My Longbow tPvP Guide: http://tinyurl.com/Longbow-tPvP (out of date)
(edited by JoakimFA.4713)
Yoshioka from Sea of Sorrows here with a guide of my main build which I run as a Longbow Warrior (Calamity is simply the name I’ve given to it haha). I felt I might as well post up my build since a lot of people I play against ask me what my setup is etc. etc.
I was never originally planning to post my build because I want to keep the uniqueness in my character and playstyle, but by the looks of the state PvP is in, I do not think I will be continuing to PvP often, let alone play GW2.
Before I get into things, I just want to point out that by no means do I consider myself a “pro” of any sort so don’t expect anything too perfect ^^
Why play a Longbow Warrior?
Longbow, from what I’ve seen so far, is not exactly the first choice weapon used by Warriors in tPvP. After the Haste nerf, I’ve seen a large amount of Warriors (as little as there are in tPvP) running Hammer. Of course there is the occasional Longbow and Sword Warrior, but I’ve rarely come across those.
So what’s the point?
Longbow warriors offer a good amount of AoE damage solely from the Combustive Shot AoE. A lot of people really underestimate the power and damage of it, and before the know it, they’re being burnt like chicken.
“DON’T STAND IN THE FIRE”
Furthermore, Arcing Arrow provides a 3 stack of Might when shot through a combo field which not only helps your team, but if needed, you can easily gain those 3 stacks by shooting it at yourself. Longbow Warriors offer a decent amount of burst capabilities, but depending on how you’re built it can be very situational.
Where this build shines:
This build utilizes insane Critical Chance levels and Increased Critical Damage while still maintaining a good amount of Condition Damage.
Where this build lacks:
Primarily in defensive stats. Toughness and Vitality is fairly low so you will be somewhat squishy. It also forces you to use a 3 signet utility setup. So if you are a fan of Banners, Shouts and Stances, then you may not enjoy playing this build haha.
(edited by JoakimFA.4713)
Calamity
Build:
http://gw2skills.net/editor/?fIAQNAT5ejgOBvtQ+OMxBCThicekEqQe1D70G5A;TsAg1CnoqxUjoGbNuak1s+YQxGBA
Overview:
I will start of with the Amulet and Runes as this is what I feel is the most important part of this build. Rampager’s Amulet is honestly an absolute monster. It doesn’t provide as much condition damage as Carrion or Rabid, but the insane amount of Precision it gives makes up for that small loss. Furthermore, it gives a nice boost to Power as well as Vitality. The Berserker Jewel is added primarily for the 5% increased Critical Damage but the Power obtained from it is also really helpful.
Divinity Runes are used because it’s a perfect all rounder rune to use, and the increased Critical Damage is essential.
Traits
[Strength: 10]
Adept Minor: Whatever, it’s not essential but take it for what it’s worth.
Adept Major V: By running with Sigil of Fury, uptime on Adrenaline is usually really, really high. Plus with 30 in the Discipline tree, Burst skills will cost less hence a guaranteed 3% damage increase.
[Arms: 30]
Adept Minor: The best minor trait in this whole tree.
Adept Major III: I CANNOT STRESS HOW IMPORTANT THIS IS. Yes, Caps Lock was necessary. 50% increased duration on bleeds is epic. If the opponent has no condition removals at the time, Pin Down will eat them alive. Furthermore applied bleeds from the Adept Minor (and it will proc often due to the insane Precision offered by Rampager’s Amulet) will last longer and will be easier to stack.
Master Minor: That’s reaching almost 80% Critical Chance with Signet of Rage for your Combustive Shot. And believe me, Combustive Shot hits hella hard.
Master Major V: Not exactly an essential in the tree, but it’s always nice to have a few stacks of Vulnerability applied. It is possible to swap it out, but to be honest, there isn’t much choices that are available.
Grandmaster Minor: Hell. Yes.
Grandmaster Major XI: With the insane amount of Critical Chance in this build, that Adrenaline bar will be filling up and since its coupled with Strength Adept Major V, it leads to MOAR DAMAGE!
[Discipline: 30]
Adept Minor: More Adrenaline? Yes please. And with this build you should be finding yourself weapon swapping often.
Adept Major VI: If you haven’t looked at the build already, it runs 3 signets. A reduced cooldown on them means:
1) Faster complete condition removals
2) Faster uptime on Burst skills and full Adrenaline
3) Very high uptime on Might and Swiftness thanks to Signet of Rage
Master Minor: I cannot stress how good this trait is. Fast weapon swaps means you can easily weave in and out of defensive skills and your Longbow when needed to. It also means more Adrenaline due to Adept Minor.
Master Major V: Pretty good I suppose. More Critical Chance cannot hurt, but it is possible to swap this one out if you find it not as beneficial as something else.
Grandmaster Minor: Might. Is. Always. Good.
Grandmaster Major XII: One of the best traits in this tree. This means that when using your Burst skill on 3 bars of Adrenaline, it will only consume 2. This not only makes it easier to build up Adrenaline again (if Signet of Fury is on cooldown) but it also means a 100% uptime on both Strength Adept Major V and Discipline Master Major V. Brilliant trait this is.
Weapon Setup:
Longbow of [Air]: Well, it’s a Longbow build so… yeah…
Sigil of Air is used as this build has high Critical Chance. This means that it will be proccing often. The damage from this Sigil is nothing to laugh at.
It’s possible to swap it out for Sigil of Fire, but I think Sigil of Fire does less single target damage as it is an AoE effect.
Main Handed Mace of [Energy]: Mace is certainly a really epic weapon. The Burst skill of mace is orgasmic and with high uptimes on Adrenaline, it’s possible to be using this often. Mace #3 is also a really fantastic skill as interrupts are always good.
Off handed Shield of [Paralyzation]: I’ve been playing the Warrior class in PvP for as long as I can remember, and I always find it essential to run with a Shield. Shield #4 and #5 are just so useful when playing defensive.
Sigil of Paralyzation is used to increase duration on Shield #4.
Utilities
#6 Mending: Best heal for Warriors. Any sort of Condition removal is good.
#7 Signet of Stamina: It is possible to substitute this for something else, but to be honest having a signet that wipes out all conditions on use is essential. Warriors are already struggling with the fact that we get absolutely destroyed by conditions so why not?
#8 Endure Pain: You’d be a fool to run without it.
#9 Signet of Fury: Insta 3 stack Adrenaline. With a lot of damage coming from Combustive Shot, you want to keep it up as much as possible. This signet makes it possible.
# 0 Signet of Rage: Cause the other elite skills of Warrior are garbage.
Playing this build
I’m going to quickly point out the main things you should know, in case there are new people reading this guide.
1. Don’t back peddle when kiting. Use strafe to run away from the target. It’s still possible to shoot while strafing at a certain angle from the enemy so use that to your advantage.
2. Key-binding allows better circle strafing. CIRCLE STRAFE WHILE KITING GOD kitten Don’t infinitely kite away in a straight line. This is especially important when fighting on a node.
2.5. Don’t use your kitten keyboard to turn. Enemies can get behind you easily and destroy you. Use your mouse!
3. Use your defensive cooldowns wisely. As obvious as this is, one misuse of Endure Pain and that is the end for you. This build doesn’t rely on defensive skills (as much as we have) and is somewhat squishy.
So yeah, to the playstyle.
This build is a medium ranged to close ranged damage build. While of course it is always good to stay as far as possible from the opponent to avoid getting hit, staying within a close proximity (just outside of melee range) is helpful to Arcing Arrow yourself (explained above) for that extra Might. Staying in close proximity also means that melee classes will have no choice but to fight you in that area without the need to chase after you.
USE THIS TO YOUR ADVANTAGE.
If you use Combustive Shot and you constantly kite the enemy inside of it, they sit in the full duration of it and get cooked like KFC. Of course it takes practice to be able to kite only just within a range that avoids melee attacks but is also of close length to the enemy, but practice makes perfect.
Initiating and Fighting Battles
You want to use Signet of Rage as soon as it’s up, all the time. Swiftness is great for roaming points (No, don’t even try bunker with this build, let alone this class. Leave it to the Guardians.) And the duration of the buffs last for a very long time.
When engaging fresh – that is, all cooldowns are up and you have 0 adrenaline, you want to use Signet of Fury at the start of the battle. But be careful, if you are not considered “in combat” your adrenaline will fall gradually.
Using Signet of Fury right of the bat will allow you to use your Combustive Shot straight away.
I don’t want to say there is a rotation in this build, rather than a set of priorities for what skills to use. This list is as follows (#1 being the most important):
Pin Down deals a lot of damage and the immobilize will force the enemy to use a condition remover otherwise he will not only cop the bleeds you applied to him, but he will be stuck in your Combustive Shot for as long as he is immobilized.
Arcing Arrow is a strong muddakittena. When it crits, you can easily deal 3-4k.
Fan of Arrow and Smoldering Arrow should be used whenever it is up. It act’s as a filler between cooldowns of your primary hard-hitting skills.
Surviving Battles
If you find yourself in the need to go defensive immediately switch to Mace and Shield. Depending on the situation, you can either use Signet of Stamina, go straight into Shield #5, or use both. When Shield #5 runs out you can use Mace #2 for that extra block. From there if you are capable to continue with DPS, you can switch back to Longbow.
You may have noticed I didn’t say to use Endure Pain.
SAVE ENDURE PAIN FOR DIRE SITUATIONS.
For example, when a Theif initiates his burst combo. Use it then.
Don’t just use Endure Pain at any time you want. Honestly. I can’t stress how important timing is with this skill.
Controlling your opponent
With this build, it is possible to make an opponent completely useless for a long amount of time. Shield #4, Mace #3 and Mace Burst can be chained together in order to interrupt and stop any attacks being dealt. It also puts a high amount of pressure which could force them to use a stun breaker.
(edited by JoakimFA.4713)
Tips and Tricks
Arcing Arrow (as mentioned many times) when used in a combo field will give anyone in that field 3 stacks of Might. Use this as often as possible. Set Combustive Shot on the enemy area (works better if against a melee class) and run towards the AoE radius just enough so that you consecutively:
1. Are out of range from melee attacks
2. Inside the radius of Combustive Shot to grant yourself Might
3. Able to damage your enemy when using Arcing Arrow
Sometimes using Signet of Fury to gain a 3 bar Mace Burst is good. Chaining your defensive CCs is a lockdown technique which unsuspecting enemies fall to. The combo usually goes something like:
Signet of Fury (or don’t use it if you already have 3 bars of Adrenaline) >
Shield #4 > Keep bashing Mace #1 while waiting for duration of stun to end >
Mace Burst > Keep bashing Mace #1 while waiting for duration of stun to end >
Mace #3 > Weapon swap back to Longbow
Closing Statements
As imperfect as this build is, I just wanted to share it with the rest of the population of PvPers out there. By no means is it meant to be an ultimate build, but I have found it quite useful and good for tPvP roaming and point capturing. It is capable of strong damage in 1v1 and 2v1 situations, but the lack of defensive stats means you need to rely on timing and evades to stay alive in a battle. It is not an easy build to run. Anyway thanks for reading this guide and of course, leave any feedback which may help not only me, but other people reading.
(edited by JoakimFA.4713)
Ah, so you’re that really good longbow warrior I versed the other day. You put up a good fight despite the fact that warriors are currently the most underpowered class in Tpvp. Your build seems very solid, most warriors won’t expect Longbow as their main weapon of choice, while the mace/shield for defensive play. This must be the revolutionary build that replaces GS, axe/shield!
(edited by Ken.9018)
I have a couple questions:
How does rampager amulet compared to berserker amulet? Would you say the additional condition damage outweighs the crit damage you get on the berserker amulet? (also if you run zerker, would 30/0/0/10/30 be a better option then 10/30/0/0/30)?
What’s the benefit of running mace in your second set instead of sword? Mace has a block, but sword has a leap along side better condition performance.
Overall nice write up!
I have a couple questions:
How does rampager amulet compared to berserker amulet? Would you say the additional condition damage outweighs the crit damage you get on the berserker amulet? (also if you run zerker, would 30/0/0/10/30 be a better option then 10/30/0/0/30)?What’s the benefit of running mace in your second set instead of sword? Mace has a block, but sword has a leap along side better condition performance.
Overall nice write up!
Zerker amulet is not a bad decision overall. But, I prefer having a nice balance of condition damage as well. From what I’ve ran though, Rampager’s is more beneficial simply because of the higher Critical Chance which this build is based upon.
Zerker would mostly support a 30/0/0/0/30 build with 10 being your own preference, assuming you want to go all out power haha.
As for a Mace over Sword, Mace Burst skill is honestly just amazing. This build has very little defensive cooldowns so being able to CC the opponent as much as possible is certainly useful. Switching to offset in this build should usually be done when CCs are needed or you need to play defensive. Very rarely do I switch to Mace to deal damage. The damage output of Longbow is steady enough, in my opinion, to run without the need for a second offensive offset. Chaining Mace with Shield CCs is a highly effective technique not just for solo play, but also in a team battle where you want to focus on, lets say, a bunker. Being able to lock that bunker out from his skills = no defensive skills used = death.
(edited by JoakimFA.4713)
http://gw2skills.net/editor/?fIAQNAT5ejgOBvtQ+OMxBCThicekEqQe1D70G5A;TsAg1CnoqxUjoGbNuak1s+YQxGBA
Is what I’d do for a condition dmg split.
Flurry is just clutch for landing the full fan of fire and arcing arrow, you get another leap for the fire field too. 3 stacks of confusion for 6.5s on interrupt is just a personal thing, shield bash and ‘fear me’ both applying it is useful since both are solid, solid interrupts.
Of course, doom sigils is just wonderful to keep pretty constant poison on the guy and the vuln on crit for more cover conditions.
But yeah, flurry/fan of fire/arcing arrow hits like a truck… flurry can top 2k phys dmg on a medium target, fan of fire about 1.3~k, and arcing arrow roughly the same… that’s like a 4.6k phys dmg and 7~k in condi dmg. All on 10 or shorter second CDs.
It’s an entertaining spike.
(edited by garethh.3518)
http://gw2skills.net/editor/?fIAQNAT5ejgOBvtQ+OMxBCThicekEqQe1D70G5A;TsAg1CnoqxUjoGbNuak1s+YQxGBA
Is what I’d do for a condition dmg split.
Flurry is just clutch for landing the full fan of fire and arcing arrow, you get another leap for the fire field too. 3 stacks of confusion for 6.5s on interrupt is just a personal thing, shield bash and ‘fear me’ both applying it is useful since both are solid, solid interrupts.
Of course, doom sigils is just wonderful to keep pretty constant poison on the guy and the vuln on crit for more cover conditions.But yeah, flurry/fan of fire/arcing arrow hits like a truck… flurry can top 2k phys dmg on a medium target, fan of fire about 1.3~k, and arcing arrow roughly the same… that’s like a 4.6k phys dmg and 7~k in condi dmg. All on 10 or shorter second CDs.
It’s an entertaining spike.
Sounds great really. I might try running with Sword more and give it a go when I find time to log on and test things out. But I think I’ve become too stubborn to change Mace. I’ve fallen in love with it already
Not sure if the link to the build is correct, but the build you linked takes me to Calamity :/
Just wondering if you have tried hammer for the other weapon set instead of mace/shield and how’s the combination between Longbow and Hammer
Just wondering if you have tried hammer for the other weapon set instead of mace/shield and how’s the combination between Longbow and Hammer
Hammer is not a bad combo either, however running with this build means the only damage negating skill you have is Endure Pain. While hammer does a lot of damage as well as very good CCs, I don’t think its worth the sacrifice of what Shields have to offer.
You might consider investing 10 points in Tactics to pick up http://wiki.guildwars2.com/wiki/Stronger_Bowstrings
Not only does it increase longbow range to 1200 (which you don’t really care about), but it converts the #1 and #2 skills to be 100% combo finishers for each projectile; meaning you can put really long burns on your target.
You might also swap Mending for Healing Surge, which in my experience removes the need for Signet of Fury.
You can get back the condi cleansing that Mending provides either with Runes of Lyssa, or Shake it Off, or both.
I’ve tried running a longbow warrior, but I have difficulty in 1v1 scenarios, especially against bunker builds. Perhaps it’s because my offset was sword +warhorn.
How do you handle those situations? Do you go defensive and try to regroup with your teammates quickly? Or do you find you can 1v1 very well with this build?
Thanks!
Ahhh I’ve been wanting a Longbow build for awhile, so thank you for posting this.
You might also swap Mending for Healing Surge, which in my experience removes the need for Signet of Fury.
You can get back the condi cleansing that Mending provides either with Runes of Lyssa, or Shake it Off, or both.
That Stronger Bowstrings thing sounds really interesting o.O (but it’s just a bug, no?)
I personally do not like running Healing Surge simply because I cannot use the adrenaline gaining feature when I really need to. Some (or usually most) situations I want to gain all my adrenaline, but the need for a heal is useless. So either wasting a heal to gain that adrenaline, or using the heal cause you need to but are already at full or close to full adrenaline is kinda pointless imo. But the idea of running Divinity runes is for the increased critical damage which this build needs since it runs Rampager’s instead of Zerkers.
I’ve tried running a longbow warrior, but I have difficulty in 1v1 scenarios, especially against bunker builds. Perhaps it’s because my offset was sword +warhorn.
How do you handle those situations? Do you go defensive and try to regroup with your teammates quickly? Or do you find you can 1v1 very well with this build?
Thanks!
If anything, I absolutely LOVE 1v1 situations :P
(Sometimes I come out victorious from a 2v1 situation because my AoE burns just eat both players alive as I kite them around)
Your offset might possibly be the reason for less survivability, but in general Longbow Warriors are tricky to play well. The idea is to pump out as much damage as you can.
From my experience, the longer the fight is the more of a chance you have of losing, so try your best not to drag out fights. This is simply because of the lack of sustaining skills we have. So once all our defenses are used up, you either have to survive the 20 or odd seconds (assuming you are running Sheild) or even up to 90 for Endure Pain.
While I agree, Bunker builds are usually very difficult., but still very possible.
Just keep practicing!
can always switch in bolas if you really want someone not to move out of your field
I’ve started fooling around with warrior. So far I’ve gotten this:
http://gw2skills.net/editor/?fIMQNBjYDrE0RqzWHyOYyJAQFsy8woiI6UIpkizMD;TsAgyCuoqyUloKbVuqkVtCY4x2DA
and I really like it. I feel like having a heal that removes 2 + 3 conditions covers me on that side while having all kinds of interupts is just great.
Possibly my favorite 1v1 combo is: Bull Rush, Fan of Fire, Kick, Pin down, Combustive/Arcing shot, bola, and if he isn’t dead yet, weapon swap and rush him with my sword.
Kind of sad that the Warrior is better with the Longbow then the Ranger is. haha!
So you are a cluster bombing thief without any of the stealth/mobility/utility and with hard cooldowns?
So you are a cluster bombing thief without any of the stealth/mobility/utility and with hard cooldowns?
No, but I am a Warrior. A class that’s considered to be of the lowest tier in PvP.
Sorry my build does not meet your standards, Sir.
It’s different, this warrior build has a combination of good Condition damages (2 most damage dealing conditions, bleeds and burns), and crit. Cluster bombing thief’s condi damage is very weak
You’re zero armor makes me think any class will just murder you. This is rather glass cannon and you got no stability at all only 1 stun breaker on a 90s CD. Also your melee capabilities are rather poor so a melee thief will eat you alive. I’m hesitant on using a bow since I think you can just move left/right quickly and all your autoattacks will miss (I do this to rangers).
I think your build only works if you play ranged only while letting your teammates tank everything but alone you will lose to everyone.
You’re zero armor makes me think any class will just murder you. This is rather glass cannon and you got no stability at all only 1 stun breaker on a 90s CD. Also your melee capabilities are rather poor so a melee thief will eat you alive. I’m hesitant on using a bow since I think you can just move left/right quickly and all your autoattacks will miss (I do this to rangers).
I think your build only works if you play ranged only while letting your teammates tank everything but alone you will lose to everyone.
I wholeheartedly agree with what you’re saying, but thieves need to be in melee range to attack in which they are forced to stay within my Combustive Shot. And that alone is enough to do a LOT of damage. Yes, as mentioned, this build is quite squishy and isn’t easy to play. This build is not a melee build so I don’t know why you think so. If you are referring to Mace and Shield, that setup is purely for defensive purposes only. Again, as mentioned above (if you read the whole guide) I state that this build does purely rely on defensive cooldowns or utilities to survive, but how well we are able to time our CCs and when to use them at the correct moment.
As I also mentioned in my guide, it is possible to swap out a couple of things which you would prefer to use. In other words, this build is very flexible. For example, if you want more stability, you can swap out Signet of Stamina for Balanced Stance etc. etc.
You’re zero armor makes me think any class will just murder you. This is rather glass cannon and you got no stability at all only 1 stun breaker on a 90s CD. Also your melee capabilities are rather poor so a melee thief will eat you alive. I’m hesitant on using a bow since I think you can just move left/right quickly and all your autoattacks will miss (I do this to rangers).
I think your build only works if you play ranged only while letting your teammates tank everything but alone you will lose to everyone.
I wholeheartedly agree with what you’re saying, but thieves need to be in melee range to attack in which they are forced to stay within my Combustive Shot. And that alone is enough to do a LOT of damage. Yes, as mentioned, this build is quite squishy and isn’t easy to play. This build is not a melee build so I don’t know why you think so. If you are referring to Mace and Shield, that setup is purely for defensive purposes only. Again, as mentioned above (if you read the whole guide) I state that this build does purely rely on defensive cooldowns or utilities to survive, but how well we are able to time our CCs and when to use them at the correct moment.
As I also mentioned in my guide, it is possible to swap out a couple of things which you would prefer to use. In other words, this build is very flexible. For example, if you want more stability, you can swap out Signet of Stamina for Balanced Stance etc. etc.
Only used thief as an example, but I’m talking about general melee classes will be able to get in your face and you don’t have much melee threat for them to back off. I’ve always looked at shield to be used as a gapcloser and to create openings (shield bash). The shield itself has no way to give you some breathing room, your mace burst does but that just gimps your bow’s one. I haven’t mentioned this but wouldn’t you lose to other ranged class? Bow’s burst is incredibly unrealiable since you need people to stand in it for the entire duration for it to be effective? I know most people will just dodge roll out and take only a bit of burn damage, I’ve always liked rifle because there is no dodging, all the shots are fast and only dodgeable by running behind terrain or dodging. Rifle also lets you maintain good position, you can snipe on a cliff and smack people back down when they run up to you with rifle 5.
You’re zero armor makes me think any class will just murder you. This is rather glass cannon and you got no stability at all only 1 stun breaker on a 90s CD. Also your melee capabilities are rather poor so a melee thief will eat you alive. I’m hesitant on using a bow since I think you can just move left/right quickly and all your autoattacks will miss (I do this to rangers).
I think your build only works if you play ranged only while letting your teammates tank everything but alone you will lose to everyone.
I wholeheartedly agree with what you’re saying, but thieves need to be in melee range to attack in which they are forced to stay within my Combustive Shot. And that alone is enough to do a LOT of damage. Yes, as mentioned, this build is quite squishy and isn’t easy to play. This build is not a melee build so I don’t know why you think so. If you are referring to Mace and Shield, that setup is purely for defensive purposes only. Again, as mentioned above (if you read the whole guide) I state that this build does purely rely on defensive cooldowns or utilities to survive, but how well we are able to time our CCs and when to use them at the correct moment.
As I also mentioned in my guide, it is possible to swap out a couple of things which you would prefer to use. In other words, this build is very flexible. For example, if you want more stability, you can swap out Signet of Stamina for Balanced Stance etc. etc.
Only used thief as an example, but I’m talking about general melee classes will be able to get in your face and you don’t have much melee threat for them to back off. I’ve always looked at shield to be used as a gapcloser and to create openings (shield bash). The shield itself has no way to give you some breathing room, your mace burst does but that just gimps your bow’s one. I haven’t mentioned this but wouldn’t you lose to other ranged class? Bow’s burst is incredibly unrealiable since you need people to stand in it for the entire duration for it to be effective? I know most people will just dodge roll out and take only a bit of burn damage, I’ve always liked rifle because there is no dodging, all the shots are fast and only dodgeable by running behind terrain or dodging. Rifle also lets you maintain good position, you can snipe on a cliff and smack people back down when they run up to you with rifle 5.
If a melee class gets in my face, I circle kite?
What you just think I sit there with my mace bashing them? lmao.
THIS IS NOT A MELEE BUILD. ITS A RANGED BUILD PLAYED IN A SHORT RANGED MANNER. IN THIS SENSE YOU ARE AT CLOSE RANGE BUT YOU ARE NOT WITHIN MELEE RANGE TO GET HIT.
When it comes to ranged classes, I always try and get within melee range with them. Why? So they are either forced to kite (which hinders them from outputing as much DPS as possible), and makes it so much easier to rely on positioning to help me survive. i.e dodge rolling through them and circling them etc. Either that or they sit in the Combustive Shot. Most pure ranged classes will suffer in a melee situation unless they are built for situations like those.
It’s a really odd way to play, I know, so it’s not surprising to see concerns.
The only real problem I have is against shortbow Rangers. But now a days, who doesn’t :/
But out of curiosity, have you even tried this build?
p.s. I’d rather be roaming and taking over nodes than sitting on a cliff picking of stragglers . Camping on a node is a no-no, cause as we both know, once you get focused as a Rifle warrior, its game over.
What melee class? Rigt now, only good melee classes are thieves and guardians, and thieves does the most pressure anyway. Also, somebody’s unfamiliar with Longbow skill’s pindown which keeps the enemy inside the burst’s aoe. Anyway I find rifle terrible compared to Longbow because other than the knock back Rifle has to offer, it’s pretty much got nothing else, and then there’s kill shot which does insane damage but it is easy to dodge because of the ridiculous charge time. Overall, I think Longbow is a better weapon for Tpvp because of the control it has, like blind, immobilize, while you can circle strafe around your enemy in burst, which is much more mobile and useful compared to rifle’s “OH I’M GOING TO CROUCH AND KILLSHOT YOU NOW, MAKE SURE YOU DON’T INTERRUPT ME OR EVADE.” Besides, have you ever played rifle in Tpvp? It is terrible because you only have the knock back to save you, once you’re targetted, you die because most utilities are damage or for burst set up, with barely any survival utilities with any rifle builds.
(edited by Ken.9018)
As a thief with condi removal I find that there is only 1 attack from LB that hurts and it’s the #3 button. Easily avoidable and slow attack.
I have enjoyed beating all these new LB warriors without ever worrying about getting bursted down. Thanks for making post and making warriors even easier to put pressure on and kill!
“new” LB heh, been around for a while if only for badge farming.
I didn’t mean that LB was new. I meant that I am seeing a lot more warriors using it now.
While LB isn’t new, it’s new for some warriors to use it as a primary weapon set.
I suppose, I only use it for badges or for sieges where hammer /sword warhorn dont work too well. and LB is weak against anything that gets close
Oh a bad range spec. Yeah, I’ll just sit here and laugh when any other class destroys you with a tiny amount of cc.
It says Tpvp, not WvWvW
Oh a bad range spec. Yeah, I’ll just sit here and laugh when any other class destroys you with a tiny amount of cc.
Then feel free to write your own guide to show an actual viable build (in your eyes anyway). Please leave the link when you’re finished.
:) xx
(edited by JoakimFA.4713)
Ah, so you’re that really good longbow warrior I versed the other day. You put up a good fight despite the fact that warriors are currently the most underpowered class in Tpvp. Your build seems very solid, most warriors won’t expect Longbow as their main weapon of choice, while the mace/shield for defensive play. This must be the revolutionary build that replaces GS, axe/shield!
I versed both you and Yoshioka a week or two back. You were that thief (Malfis) who hit like a train. Yoshioka was also very good.
If you guys ever want to duel sometime I have both of you on my friends list :p
EDIT: Forgot! As for this build, this could breathe new life into my on-the-shelf warrior. Thanks
(edited by wookie.8934)
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.