The struggle on support in this game at the moment is great, I could talk about every profession, but I only really play Engi so I’ll keep it here. I know this is a long post but I believe it is very important.
One of the builds I’ve been trying to make viable for a long time is Engineer support, they have great support such as might stacking, regen, good heals and condition removers, but overall when I look at guardian they just don’t make the cut. I believe before the trait ‘kit refinement’ got nerfed, we did have a nice support build, dude to the healing field when switching to ‘elixir gun’. Also what I consider support may confusion some people, support to me can mean might stacking, water fields, condi removal, stacking vulnerability, boon removal etc.
Now Guild Wars2 was meant to be the game where every class can fit different roles depends on how they wanted to play, but support is general is out-shined by guardian on every profession, you’ll be every serious wvw party with a guardian, they’ll be needed in fractals and in TPvP.
This is an example build I’ve been using for support:
http://gw2skills.net/editor/?fcAQJAqelIq6ZX3SdF17IRoHF2wqFUh6K6h+tMlB-j0BBUDgE1A5RFRjtIsIas6jYqVER1eFER1SBYi0I-w (this build can be run with cleric, I have tested them both they are really nice, but I feel apothecary is better due to all the conditions you’ll have with this build which will add more pressure).
The add of stability to ‘throw Elixir B’ was great but when Guardians already have two stability skills it doesn’t match up to that standard. We do on one hand have two nice water fields from the ‘healing turret’ which guardians don’t and 4 blast finishers on this build, but to get that we can’t apply any protection to allies which is an amazing boon which guardians keep up almost all the time.
Another fact that our traits down support don’t really benefit each other, from adept to master to grandmaster hurts a lot, the only trait that benefits for support would be normal elixirs. Most times when running support, they’ll be one or two traits I’ll need which are in grandmaster, a prime example of this is ‘Elixir-Infused Bombs’. The traits before that do not help my team in anyway, the closes you can get is ‘Elite Supplies’, and few more med kits every 180 seconds doesn’t really help the team much, alone its fine.
The skill ‘fumigate’ (elixir gun no.3) is an amazing skill allowing us to remove 5 conditions from all our allies, but when you look at traits such as ‘pure of voice’, which converts a condition to a boon it makes me wonder why anyone would want them to only be removed.
I also have some suggestion on how to improve this, yet again only for Engi. I believe more traits that benefit your allies would be great, things like ‘Shielded Mind’ and ‘Indomitable Courage’, maybe a trait improve the trait HGH, as throwing elixirs only give one stack of might it isn’t really giving much to your allies. Using a fire field with your bomb and blasting finishers is a much better way of gaining might, so personally I believe that trait is useless.
I believe we should also get a trait like ‘Strength in Numbers’, maybe something that increases condition dmg, or turn ‘Energy conversion Matrix’ into an trait that events allies. That last suggestion maybe overpowered, but I believe these are ideas that can be taken and re-applied in a better manor. I believe ‘Backpack Regenerator’ could also be a skill that could affect your allies, but it should be similar to ‘Strength in Numbers’, in the fact you can’t stack the trait by having five engineers in one party.
The ‘Bomb Kit’ for support really works nicely, as it gives gd basic damage and condition damage, but I really believe that for no.2, no.4 and no.5 the pulse should healing also, and the Big Ol’ Bomb should heal for more. Besides that I am really happy that you increased the healing by 50% on the bombs, it makes for much better support now!
My last suggestion has to do with the ‘Elixir Gun’, it’s an amazing kit but the traits let it down big time. The fact ‘Elixir Gun’ skills don’t take effect from elixir traits really doesn’t make sense to me. I believe there should also combined ‘Deadly Mixture’ with the trait ‘Fireforge Trigger’, they work so well together but the positions they are in the trait line really do not help. I’m not too certain about this one so don’t attack me if I’m wrong but the ‘Super Elixir’ seemed to have had a reduce on its healing for both impact and pulse from how it was back in 2012 December time. If that is correct I honestly think that may have been a bad move since we cannot have two ‘Super Elixir’ fields down at once since the ‘Kit Refinement’ change.
If there is anything I’ve missed out please comment it down!
Predator | Quip | Flameseeker | Juggernaut
(edited by Black para goner.7612)