5) Finally.. master all the skills. Weapons and utilities. Most of them have seemingly “unconventional uses” where they can be used in a way they weren’t designed for to gain an edge. Some people are familiar with, others not so much. Here’s some of the basics of the top of my head, as a melee ranger:
Distance closers: We all know the “Hit the esc key and reverse direction of the leap” trick on sword 2. Similarly with Lightning reflexes as well, if your opponent is fleeing you can use these distance creator skills as gap closers. Great for melee builds when used wisely.
Protect me: This skill is extremely underrated. If you build properly for it and use it wisely and with the right pets/buffs on the pets, it will rarely ever kill them. Also be advised that you do not have to use the pet to fully soak if you merely want to stun break with it. Hitting a pet commander after engaging protect me will break the skill, Ie. sending your pet to fight or hitting a skill. So if your pet is low hp, you just got stunned and want to fight back, hit protect me and then immediately hit a pet attack so your pet won’t soak damage.
Path of Scars, axe 4. “Stop shooting at where they are, but at where they will be!” Against skilled foes, this amazing weapon skill will be virtually nullified if you always have your foe targeted. Don’t be afraid to hit the esc key and throw it towards where they are heading. Get the projectile timing down right, and you can manage to land more pulls.
Greatsword 4 Block/Counter-attack: Many know this but for those that don’t, the counter attack can be extremely counter productive when you are fighting multiple foes as it roots you for pretty much a full second. If you are trying to escape multiple players/soak ranged damage with it, don’t use it when in close proximity to a charging warrior, he will trigger the effect and cause you to soak up all his ranged buddies’ damage.
Axe 5: Whirling Defense. This skill has much more to it than projectile reflect. Three words, boon share combo. With 15 in nature, this skill becomes extremely powerful with melee pets as your pet gains retaliation as well. If you’re running a bunker build, you can a new counter-mechanic to high-hit combo attacks. If you have enough defense(protection on roll is a good trait for this) hit axe 5 when a guardian uses his greatsword whirl on you, when mesmers use their sword flurry and you can double retaliate and reflect huge amounts back to them, in some cases upwards of 5k+.
Sword 1: Commonly known trick but always worth mentioning. Without a target, you can use the number 1 chain leap to create distances and aid escape.
All distance closers: When fighting melee against kiting players remember you can drop target and cut off their movements by aiming where they will be.
Guard: Guard does not merely exist for spamming regeneration and swiftness. I can’t tell you the amount of players I overtook with a drake F2 launched from stealth. (I use River and marsh drake for the range/poison.)
Know your heals. While Healing Spring is amazing, it’s extended cool down makes it weak against burst. If you’re already rolling with an EB equipped soldier shout/signet of renewal build+blind and poison removed on dodge you’re not really going to need the extra condition removal. Consider heal as one or Troll unguent in those cases, especially if you’re not running a s/x+gs build. If you’re running with the Vigor on heal trait, Heal as one becomes better by far as you potentially gain vigor much more frequently.
When fleeing multiple opponents: Keep in mind predictability can get you killed. Consider doing something unexpected now and then. What I mean is when you keep going in the same direction with distance creators, many people will be able to deal with that. Now and then, stop for a second, and use your sword 2 to fly, behind your opponents and escape in the opposite direction, behind them. Players with poor instincts will be slow in swapping their camera angles and easy to lose. It also looks completely kitten.
Edit: Great melee sa/gs combo using hydromancy sigils: When your pull a foe with path of scars, swap to GS the moment they’re at your feet and maul asap. The AoE chill will trigger, adding extra burst damage and almost guaranteeing the maul will make contact if they don’t use a distance creating stun breaker.
Final generic captain obvious suggestion: Make sure to use the most out of the combo fields your allies create. Leap in those smoke fields!
Ferguson’s Crossing server.
(edited by Detharos.3157)