Which profession excels in sticky situations?
In my experience, d/d ele and warrior can run further from a zerg and are more likely to escape, but ele will run out of skills and get killed before war. Guard is terrible for running imo, even with all its blocks and invuln, unless you put speed runes on it (and why would you) it just can’t move fast enough to outdistance eles, wars, thieves, etc.
Too bad you won’t give thief a chance, it’s basically what you’re asking for.
tl;dr you probably want a warrior
Generic shadow arts thief with shadowstep and refuge will get out of any situation, almost every time. Shadowstep stun breaks and creates a gap away from instant CC that could push you out of refuge, while (with the traits) the stealth stack from refuge will clear conditions, heal, and restore initiative to use for movement skills.
Even after infusion of shadow is changed in a few days and D/P will no longer be able to combo infinite stealth, you’ll still be able to add another small stack after refuge ends if you want to hang around in the area. One of my favorite things to do after lost battles for camps is hang out for awhile and cap it myself right after the players that defended it leave.
It’s true that warriors and eles with the right setup can also rapidly move away, but that doesn’t always mean you’ll get out of combat if other players with decent movement keep you in combat speed for a long time. There are dumb or bored players that will chase across the entire map.
I have a condition removal shout healing warrior with the warhorn/sword that basically never dies unless an entire zerg is already on top of me. Add in a greatsword for more lulz of watching a zerg turn around and give up the chase instantly. The only other class that can escape as well would probably be perma stealth thieves but I don’t have any experience with a thief in wvw.
Thank you for the first statement; playing thieves and warriors are a disgrace, specially thieves. Anyways, as far as runnign away goes, warriors are quite good and infuriating. Some other classes which might have a good chance are a well played D/D ele, though thats pretty much all you will have to do since they are kinda (very) underpowered at the moment with all the nerfs to the class and buffs to the other classes. Engi runs away quite fast too, a guardian is deceptively fast with GS and staff, with traveler runes (me). Mesmer with traveler runes is pretty much uncatchable. Though i hate to admit it though, warriors and thieves got the easiest time, and at least you can see the warrior and do something about it (sometimes).
Anyways, it is up to you, all classes can scape if needed but just the same as most classes can die in the same situation. You just gotta know what you are doing and mind your surroundings. Warriors are your best bet if the only restriction you have is thief.
Legendary SoloQ
Thanks for the replies.
I was thinking about Ele because I want to try a profession who can spam AoE damage from the back line. D/D Ele wouldn’t fit that criteria.
At least Warriors can pew pew with long bow >.>
I don’t play engineer myself, but I’m sure it’s best for your needs. I think you’d find the class would fit both your criteria – small group roaming and escaping from sticky situations, plus the ability to rain hell from the back lines.
The grenade kit would give you brilliant damage for the group fighting you describe, and the ability to stealth through combo fields, permanent swiftness from speedy kits, and movement skills like rocket boots or elixir gun leap would be great for survivability.
Have a look on twitch for Jindavikk [sic?] and see if that playstyle would suit you.
I’d certainly want you on my side in WvW!
EDIT: You could also check out Ostricheggs playing WvW on twitch too, some of that is in the GW2 PvP TV channel. As an added bonus, a build like Jindavikk’s or Ostrichegg’s is great for roaming in tPvP too, so you can practise there and enjoy another aspect of the game.
(edited by Siroso.2769)
Disclaimer: I will not play a Thief because I want to retain my dignity…
what does playing a game or any specific class has to do with “dignity”….
looking at your posts, i think you would be better off role playing in DR on TC lol
[Teef] guild :>
(edited by Cynz.9437)
Thief by far
Mesmers / Guardians after
Ele has Mist form to escape and that’s it.
It used to be good, but since they nerfed it and prevented us from healing in mistform it can be a death trap against zergs, as your conditions still tick and you can’t do anything about it. Static field/ Ice Field can slow down people a bit behind you, but if they cleanse their conditions your toasted.
Any class at all if you are a decent player ‘AND’ have a build made for movement.
- Thief, stealth and away (50% extra movement, swiftness on dodge, infiltrator’s arrow, shadowstep)
- Mesmers: similar to thief
- Warrior: gs °3 & °5, swiftness on elite, swiftness on warhorn, leap on sword
- Guardian: Judge’s Intervention, retreat, greatsword n°3 leap, sword n°2 shadowstep
- Necromancer: swiftness on warhorn (cripple enemies), spectral walk, death shroud for extra tanking, signet of locust (25% movement)
- Elementalist: fiery greatsword: n°3 and n°4; staff n°4 air, dagger n°4 air, swiftness on heal while in air, signet giving extra movement speed too.
- Engineer: perma swiftness through kits, has stealth on elixir S (f1-f3), can stealth using smoke bomb + a blast.
- Ranger: don’t know, haven’t played at level 80.
Thank you for the first statement; playing thieves and warriors are a disgrace, specially thieves.
Disclaimer: I will not play a Thief because I want to retain my dignity.
Sun Tzu Art Of War
(1) He who knows when he can fight and when he cannot will be victorious.
(2) If your enemy is secure at all points, be prepared for him. If he is in superior strength, evade him. If your opponent is temperamental, seek to irritate him. Pretend to be weak, that he may grow arrogant. If he is taking his ease, give him no rest. If his forces are united, separate them. If sovereign and subject are in accord, put division between them. Attack him where he is unprepared, appear where you are not expected.
Playing a thief is not disgraceful. If it is in sPvP, I can understand. It is like a duel.
This is World V.S World. It is a war between server to capture points.
A lot of time, as a thief, My main job will try scout for enemy zerg and report to commander when I see them. My secondary job includes keeping certain important areas contested. For example, North Camp or Garrison in Borderlands: If there is a good enough size of enemy zerg trying to attack north camp/garrison and my team’s zerg is somewhere hitting bay or whatever, my job is to report to commander, and then try to keep the area contested so my team can have enough time to defend it. The point is to delay enemy from capturing points.
I am still pretty new to the game and I am pretty sure other classes or profession can do a better job than me as a thief, but the statement that “Playing thief is disgraceful” is not a fair statement for WvW.
edit:spelling and format
(edited by CJames.2354)
My list in order:
Thief
Warrior
D/D Ele
Mesmer
Ranger
Engineer
Guardian
Ele with other weapons
Necro
Getting out of a sticky situation requires speed. The faster a class is the better chance they have to get away. Secondary to that is they have to be able to soak up damage that is hitting them from behind. The exception to this is decoys and stealth since they can effectively avoid damage altogether.
There is a HUGE drop off after Ranger. I would say so big that few ever manage to escape overwhelming force.
“Youre lips are movin and youre complaining about something thats wingeing.”
My list in order:
Thief
Warrior
D/D Ele
Mesmer
Ranger
Engineer
Guardian
Ele with other weapons
NecroGetting out of a sticky situation requires speed. The faster a class is the better chance they have to get away. Secondary to that is they have to be able to soak up damage that is hitting them from behind. The exception to this is decoys and stealth since they can effectively avoid damage altogether.
There is a HUGE drop off after Ranger. I would say so big that few ever manage to escape overwhelming force.
Depends for engineer. If they have bombs, + rocket boots, its pretty easy to get out of sticky situations.
Even rocket boots makes it relatively easy.
Snow leopard ftw
ranger.
for initial disengage
Short bow 3 + lightning reflexs turn and gs 3 on recharge
and then there is the 1h sword a pain to get use to but great at disengaging
fall damage trait produces a soft cc, so i escape alot by running of a ledge then using gs3
It’s obviously Engineer…
Snow leopard ftw
ranger.
for initial disengage
Short bow 3 + lightning reflexs turn and gs 3 on recharge
and then there is the 1h sword a pain to get use to but great at disengaging
fall damage trait produces a soft cc, so i escape alot by running of a ledge then using gs3
Enlighten me please. I don’t see many condi removals.
Mesmer:
Escape:
-portal
-blink
Distract:
-multiple illusions
-phantasms; kite
-GS+Staff ranged
-stealth
Engage:
-Sword; evades, teleport, stunbreak
-Focus; iWarden(reflect, protect, attack). Curtain (pull, swiftness, cripple)
edit:
condition removal: phantasmal disenchanter; nullfield, arcane thievery, mender’s purity.
Ele fits your criteria pretty well:
In zergs, staff has some pretty excellent mobility. Put “turn around” on an easy to hit button, and you can turn around—>fire 4 (burning retreat for 1100 or more with swiftness)—>turn around—>lightning flash—>look back and drop static field/crippling earth. You also have the option to drop your fiery greatsword to get away.
Also, mesmer’s do have a very good, short CD leap in the staff 2-skill. If you hit turn around—>2—>turn around really fast its a free ~600 range leap forward. Combine that with stealth and blink and you can have some fun!
Engies are another great option with grenades. You can nades from 1500 range, easily have perma-swiftness, and take rocket boots for a quick leap. As you keep running, you can look back and keep nading away, especially chill grenades, without stopping your forward progress.
My thief can escape anyone. Easy as heck.
A lot of time, as a thief,
Thats all we needed to hear. Dont try to justify being a disgrace by using fancy words and quoting people. Playing thief in the current state of stealth is willingly accepting they are broken and wanting an easy time.
Legendary SoloQ
Any class at all if you are a decent player ‘AND’ have a build made for movement.
- Thief, stealth and away (50% extra movement, swiftness on dodge, infiltrator’s arrow, shadowstep)
- Mesmers: similar to thief
- Warrior: gs °3 & °5, swiftness on elite, swiftness on warhorn, leap on sword
- Guardian: Judge’s Intervention, retreat, greatsword n°3 leap, sword n°2 shadowstep
- Necromancer: swiftness on warhorn (cripple enemies), spectral walk, death shroud for extra tanking, signet of locust (25% movement)
- Elementalist: fiery greatsword: n°3 and n°4; staff n°4 air, dagger n°4 air, swiftness on heal while in air, signet giving extra movement speed too.
- Engineer: perma swiftness through kits, has stealth on elixir S (f1-f3), can stealth using smoke bomb + a blast.
- Ranger: don’t know, haven’t played at level 80.
Necro is by far the worst at getting outta dodge.
Mesmer/Warrior/Thief – these are the top dogs – my Mesmer can pretty much escape anything if i don’t stuff up… so many dodges, blinks, stealths etc
80 Ranger (3), 80 Warrior (3), 80 Thief (3)
80 Ele (2), 80 Engi (3), 80 Rev (2)
Snow leopard ftw
Surprised no one else mentioned this. If you’re trying to flee the scene of the crime, Norns do it best.
If you’re looking to fight against a sticky situation, I like all the tricks an Engineer brings to the table.
Dragonbrand
Warrior has the most o kitten cards to play and can run away as needed with GS.
on my mesmer I can get away almost at will also.
on my Necro you need to stand up and take it. Getting away in necro can be done but even with movement abilities the lack of stealth or stability really does a number to the class.
guardian is poor at mobility but has the tools to weather I storm so can run away slowly well keeping themselves alive.
It was 2 vs 20 but its ok we got’em both!
I have no idea how Ranger is even in the top 5 on this list.
Warrior 1st above all other classes. It can’t be caught and can get into the mess to deliver its damage and still get out alive.
Thief would be second, but you said no thief.
Mesmer are slippery as all hell and back.
Guardian because they can take a beating.
Engineers can’t be caught by much.
Ele has a lot of tools but isn’t going to go the distance anymore. Still I would say all the heals and such push it above Ranger.
Ranger can get away, but it relies on Swoop to do it and can be easily caught by all of the above classes.
depends on the situation. are you trying to get away? are you trying to stay inside a circle to prevent it from capping? are you causing a distraction for your teammates just trying to keep them busy?
Warriors and thieves are the best at simply getting away
Mesmers are the best at 1vX but not necessarily at preventing point capture due to stealth and distortion don’t claim a point.
Guardian can prob tank/heal while holding a point (no stealth) the longest
D/D ele is a combination of the above. Good at running away, good at 1vX, good at holding points, but not the best at any.
Not sure what OP means by “sticky situations”. I play engineer so it is what I recommend. If someone hasn’t played engineer, one of the least played classes, they’ll probably recommend some other class that is one of the most played. Not many people “get” engineer. I still don’t get it either. LOL!
Founding member of [NERF] Fort Engineer and driver for [TLC] The Legion of Charrs
RIP [SIC] Strident Iconoclast
I’m sure every profession has a method or two to disengage and escape. I know it still boils down to positioning.
By “sticky situations”, I mean scenarios where it is 1vX. Who has the highest chance of retreating, or scaring enemies away? Who can effectively deal with a havoc group raining down conditions and damage on you?
Guardian can survive the initial onslaught. You may stand your ground(no pun intended) and cleanse conditions. However, once the skills go on cooldown, it’s likely over. No foot speed to run away. The non-targeted leaping ability has 600 range only. You are likely to be kited in an attempt to fight back.
With Mesmers, things are easier especially with a PU build. Conditions will still screw you up if you don’t escape the combat zone soon enough.
Warriors are obviously juggernauts.
I’m not familiar with Engis, but I’ve tried to chase one down once. Who know how many boons he had up through the entire chase.
I’m not familiar with Eles either. They can play around with 20 skills, so there’s got to be something for every situation. Is this only the case for D/D Eles? I was hoping a caster.
I’m sure every profession has a method or two to disengage and escape. I know it still boils down to positioning.
By “sticky situations”, I mean scenarios where it is 1vX. Who has the highest chance of retreating, or scaring enemies away? Who can effectively deal with a havoc group raining down conditions and damage on you?
Guardian can survive the initial onslaught. You may stand your ground(no pun intended) and cleanse conditions. However, once the skills go on cooldown, it’s likely over. No foot speed to run away. The non-targeted leaping ability has 600 range only. You are likely to be kited in an attempt to fight back.
With Mesmers, things are easier especially with a PU build. Conditions will still screw you up if you don’t escape the combat zone soon enough.
Warriors are obviously juggernauts.
I’m not familiar with Engis, but I’ve tried to chase one down once. Who know how many boons he had up through the entire chase.
I’m not familiar with Eles either. They can play around with 20 skills, so there’s got to be something for every situation. Is this only the case for D/D Eles? I was hoping a caster.
sounds like mesmer is your best bet
if i play a thief and i don’t run d/p perma stealth or d/d burst am i still allowed any dignity? Or am i just undignified by affiliation?
If the sticky situation is near a tower/keep door – Staff Ele. Mist Form, Vapor Form right back into the gate. Even if you get downed it doesn’t matter.
I have no idea how Ranger is even in the top 5 on this list.
They have one of the fastest recharging escape weapons in the game. Ranger GS:
Swoop which is 1100 movement every 12s (under 10s when traited). The GS also has a blocking ability. Add in the sword and they pick up another 1000 movement every weapon switch which frequently gives the quickness along with a ton of evades. If they are running with the wolf, they have an automated fear, cripple and knockdown. Lastly if they are running a regen spec, they regen faster than any class making them almost impossible to kill on the move. Properly built rangers are REALLY hard to run down.
Depends for engineer. If they have bombs, + rocket boots, its pretty easy to get out of sticky situations.
Even rocket boots makes it relatively easy.
Still slower than thieves, warriors, D/D elementalist and rangers. Not as many escape options as mesmers or thieves. I run down a lot of players but even the most evasive engineers cannot get away from either my warrior or thief. IMO engineers big advantage is that following them is often hazardous to a players health since most of their evasion does good damage.
“Youre lips are movin and youre complaining about something thats wingeing.”
If the sticky situation is near a tower/keep door – Staff Ele. Mist Form, Vapor Form right back into the gate. Even if you get downed it doesn’t matter.
you can now be immobilized in mist form. it’s kittening stupid.
you can now be immobilized in mist form. it’s kittening stupid.
I don’t think you can be immobilized while in mist form but mist form does not cancel out immobilize. If you get hit with an immobilize before mistform, you aren’t going anywhere.
“Youre lips are movin and youre complaining about something thats wingeing.”