Please get your priorities straight Anet.
Stat increase = gear grind.
Gear grind = no money from me ever again.
Stat increase = gear grind.
Gear grind = no money from me ever again.
Just as a refresher and since I do not know all of them, I figured I would start a post about what class+skill combos are needed in a good zerg and maybe why.
There is a difference between a zerg… and a good zerg. Zergs will never be as organized as a guild group but with some knowledge about what helps the zerg as a whole… maybe the randoms and casuals that visit the forums can learn how to be helpful even in the chaotic zerg.
These are the skills zerg commanders and dedicated WvW players really want and need on classes in order to be successful. There are plenty of other skills that are useful but if you run with these classes at least take ONE of them.
So I wills tart with the ones I know of. Please add more if you want, since I do not claim to know all classes.
:Guardian:
Staff –
skill 4 is Empower and gives large stacks of might to allies. Right before a push this is important to build up the damage since PVT gear is the normal gear for WvW players.
skill 5 is Line of Warding and stops people from crossing. Much more useful in choke points like keep hallways leading to the Lord. This is very strong for wiping the first wave (usually the toughest) coming in by blocking them long enough for defense choke to kill or weaken them enough for the defense group to start getting kills.
Hammer -
Skill 2 is Mighty blow and is used to help build stacks. With a 5 second cooldown it is the quickest blast finisher I know of outside a thieves shortbow. Use this on any and all fire fields and water fields you see. Fire fields stack might for allies and water fields give AoE healing.
Hallowed ground/Stand your ground -
One of these MUST be in your guardian build for any zerg running. Guardians are the backbone of the zerg push and by giving your side stability you enable pushes PAST those deathtrap hallways.
:Mesmer:
Veil –
This gives stealth to allies that go through the veil. During a push you will hear commanders call for veil. This hides you from the enemy so there is a chance their AoE and CC abilities will target the wrong spot and miss your push wasting there skills.
Null Field -
Skill rips ALL boons. So that stability gets removed, Aegis, etc. The zerg with a good Null Field placement wins the push. As a bonus when your own zerg is in it all conditions get removed. No memser in a zerg should be without this skill.
Timewarp (Elite)-
Majorly important for Golem rushes. Gives golems and players (does not effect other siege) quickness for 10 seconds meaning you all attack 50% fast. It can be used in open field zerg vs zerg fighting but will overlap other fields so if you are trying to stack water fields or fire fields do not use it. Out of the default elite skills for a mesmer (non-racial) this should be your choice for running with the zerg.
You missed Guard staff 3, mesmer focus 4, and ele fire dagger 4.
All in all, Zergs down need power to win, they just need bodies that can take damage.
Guard, Mesmer and Eles are considered needs, Engie, Warriors and Necros are tag alongs, and Thieves and Rangers are burdens.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.