General zerg
Mechanics of meta zerg will be ball up, pull and bomb based. This is caused primarily because projectile hate is still very strong like in HoT and classes that have these mechanics seek them out – 100% mitigation and reflect typically to boot. Boon hate (removal of stab) will be high, and with the nerf to pulsing Stab, and the mass influx of stacking Scourge corrupt and Spellbreaker mechanics will make CC very strong again.
Most ideal zerg parties splits will be 1-2 Guards (at least 1 Firebrand), 1 Spellbreaker, 1-2 Scourge, and a filler class. Outside of Firebrand, all these classes can be replaced to an extent. Damage will appear to be heavily condi based but is really a hybrid mix of direct and condi so sustain of mixing toughness and vitality to a point will continue to be key for general stat builds especially since damage will be more burst/lockdown in nature.
Class builds
Firebrand – the pivot of the new zerg because of Heated Rebuke (F1, 3) and (F3, 2) Daring Challenge on a 4s cooldown which is basically a huge pull/taunt CC that can be coupled with GS pull as well. The commander can lead the bomb initially and then pull back some for support/regroup if needed while in Tome of Courage. Mantra Elite will see some use just because of the AoE stun break but RF will continue to be primarily used.
Note, Dragonhunter will continue to see some use for havoc/roaming, single target pull F1 and general survivability. However, DH is more suited in general for older pirate ship meta or when ganking.
Scourge – get used to it. With the heavy boon corrupt and heavy condi cleanse capable, you’ll see a lot of Curses or Blood/Soul Reaping/Scourge meta which will destroy less coordinated zergs. Fear from Shade and AoE staff fear will support CC meta. Shades will have heavy Lifeforce costs (or rather allows some very strong spam) but will be the cornerstone of success or failure to counter a similar sized zerg. I expect to see target limits nerfed soon.
Spellbreaker – Interrupt/CC/boon removal coupled with Firebrand pulls. Hammer and Full Counter and offhand dagger or shield. The return of the melee train meta is heavily influenced based on CC from Warrior after initial clash coupled with the new Elite for melee bomb and supported by Magebane Tether. I do expect the Elite utility to be nerfed from 10s to 6s because of it. It’s going to be fun to play Spellbreaker in the new world melee train initially.
Mirage is extremely strong from a selfish defensive capability and condi damage and in combat mobility aspect. Core Mesmer Veil and Portal utilities will continue to be the role that they play though. Every zerg will want to have a few to fulfill this role but can live without it. More coordinated zergs will continue to win because of initiative and there is a solid role for Mirage to play rez focused while in the heat of it because of mirage evade mechanic not interrupting actions.
Weaver will generally see low game play in WvW. Weaver’s Tailored Vicory is very strong and stances with multi-ammo mechanic are nice but the Sword itself will see low play outside of dueling/roaming where basically passive barrier gain is strong against single targets. Eles will be encouraged to continue to join zergs but just not as Weavers per se.
Renegade will fill similar type builds as Scourge. With CC from Hammer or will fill a lesser form of condi damage role with spammable (but reflectable) AoE bleed spam makes them strong. Mallyx will be able to fulfill the Scourge role of condi clear but ultimately will be more vulnerable than the equivalent Scourge when things go south – better to just lose the condis than to gain a corruptable resistance boon.
Soulbeast will be in odd spot as the base pet disappears when needed now. There will be a lot of shout based/WHaO/Live Fast combo builds but because they ultimately require boons to be effective and with the heavy strip meta incoming, will be seen as a liability in the new meta. If a zerg is heavier ranged base/outnumbers opponent zergs, they’ll continue to do fine. Soulbeast will be highly suited for solo/roaming because of how strong/quickly boons can be stacked quickly and steam role. Good luck all you perma Bearbeast players.
Deadeye will be rare outside of roaming where it’ll be extremely powerful due to more recent Deadly Arts changes on giving Poison stacks on every immobilize. Rifle will see use for the Immobilize/Poison spam until nerfed (couple with Sword mainhand on switch) with supplement mobility/stealth – sorry all, I will abuse until then. Daredevil D/P will continue to be the preferred tag keep/take sentry/general gank build. In zerg, thief will still primarily use SB/Deadly Arts and general outside ganking as normal. Chasing will be less necessary with more spammable CC bombs.
Hah – somehow Holosmith fell off. You can probably figure out why. I do think Holosmith can make a great roaming option but that playstyle is also high risk and in zerg is an auxiliary burst damage role at best. I think the big miss with Holosmith is that I don’t believe it is done in development as the Photon Forge mechanics aren’t made in such a way that they could with interact with other Engineer abilities and traits i.e. Juggernaut, Flame Turret, Flamethrower, Fire Bomb, etc. and even explosives (even if it was just radius at 50+ heat) themes. It feels incomplete just in general.
Other thoughts, Travel
Primarily mount based so less focus on stacking Swiftness and many classes may forego for the equivalent 25% option if available. But with an abundance of Scourges, it may become a coordinated chain Sand Swell (especially if lasting 20s lasts) to hop move around the map (golem rushes and bombs into opponent zergs).
Thoughts?
(edited by Artaz.3819)