Hello – I am relatively new to GW2 (been playing about a month) and I thought I would share my build. The purpose of this build is to be able to do a bit of everything without the need to re-train Traits constantly, or carry multiple armor/jewelry sets. I feel with this build I do solid DPS, am able to tank for some time, and provide consistent support. I found this has been working for me in open world PVE as well as Dungeons.
Note: I’ve only done lower level Dungeons and some Fractals, so this might not work on Higher Level Dungeons. In PVE I’m presently in Orr.
THE GEAR:
PRIMARY WEAPON:
Greatsword – Berserkers with Sigil of Battle. Great for general PVE and Dungeon DPS. Since if I’m using a GS, I’m probably focusing on DPS, might as well maximize those offensive stats.
SECONDARY WEAPON DEPENDING ON SITUATION):
Axe – Berserkers with Sigil of Blood and Warhorn – Ascalon Catacombs (POWER/VIT/TOUGH) with Sigil of Purity. Great for group support – providing Running Speed and Endurance Regen has been very helpful in groups of fragile ranged DPS that relies on Dodging/Kiting more than taking hits. If I am using this, things likely have gotten more difficult I’m trying to help DPS stay alive or kite a ton of creatures for a bit, hence more defensive sigils/stats. Also, I’ve noticed that groups LOVE skipping trash mobs, so Horn blows for Dodging/Sprinting has helped in a lot of group-movement scenerios.
Mace – Ascalon Catacombs (POWER/VIT/TOUGH) of Blood and Shield (POWER/VIT/TOUGH) – Ascalon Catacombs of Purity. Great if I’m fighting a boss that targets me 80-90% of the time (which has happened). With 4 seconds of Blocking, a Stun, and a Daze, I can go toe-to-toe for quite a while with while the team can freely DPS.
I also keep a Longbow and Rifle available for necessary Range as needed. I haven’t ever really used Swords or Hammers in my Generalist build though Hammer can be nice in a Defensive build.
ARMOR AND JEWELRY:
Armor: Full set of Knight’s (Power/Precision/Tough) with Soldier Runes to Cure Conditions on Shouts.
Jewelry: Amulet – Berserker’s. Earrings – Knights. Rings – Valkyries.
My Stats with this gear are the following:
Attack: 3025
Critical Chance: 40 – 46.
Base Critical Damage: 20-29
Armor: 2700
HP: 25000 – 27000.
I feel this is suitably balanced for newer players learning encounters as I can mess up on a dodge in a new instance and survive, DPS, and do some tanking as needed. With Might Stacking from the Sigil, Skills, and Traits, I can get up to 14K 100B while still taking hits.
TRAITS:
Strength: 20. Berserker’s for increased Damage and the Trait for 10% Damage on Greatsword.
Arms: 20. Apply Vulnerability on Crit and Powerful Greatswords.
Tactics: 30. Larger Radius on Banners, Reduced Cool Down, free “Shrug it Off”, and Regen Banners. Also helps me revive allies faster.
UTILITIES:
Precision Banner: I used to run Defense Banner, but I feel groups have more ‘fun’ with more/stronger crits and mobs die faster. Pugs tend to be Chaotic, so the large buff/regen area has been great as people run all over the place and its easier to ensure support over trying to Shout Heal.
Shake it Off: Nice stun/knockdown breaker, cures 2 conditions from near-by allies.
For Great Justice: Nice DPS Buff for those around me and another condition Remove.
Rage Signet: Helps keep up constant DPS and mobility. This is a bit selfish but it helps when I need to “guard” something or reach allies to help Revive or kill something that is on them.
WHAT’S MISSING: Stability… previously I traited 20 Defense and took 10 away from Str and 10 from Arms for the free Toughness / Turtles Defense / Stability Proc to avoid Chain Stuns and keep me alive when I was more vulnerable…but I felt that these bonuses did not apply to as many situations as needing to do more DPS. I think if I was doing something very difficult and would be going Defensive, I’d take this route again.
I hope this is helpful to any newer players like me, and suggestions for improvements are very welcome.
-Angelo Scarlato, Tarnished Coast