Mellowpuff [Champion Hunter]
(edited by Neptune.2570)
Heyyah guise. I’ve been running this lately, while some of will have seen similar builds before, I’ve personally been having a lot of recent success with this exact version here.
http://gw2skills.net/editor/?fNAQNAsYRjMq0raDL+rQ0aACBZVg2tKly9wdBrYlaA-TJxHwABOFAILDEa/BAPBAA
When using your heal combo, start in sword. You should get two leaps off the sword and be able to swap to GS for your third leap finisher, also your moa has a nifty heal on him as well.
You can take unbound spirit’s if you like, but I personally find that there actually more survivable if you cleverly place them, rather then them following you and dying to cleave. Also this free’s up the enlargement slot allowing for extra stab due to the
reduced signet cooldowns.
In short.
Strengths: Perma pretection, stupid amount of evades, plenty of group condi clear, leap finishers on low cooldowns with a water field, nature spirit, 6 second invuln (that doesn’t break capture point) and a handy amount of CC. Especially effective on the larger capture point of foefire
Weaknesses: Can be focused down by a coordinated CC chain (Most builds can), looses out to terrormancers 1v1. Slow at rotating with no swiftness and immobile spirits.
Would appreciate all feedback and if anyone wants to use it, please feel free
(edited by Neptune.2570)
I can see this build failing against zerkbow rangers and high damage ranged enemies in general…
Edit:
Sword has one leap finisher.
Swoop counts as 2 leap finishers; first is the running part, second is the jumping part
It is possible to get a lot of healing with Sword, GS, Leeching sigils and Warhorn.
(edited by solrik.6028)
Where is the perma regen coming from?
and better take bark skin or nature’s voice, since you lack on regen and swiftness
I can see this build failing against zerkbow rangers and high damage ranged enemies in general…
Edit:
Sword has one leap finisher.
Swoop counts as 2 leap finishers; first is the running part, second is the jumping part
It is possible to get a lot of healing with Sword, GS, Leeching sigils and Warhorn.
I’ve actually found it to be most effective againts zerker professions. Lb rangers, thieves, DPS guards and Mesmers are not a threat if they engage solo.
By the two on sword i mean you can use the leap finisher twice, then swap to GS for the third leap finisher in the 10 seconds healing spring is up because of the reduced CD’s. As for swoop counting as two leasp, I didn’t know that, Neat
Where is the perma regen coming from?
I removed the perma regen bit, That was a bit of an exaggeration there, especially after I tweaked it and removed other sources of regen from it. Thanks for calling it out :P
and better take bark skin or nature’s voice, since you lack on regen and swiftness
I’m not really worried about swiftness at this point as the build is definately a node fighter and shouldn’t have to do any skirmishing or much rotating. Can definately swap out for bark skin if preferred though.
(edited by Neptune.2570)
and better take bark skin or nature’s voice, since you lack on regen and swiftness
I’m not really worried about swiftness at this point as the build is definately a node fighter and shouldn’t have to do any skirmishing or much rotating. Can definately swap out for bark skin if preferred though.
I find the lack of regen disturbing, after healing spring you have a 20sec window with no healing (ok maybe moa will decide to heal). 20seconds without heals in a bunker build is alot…and with clerics…Mesmers and engies should kill you easy.. Without swiftness you will have problems catching up to ranged dps enemies (GS mesm, ranger pew pew), and even if with leaps you catch up, you have no reliable way to keep them in place (good cripple is only on dagger 5 which isnt hard to dodge, immob from a spirit that doesnt follow, and 3 out of 4 CC come from your pet)
And with 20sec downtime on heal, you will get kited and killed.
What i see this build being pretty good at, is 1v1 fights with melee classes(warriors, thieves, guards), keeping the node until help arrives. It is also maybe good in teamfights (spirits and healing spring), but without stability….you won’t be able to even res your ally. Lack of on demand stability, and that 20 second window is why terrormancers take you down easy.
I’d like to know if the evades are enough to handle 1v2 with 2 high cd stunbreaks and if the damage is enough to down something zerk ( a guard, a necro or a thief)
(edited by Pelopidas.2140)
and better take bark skin or nature’s voice, since you lack on regen and swiftness
I’m not really worried about swiftness at this point as the build is definately a node fighter and shouldn’t have to do any skirmishing or much rotating. Can definately swap out for bark skin if preferred though.
I find the lack of regen disturbing, after healing spring you have a 20sec window with no healing (ok maybe moa will decide to heal). 20seconds without heals in a bunker build is alot…and with clerics…Mesmers and engies should kill you easy.. Without swiftness you will have problems catching up to ranged dps enemies (GS mesm, ranger pew pew), and even if with leaps you catch up, you have no reliable way to keep them in place (good cripple is only on dagger 5 which isnt hard to dodge, immob from a spirit that doesnt follow, and 3 out of 4 CC come from your pet)
And with 20sec downtime on heal, you will get kited and killed.
What i see this build being pretty good at, is 1v1 fights with melee classes(warriors, thieves, guards), keeping the node until help arrives. It is also maybe good in teamfights (spirits and healing spring), but without stability….you won’t be able to even res your ally. Lack of on demand stability, and that 20 second window is why terrormancers take you down easy.I’d like to know if the evades are enough to handle 1v2 with 2 high cd stunbreaks and if the damage is enough to down something zerk ( a guard, a necro or a thief)
Yeh I have to agree. Without regen it is not much of a bunker, and the 1107 healing is totally wasted.
This is what I am running atm:
http://gw2skills.net/editor/?fNAQRBHfdG2JjK0yiVsgvgQ1iB4EqWBw7XYDaZ3F7AswDIB-TJhHwAPLDA4kAc4JAAa/BA
1. Hard hitting, might stacked pets.
2. Perma regen of 368/s.
3. Perma Regen for allies.
4. Water + fire field with blast finisher.
5. Second on-demand heal with Pet F2 (also for allies)
6. Condi Bomb every 48 seconds.
The only problem is having to heal/regen through conditions but so far it seems to manage just fine.
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