Pets
- Snow leopard
- Lynx
- Shark
- Rainbow Jellyfish
Guide to Success
Weapon Usage
Use Shortbow for great sustainable damage, use the 3rd skill for SB for quick evades, 2nd skill for reducing healing on regeneration based enemies, 4th skill for pinning down targets, and 5th skill to stop spikers/healing/people helping up their friends.
Use the axe defensively, or for the chill. If your Snow Leopard misses his chill, and you NEED the chill to kill the enemy (Elementalist/Guardian/Necro…) switch to axes and use the 3rd skill to inflict quick chill. Use 2nd skill for a shotgun of bleed, use this at close range. Use 4th skill when you’re feeling bored. Use the 5th skill to do raw spike damage, or to gain some protection against ranged attackers.
Utility Skill Guide
You never need to activate Signet of the Hunt, generally speaking, the movement speed will defiantly help you more in fights than a single attack boost. Keep this skill unactivated, and basically use it as a passive buff.
Use flame trap when enemies come close, or to burst down enemies trying to run away. Excellent for combo fields, and also great in team fights. Use defensively, as you need to be on the spot that you use it on.
Zephyr is a great skill for bursting, however remember that you can’t heal during it’s duration. Also remember that it grants quickness to your pet, which can make for unbelievable burst. Make sure to activate it only when your pet is on the target, to ensure maximum damage potential. You can daze the target before popping zephyr to make sure that they are unable to do much of anything.
Entangle is great for ensuring a kill. Make sure to use it at relatively close range though, as it misses. Use it to lock down enemies and kill prime targets. Great in almost any situation.
Healing spring, use it in team fights, and any fight really. It helps your team, and it helps you. Pretty easy to use. You can be brave and pop it down in the middle of a brawl, but be careful not to die from doing so.
Against Classes
Warrior- Keep your distance, use your flame trap. Pop SB skill 5 to stop them from healing too much, or to stop a 100b spike. When finishing, make sure you stand behind your pet so the hammer hits the pet instead of you, so you can finish safely.
Elementalist- Try to keep chill/poison on as much as possible. Keep damage constant at all times, try to pop zephyr once you land a daze, or entangle.
Thief- Not much of a problem, dodge when they first appear, cripple and daze them and finish them off. Flame trap works wonders on these guys.
Engineer- Simply just kill, it doesn’t matter what you use really. If you want to get creative, use whirling defense.
Mesmer- Attack the real one once, and your pet will tend to follow it. Keep damage on the real one, pop daze once you have them out in the open and zephyr burst them down, clones can trigger flame trap which can help for the combo field. damage.
Guardian- Use poison and chill, and make sure to keep your distance. When they do the spinning Greatsword attack, use whirling defense to reflect their projectiles.
Necromancer- Poison and chill again, keep constant damage. When they enter death shroud wait for them to use their channeling ability (They will put their hand up) and then daze it to prevent them from healing/damaging.
Negatives of the Build
No stun breakers, not much raw damage, condition removal can be hard to deal with, relies on pet for some of the damage.
Positives of the Build
Great condition/pet damage, great survivability, amazing mobility, flexible for all situations.
Video
Here’s an example of what you can accomplish with this build. Hope you enjoy it.
(edited by arrownin.3128)