi, power ranger, etc.

4.) Something mobile that can get decaps: theif usually…but other things are fast.

d/d ele is popular cause it is never caught out of purpose, because there isn’t much it can’t do at least decently.

If I had to pick another build to be ‘necessary’ it would be a cele engie. They are kitten strong when played well.

Best 3 point opening in my opinion is 2 dps push far in stealth, 1 mobile character that can handle 1v1s and live for a while in 1v2’s grabs home, 2 brawlers (cele) push into mid.

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Posted by: daydream.2938

daydream.2938

From a overall perspective of archetype. You need a roamer, and a good source of support for teamfights. Bunkers no longer seem mandatory. The closest thing to mandatory I see is D/D ELE.

A lot of top teams seem not to run Mesmer/ranger at all, some do though so they are viable, but not necessary.

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Posted by: style.6173

style.6173

D/D ele. Best point bunker at the moment.

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Posted by: Dhunis.9072

Dhunis.9072

Currently only D/D ele is a must have, rest of the team is up to each player and their synergy within the team.

Ranked Arenas a.k.a. the New Hotjoin

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Posted by: Relentliss.2170

Relentliss.2170

Basically, if Abjured is any indication roll as much Engi and Ele as you can play effectively = Win.

We don’t need to make mandatory gear treadmills, we make all of it optional

Anet lied (where’s the Manifesto now?)

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Posted by: Flumek.9043

Flumek.9043

1) DD ele is a MUST. you can have more/or staff cele, but basically every team uses at least one.
Its role is a little bit (debatable cz they do a lot) of everything…
-best 1v1 holder
-2v2 heal AND dmg support
-3v3+ can help decently and can move to next point of opportunity fast.

2) A support guard, mercy banner warrior , or i think i also saw mercy rune spirit ranger trying at this role. (or 2nd cele ele.)
- The guy who actualy stands on point
- Rezz/stomp : stabilty, mercy runes, elite
- Support, heals, cleanses for team, might….The guard is worth having when its 3v3+ longer teamfight.

You basically need 1x ele for a lv99 ditto as its a piece of puzzle that fits into any scenario. The 2nd slot depends on the rest of team, do you want to teamfight or have smaller 2v2s on all 3 points , are u bursty and mobile or tankier… The reason poeple love the current state is that its unpredictable in this part, 3-4x slots can be something that was weird before.

PvP guild [YUM] -apply- (EU) http://muffinspvp.shivtr.com/

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Posted by: vincecontix.1264

vincecontix.1264

At this point the only really must have is dd ele after that all other profs are worth considering.

Shikamaru X Thief, Warrior, Mesmer, Engi(FT leader)
Highest ranked reached 28 soloq
Isle of Janthir

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Posted by: Exedore.6320

Exedore.6320

I would say the only necessary things are:

1. d/d Elementalist
It just does too much well. It can bunker in a team fight, has the capability to pressure and win on side nodes, great team support, and the mobility to move between nodes for those roles.

2. Thief
Thief is far more mobile than any other profession. It forces teams to have guards for their side node stationed nearby or within reach of a portal. Just the threat of it is enough to diminish a team’s strength in a team fight. Thief also flat-out denies or severely hampers many glassy builds.

Kirrena Rosenkreutz

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Posted by: Prysin.8542

Prysin.8542

DD Ele and a hambow. Those two alone can almost lock down a point forever in a 2v2 or 2v3.

After that the most sensible is to have one max-DPS burst, something to annoy the enemy (mesmer/engi), and support guard/another ele.

Last night, i had a random roll in teamQ that worked quite well.

Bleedstack Trapper ranger (me)
Rifle + thumper turret Engi (he had supply crate too)
Hambow
DD Cele Ele
Longbow Ranger

Lv 80 Guard, Ranger, Ele, Thief, warr, engi
Currently @ some T1 server in EU

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Posted by: Phaeton.9582

Phaeton.9582

What are your guys opinions on dagger/focus ele?


Phaatonn, London UK

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Posted by: NonToxic.9185

NonToxic.9185

Booner
Boon Stripper
Melee damage
AoE damage

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Posted by: DanSH.6143

DanSH.6143

What are your guys opinions on dagger/focus ele?

Depends on the enemy comp, if they have atleast 2 projectile based specs then focus could be worth it.

Griften

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Posted by: Phaeton.9582

Phaeton.9582

What are your guys opinions on dagger/focus ele?

Depends on the enemy comp, if they have atleast 2 projectile based specs then focus could be worth it.

That would be powernecro/warrior/engi/ranger/mediguard, 2 of which are most often the case.

But even then there are pro/cons. I can aprreciate that d/f would have a higher skillcap. my question would be when this skillcap is realised (or come close to), do the pros outweigh the cons?


Phaatonn, London UK

(edited by Phaeton.9582)

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Posted by: BlackBeard.2873

BlackBeard.2873

To be honest, there isn’t really a MUST on any team-comp for it to work. You see a few different flavors of comps (guard, mes, thief, +2 others; 5x bruiser; 2x res utils + lichs), and while some professions are necessary for that comp, they aren’t optimal in other comps (guardian in EU-type comp isn’t as good in a bruiser comp due to low mobility).

That said, there are certain builds that are very versatile and commonly fill out extra slots. Usually, teams will take 1-2 tanky-ish builds that can 1v1, hold a point presence, and still contribute to a teamfight. These are all interchangeable:
- Cele D/D ele, cele engie, spirit ranger (maybe even condie ranger), hambow, etc. Of these, cele d/d ele is probably strongest, which leads to a lower prevalence of the others. However, it is not so much stronger that you cannot win without it. I personally believe that 2x cele ele is weaker than 1x cele ele and 1x hambow/spirit ranger b/c of the power of res utils.

The other build that is extremely common in every type of team is the roaming burst.
- Berserker thief, zerker mesmer, s/f ele, medi guard, power necro
Of these types of builds, thief is head and shoulders more capable due to their unparalleled map mobility with near-even burst to all others. It also has an advantage vs. most other zerk specs thanks to evades + stealth. There are still comps when taking some other bursty profession can be preferable, especially if they are chosen to complement the thief.

All that said, the closest to a “must-have” is probably a thief because nobody can play the role even close to as effectively as the thief. Cele D/D is strong, and a common pick for a tanky build, but there are viable alternatives that have some advantages and disadvantages.

(edited by BlackBeard.2873)

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Posted by: Elfindale.4836

Elfindale.4836

if you play
1.cele DD ele
2 .Cele Engi
3.terror mancer,
4.hambow war.
5.Either theif or shatter mes.
you will have a solution to almost every encounters, in team or solo q.

of all 5 mentioned, except for theif or mesmer, it wont hurt the team if you stack more than any of the 4 class.

is bunker guard a must have? I hate to say this ,but the role of the bunker guard in a team or solo q is quite similar to turret engi atm. they represent two extreme end of bunker in a team or soloq setting. bunker guard as extremely team support with no damage an cc, v.s Turret engi which offers constant high damage out put & CC.

there is a lot of criticism going on for turret engi, but we can not deny its efficiency under most circumstance , you wont want to be in that circle if u saw a thumper turret in the mid and rocket turret in the corner.

if you have team consist of at least 3 of the top 4 class mentioned you are probably fine.

only rule is light/medium armor zerker can not be more than 40% of the total team population
compare to what must have, I would argue that a “no more than X% of certain armor,amulet class” is a better way of saying it

(edited by Elfindale.4836)