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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)