s/d + p/p build which may be good.

s/d + p/p build which may be good.

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Posted by: LonelyReaper.8075

LonelyReaper.8075

Copy and paste the link on the browser: (http://gw2skills.net/editor/?fYAQRAqa8YlcmaPHfS5E+5Ex2jemTey9wpGtpdkittenA;T4Ag0CnoqxUjoGbNuak1ssYQxJktIvQmiA)

Traits:
Critical Strikes: 30 ; I, IX, XI
Shadow Arts: 30 ; IV, V, XI
Acrobatics: 10 ; II

Pros:
1) High Sustain dmg
2) High Survivability ( with healing and condo removal)
3) Able to strip boons ( able to go against bunkers)
4) Won’t be kited as p/p can pressure players range
5) Able to interrupt on both weapon set
6) Able to stomp players (most of the time i can even in tpvp)
7)Been able to semi bunker or hold nodes against other bunkers.

Cons:
1) lack out of combat mobility ( signet of shadow or sb #5)
2) Hard time against range if there is too much clutter in between you and your target.
3) Have less evades and invi incorporated into the build combat. ( so you have to be aware of your positioning and cd)
4) hard to escape multiple root and stun from multiple source as you lack shadowstep.

I 1st come out with this build to counter trap ranger semi bunker build as their trap will be a nuisance going melee to deal your main dmg and being kited around and constantly being harass by their pets, bow and condition. So i though of using p/p to force them into melee fight as in term of dmg i win using unload( which i can almost endlessly use with my current build). s/d then come into play to strip their boons and deal large amount of burst through flanking stike 2nd portion of the dmg. It turn out quite well , in almost every fight most ranger will soon go melee against me when i am on p/p and keep their steady amount of healing and protection on will taking on me. which lead to a melee fight where i will start bursting and striping their boons and taking them down.

blinding powder is often used to reposition during the fight and shadow refuge is used to reset fight. Most of them must be well timed as you do not want to be caught with both of them on a long cd. Shadow refuge usually is used when most skill like fear or area knock back that render it useless is no longer offer to your opponent. Dazing with sword is also a good way to prevent have a safe melee combat against your opponent.

In team fight, you often want to be at the outer edge using p/p to pressure and pick out opponent that are a threat to the team fight. I would recommend taking out mesmer, thief, necro and ranger out of the fight 1st as mesmer and their are softer and easier to remove and it seal your opponent dps. Necro as their condition is a nuisance to you and their fear render your shadow refuge useless. Ranger as their traps and ranger support is also a nuisance to this build. Usually once an opponent fall below 50% it is a sure kill with p/p as you will either force them to dodge more to reduce unload dmg with result in more unload that they soon can’t avoid or the dmg increase with executioner will tear through their defense. Finally when there less hindrance, you will swap to s/d to take out the bunkers.

If i rate what the hardest to go against it would be like this:
1) Phantasm mesmer (1v1) (but in tpvp,1v1 is not important)
2) d/dEles
3) Trap/pet rangers (hard and fun)
4) GC backstab thief ( it comes down to if he able to kill you 1st with his burst or yours to him)

all others are fine, phantasm mesmer is almost impossible as you would be wasting time on their phantasm if you try to reduce the dmg done to you and not killing the mesmer. Next is that when you go invi the Phantasm will still track you and atk you the moment you unstealth. Finally, most of this mesmer run lot of defensive utilities like decoy/mass invi and their buying time till their phantasm wear you down. This only happen on a 1v1 situation.

oh yah forgot to add that try to weapon swap often to ramp up on might as you will be able to pressure your opponent better.

This build i find it quite solid, what do others think about it, feel free to comment below.

(edited by LonelyReaper.8075)

s/d + p/p build which may be good.

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Posted by: Mrbig.8019

Mrbig.8019

1. no AoE ( this is actually quite bad)

2. as i said in the other thread, a bunker will eventually take the node from you if you steLth too much.

3. switch those 10 points from acro to deadly arts and pick mug.

as soon as I’ll be able to go back playing (leaderboards moved my old mates to thinking to go back playing, i hope they will) I’ll try a S/D build, but i would personally avoid stealth due to it being too much an hinderance for capping and due to Tactical strike + C&D combo dealing bad damage and not worthy CC after the nerf.

i will probably go with a 10-30-0-30-0 build with heavy ini regen + assassin reward in order to tank damage while dealing good pbAoE with flanking strike.

i would really love to pick up P/P over SB with S/D set, but sadly the short bow is not only better, but also too important due to AoE

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Posted by: LonelyReaper.8075

LonelyReaper.8075

@Mrbig:
1) yeah, lack of aoe but that does fine as long you pick out the target intended, and soon all aoe will be nerf if A-net true to their word.

2) I have fought on nodes and able to force bunkers off the nodes, as said guardian is a quite easy to pick off using this build. Now whether you can out play the other semi bunkers like rangers and ele.

3) Mug don’t help much in this build, mug offer too little utility and with might i can use it to continue pressuring target off the nodes or heal. 5 point into deadly arts is not useful at all to this build whereas 5 point into acrobatic lets you move a bit faster and reposition yourself as i said positioning in this build is key.

Oh and assassin reward is so unworthy it , it heals around 300ish for 5-6 innitiative and is applied after sometime. If your not gonna have a lot of evades incorporate into the build you won’t last long enough to cap nodes with assassin reward sub-par healing.

(edited by LonelyReaper.8075)

s/d + p/p build which may be good.

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Posted by: Frellin.6318

Frellin.6318

I’ve toyed around with a P/P build myself. Tried a number of variations but mostly I end up trolling other players in hotjoin with a P/P trap build. There are certain things it can be effective at but when against quality opponents the set’s weaknesses will be exploited. The P/P build tends to lose to other ranged focused players and it is weak when pressured in melee. You end up using P/P when you are not being focused or an opponent is low on health and you want to pressure them.

It is even more difficult to use for a stealth build. The weapon set lacks reliable methods of re-entering stealth and the pistol #1 stealth sneak attack is a condition damage attack. Focusing on a stealth heavy builds really makes it feel like you are at war with yourself on how you want to play. Believe me, I’ve tried this as well and just never feels like it fits. P/P can’t seem to make up its mind if it wants to be a Power/Crit %/Crit damage set, a Power/Condition damage set, or a Crit %/Condition Damage set.

I do believe P/P is a good complementary weapon set to S/D but S/D will end up being your primary weapon set more often than not. The biggest downside to P/P is the lack of mobility. Yes, giving up AoE can be tough at times but the mobility of the Shortbows #5 skill is just too good. It is very useful for getting around the map on almost every sPvP map.

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Posted by: Lukrath.6982

Lukrath.6982

P/P is fun and has extremely high single target from a distance. to me it all depend what your role in the group is, generally i am picking off targets one by one so its great for tht. if ure hammering the whole group id definitely say kittenbow is better tho

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Posted by: Lukrath.6982

Lukrath.6982

i said shortbow….

s/d + p/p build which may be good.

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Posted by: LonelyReaper.8075

LonelyReaper.8075

I’ve toyed around with a P/P build myself. Tried a number of variations but mostly I end up trolling other players in hotjoin with a P/P trap build. There are certain things it can be effective at but when against quality opponents the set’s weaknesses will be exploited. The P/P build tends to lose to other ranged focused players and it is weak when pressured in melee. You end up using P/P when you are not being focused or an opponent is low on health and you want to pressure them.

It is even more difficult to use for a stealth build. The weapon set lacks reliable methods of re-entering stealth and the pistol #1 stealth sneak attack is a condition damage attack. Focusing on a stealth heavy builds really makes it feel like you are at war with yourself on how you want to play. Believe me, I’ve tried this as well and just never feels like it fits. P/P can’t seem to make up its mind if it wants to be a Power/Crit %/Crit damage set, a Power/Condition damage set, or a Crit %/Condition Damage set.

I do believe P/P is a good complementary weapon set to S/D but S/D will end up being your primary weapon set more often than not. The biggest downside to P/P is the lack of mobility. Yes, giving up AoE can be tough at times but the mobility of the Shortbows #5 skill is just too good. It is very useful for getting around the map on almost every sPvP map.

I believe i stated above the build revolve around both weapon set to bring out the best in this build. Its a zerker build with main focus is unload dishing out load of dmg and i have 2 stealth to help it reposition and dodge with swiftness. Sneak atk is just a bonus with deal high dmg up front as it hit around 5-6 and with can hit quite hard with zerker build.

Shortbow is nice, but this build is breaking the mold and trying another play style, which don’t utilize mobility. Shortbow though is nice but it means u must have initiative regen and you can’t get straight into a fight as you don’t have initiative on the get go. Unless u spec for initiative on weapon swap and that practically a d/d backstab build.

So yeah, this build goes out of most thief comfort zone to bring a different style to the game.

s/d + p/p build which may be good.

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Posted by: daydream.2938

daydream.2938

Phantasm mesmers can be really good at 1on1. But they are kinda trash in tournies.

s/d + p/p build which may be good.

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Posted by: LonelyReaper.8075

LonelyReaper.8075

they don’t bring enough to the team and the phantasm just die too quickly in aoes.