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Most difficult class to play? (PvP-WvW)

in Engineer

Posted by: Bluetenwuchs.2713

Bluetenwuchs.2713

“Condi bunker engi” is not a class. Bunker builds tend to be the easiest builds to play, so maybe try some rifle (burst/control) builds. Also, different builds result in different optimal playstyles concerning things like engaging, disengaging, positioning, etc. – so you should only directly compare bunkers with bunkers etc.
It’s no surprise that “spam skills to stack condis” feels easy and random to you but that’s not the only possible playstyle for an engineer. The “problem” is that, in your build, all offensive skills can work as “1” skill (if the enemy plays his part in this and ignoring the existing combo potential for things like stealth → magnet pull, might → more might). Therefore it comes down to your defensive and control abilities as well as your support in teamfights, and if the enemies hardly pressure you and you dont (have to) care for things like interrupting or blinding something specific, stomp, revive or aoe condi removal, of course the challenge will be small to nonexistent.

Hybrid vs Full Power, dps wise

in Necromancer

Posted by: Bluetenwuchs.2713

Bluetenwuchs.2713

Well Of Suffering and Locust Swarm also profit from Deathly Perception when going in DS after using one of those skills.

Apothecary's VS Cleric's Gear please help

in Ranger

Posted by: Bluetenwuchs.2713

Bluetenwuchs.2713

I don’t have much experience with playing a bunker, but i run a cleric’s setup similar to Puandros (melee bunker) in WvW and can confirm what Shiren and Zenith said. When it’s bunker vs bunker, they have the upper hand against me, since their toughness is “extreme”, especially with protection, and condition removal doesn’t differ that much between players. Either i lose and run away, or nobody wins and one of us runs away – so far at least, haven’t mastered the build yet.

A few points to show cleric’s not all bad compared to apothecary’s – with this setup: http://gw2buildcraft.com/calculator/ranger/?6.4|c.1k.h19.g.1k.h2|1.1k.h19|1k.71d.1k.71d.1k.71d.1k.71d.1k.71d.1k.71d|1k.67.31l.d15.21l.d13.1k.67.1k.67.2s.e13|0.f1.0.p35.u57c|16.2|4i.4o.4r.4x.55|e

- More synergy with GS, S and WH -> great mobility in every aspect
- “Nature’s Wrath – 10% of healing is given as a bonus to power” becomes a great trait
- Team-oriented; mightier Retaliation, fury and swiftness for the party, also more reason for healing spring (leaps through it give 2k+ heal, blasts at least 1,32k)
- Interrupt and Block (GS)
- Stability (Rampage As One)
- Condition removal and – condition duration food and runes are no concern
- You’re more of a unit with melee pets
- Everything fits, no skill, stat or trait is useless

I’m just listing a few possible pros for cleric’s and no cons for either build, since its clear apothecary’s is perfectly viable.

For me it’s cleric’s (0/15/0/25/30) for WvW because of the mobility and the condition approach to the bunker (0/0/30/10/30) for sPvP.

@Chopps: I’m using muddy terrain (and SoR, SoW) : )

@Zenith: Why do you think crit dmg is necessary in a power build? Its power>crit(until 50%)>crit dmg afaik. Or is your point more like: “power only makes sense if you have lots of all of those three stats”?

(edited by Bluetenwuchs.2713)