(edited by Verock.8234)
Spvp build - need advice / feedback
The biggest problem I’m seeing here is that you have literally 0 access to condition removal. If you get hit by anything, you’re just going to wilt. An engie hits you with blind, freeze, poison, burn, and bleed and suddenly you’re absolutely crippled. Phantasm casts will miss, you can’t move, you can’t heal, and you’re losing hp fast. You absolutely need at least some access to condition removal.
The biggest problem I’m seeing here is that you have literally 0 access to condition removal. If you get hit by anything, you’re just going to wilt. An engie hits you with blind, freeze, poison, burn, and bleed and suddenly you’re absolutely crippled. Phantasm casts will miss, you can’t move, you can’t heal, and you’re losing hp fast. You absolutely need at least some access to condition removal.
Agreed, that’s what I’ve been dealing with. I’ve been thinking about switching out signet of midnight for the condi cleanse mantra.
The biggest problem I’m seeing here is that you have literally 0 access to condition removal. If you get hit by anything, you’re just going to wilt. An engie hits you with blind, freeze, poison, burn, and bleed and suddenly you’re absolutely crippled. Phantasm casts will miss, you can’t move, you can’t heal, and you’re losing hp fast. You absolutely need at least some access to condition removal.
Agreed, that’s what I’ve been dealing with. I’ve been thinking about switching out signet of midnight for the condi cleanse mantra.
And with that change your entire build starts to fall apart. This why signet builds are almost always horrid across the board.
Swapping out signet of midnight substitutes one problem for another. Now you have no stunbreaks, meaning that if a hammer warrior jumps onto you…you just melt. Additionally, it makes blurred inscriptions a completely useless trait. Your only remaining signets are the heal signet and the stun signet. If you use the stun signet for distortion, you just wasted a 45 second cooldown for a 1s invuln. Similar story with the healing signet. If you happen to have a situation where you need a quick heal, phantasm refresh, and invuln…then it’s worth it. Otherwise, you’re wasting functionality in a big way.
The biggest problem I’m seeing here is that you have literally 0 access to condition removal. If you get hit by anything, you’re just going to wilt. An engie hits you with blind, freeze, poison, burn, and bleed and suddenly you’re absolutely crippled. Phantasm casts will miss, you can’t move, you can’t heal, and you’re losing hp fast. You absolutely need at least some access to condition removal.
Agreed, that’s what I’ve been dealing with. I’ve been thinking about switching out signet of midnight for the condi cleanse mantra.
And with that change your entire build starts to fall apart. This why signet builds are almost always horrid across the board.
Swapping out signet of midnight substitutes one problem for another. Now you have no stunbreaks, meaning that if a hammer warrior jumps onto you…you just melt. Additionally, it makes blurred inscriptions a completely useless trait. Your only remaining signets are the heal signet and the stun signet. If you use the stun signet for distortion, you just wasted a 45 second cooldown for a 1s invuln. Similar story with the healing signet. If you happen to have a situation where you need a quick heal, phantasm refresh, and invuln…then it’s worth it. Otherwise, you’re wasting functionality in a big way.
Every build has their counters. So, what you’re saying is that I need to melt them before they melt me in terms of condi-heavy builds?
Any suggestions on improving the build? I’ve been doing well against Necros, for a condi-heavy example, each time I play them. It’s pretty easy to anticipate their moves and interrupt them / distort.
The biggest problem I’m seeing here is that you have literally 0 access to condition removal. If you get hit by anything, you’re just going to wilt. An engie hits you with blind, freeze, poison, burn, and bleed and suddenly you’re absolutely crippled. Phantasm casts will miss, you can’t move, you can’t heal, and you’re losing hp fast. You absolutely need at least some access to condition removal.
Agreed, that’s what I’ve been dealing with. I’ve been thinking about switching out signet of midnight for the condi cleanse mantra.
And with that change your entire build starts to fall apart. This why signet builds are almost always horrid across the board.
Swapping out signet of midnight substitutes one problem for another. Now you have no stunbreaks, meaning that if a hammer warrior jumps onto you…you just melt. Additionally, it makes blurred inscriptions a completely useless trait. Your only remaining signets are the heal signet and the stun signet. If you use the stun signet for distortion, you just wasted a 45 second cooldown for a 1s invuln. Similar story with the healing signet. If you happen to have a situation where you need a quick heal, phantasm refresh, and invuln…then it’s worth it. Otherwise, you’re wasting functionality in a big way.
Every build has their counters. So, what you’re saying is that I need to melt them before they melt me in terms of condi-heavy builds?
Any suggestions on improving the build? I’ve been doing well against Necros, for a condi-heavy example, each time I play them. It’s pretty easy to anticipate their moves and interrupt them / distort.
Necros really aren’t your main enemy as far as conditions go. Engineers are far more dangerous in general for condition load. The key with necros is that they have signet of spite. It’s an attack that can be dodged/invulned, but if they’re doing it right they’ll use it on you when you’re not ready to avoid it, and that single attack will straight up instakill you. It won’t kill you in and of itself, but the enormous load of conditions it applies will lead to your death with 100% certainty.
This is a phantasm/interrupt build, which makes me wonder where exactly it’s being played. Phantasm builds have always been questionable with respect to team fights, and this build is no exception in that regard. You actually have absolutely nothing that boosts the survivability of your phantasms, so they’re just not going to work well. That means you’re a side point assaulter.
As a side point assaulter, you’ll have to deal with the enemy roamers/side point bunkers. The interrupts/invulns could handle a thief reasonably well, provided you play extremely effectively, but an engineer is a massive problem. They don’t really have any particularly important attacks that you can avoid—they just walk up and faceroll a full load of grenades/bombs/etc onto the point. You might be able to dodge one or two, but you’re ultimately going to get loaded up without any projectile defense or condition removal.
You need more defense in general in this build. The invulns really aren’t all that impactful, and they do nothing against nonstop condition spam. Being a phantasm build, you’re pidgeonholed into a side point build, and that means you need to be prepared to deal with side point roamers. S/D thief, condition mesmer, turret engie, condition engie, and d/d or s/d or s/f ele are going to be your biggest problems that you need to be ready to handle.
http://gw2skills.net/editor/?fhAQNAsaRnsISDaWhG2oB3aGR1IM97eMJDSKZ3IA-TpRAwAHOBAAeAAbOEAUOCA92fAdZAA
swapped some of your traits to make condition removal possible and more reliable
you’ll have to give up some stuff
I dropped DE since this is a Phantasm build. and its either BI or CI if you want condition removal, i dropped BI because might on you doesn’t effect phantasm DPS.
Not a build i would run, signets are so useless to my playstyle but maybe it’ll work for you.
“Gw2, It’s still on the Table!” – Anet
I dropped DE since this is a Phantasm build. and its either BI or CI if you want condition removal, i dropped BI because might on you doesn’t effect phantasm DPS.
This is backwards, might on your phantasms doesn’t affect them because phantasms inherit your base stats. Might on you increases your base stats and so transfers to the phantasms.
I love signet builds, but it’s hard to make it interrupt as well.
My suggestions:
1. Take the signet CD instead of the illusions power. This will give you more distortions more often.
2. Take a power based rune instead of krait in order to make up for the above change. Strength, Pack, Pirate etc are all very good options. The addition of so much might makes up for lower lost condition dmg. This isn’t a hybrid condition/power build so you should steer clear of the bleed sigils as well.
3. Here’s the hard part: You need the condi clear, so you need to either get rid one of your interrupt traits. I love CI, but in a power signet build, I think your might stacking should be enough to shorten the fights.
As a poster, I always try to keep your originality when it comes to advice, so the only alternative to point 3 is taking MoR/NullField instead of MoD. Here’s what your build would look like:
http://gw2skills.net/editor/?fhAQNAsaRnsISDaWhGmqB3aGx1YM9JhkCpCo0VM9GA-TZBCwAAOBAUOEAaeCAx2fIcZAA
Also thanks for inspiring me to use that stun sigil on my condi signet build. I’m going to swap out bursting for that and see how it does. A near 4second stun on S.Domination? Absolutely. See my signature for how I set mine up.
“The jealous are troublesome to others, but certainly a torment to themselves.”
(edited by MailMail.6534)