Hello com,
I seem to have found the optimal build for WvW when running with the zerg. I’ll try to share it with you, so you can add your two cents or ask questions about it. Try it out and have fun.
The Zergeneer
http://intothemists.com/calc/?build=-VRw;2sPVg0l6gSFx0;9;4T-JJ-19A;156-08;26o0;36Rk06Rk06ge (copy-paste the link in your browser)
Skills:
- The pistol is our first choice mainly because of skill 3, which jumps over 3 enemies and confuses them for a quite good damage, or disables them for quite a bit. Skill 2 spreads a bit of poison, which is only useful in few v few fights.
The shield in our offhand is the source for 2 good defensive skills, which reflect projectiles, knocks back nearby enemies and stun them aswell. Our regular weaponset only has medium range, which is just enough to switch to in a zergclash, when skills from other weaponsets are on cooldown or when you need the defensive abilities of the shield.
- The medkit is the perfect skill for our purposes. You’ll have to get used to the fact that healing comes by pressing F1, and that you should be switching to it every 10 seconds (or, say, once in a while) so that you can keep on stacking swiftness and might (latter only in a fight) on yourself and up to 5 nearby allies. since the medkit has no cooldown like every other kit, you can use the 6. bonus of the rune of the centaur perfectly. And mobility is a really important thing in WvW.
The bandage packages are useful when trying to get away from somewhere. Together with the passive regeneration from the trait and the F1 Skill, the amount of selfhealing is quite good, even without the eliteskill.
Skill 4 removes only one condition, and is quite annoying, since you’ll have to walk over the little flask you’re throwing right in front of you.
- The granade kit has an extraordinary range with the grandmaster trait grenadier. The granade skills explain their uses by themselves. They’re perfectly well adepted at shutting down chokepoints and cleaning out battlements from a huge range. the F-skill provides a nice spike damage for any use. you should be using this kit alot when in a zergclash, using skill 2, 4 and 5 while other skills are on cooldown.
- The toolkit has a more practical use in melee situations like open field fights. Skill 3 can be a bit tricky to hit, and only hits one enemy, but it hits very hard and punishes the target with a whopping 5 stacks of confusion. Skill 2 is a neat, underrated movementcontrol and also grants a bit of bleeding in an aoe. a good combo would be pulling your enemy with skill 5 to you, popping out skill 2 and hitting it with skill 3, which leads at least a guaranteed dodgeroll or two, or massive damage and conditions. Skill 5 is nice to pull out single individuals out of the enemy zerg, aswell as pulling down dumb enemies from the battlements if they stand wrong. It’s doesnt work very often, but when it works, it’s a guaranteed bag of loot. Skill 4 is very important too, since it grants 3 seconds full blocking, which is enough to run through heavily nuked chokepoints, saving your dodgerolls and your endurance.
- the last utility slot can be used for any skill actually, but there are some recommendations.
- Elixir S - Instant invulnerability for 3 seconds, this doesnt only help while escaping, it also helps when finishing annoying enemies, which can interrupt you otherwise. It also helps running through chokepoints.
- Bomb kit - is quite similar to the granade kit, but with a melee range and therefor for zerg clashes only. Skill 3 and the F-skill are specially good, first one applying a gigantic 5 stacks of confusion to all nearby enemies, which can either deal massive damage or disable up to 5 foes for a good amount of time. The latter knocks a whole bunch of enemies back, which can be a huge advantage for the zerg. The usual disadvantage of simply beeing avoided is negated due to the huge chaos in a zergclash normally. You should also change the first major explosive trait from III (chance of bleeding on explosion) to II (larger bomb radius).
- Rifle turret is an option for capping supplycamps while it has an invulnerability buff, since lifesteal from the combo darkfield-projectile finisher still works, and the F-Skill is a 100% projectile finisher with only 10 seconds cooldown. Use skill 5 from shield (100%), F-skill from toolkit (100%) and pistol 1 (20%), too.
- The eliteskill is simple, supply crate. use as stun if you can, but rather try to place the precious healing turret in a useful and safe spot.
(edited by pza.8024)