Showing Posts For Juken.5391:
Just curious since we are one of the few classes that can wield such an uncommon weapon.
Thanks bud.
15char
Do they still work against each other?
As topic states. I’ve been running battle/doom. I’ve been considering geomancy/hydromancy/torment.
Thief (my first lvl 80)
Pros: The highlights of playing a thief is having some sort of niche advantage in where you are op. Examples of this include constant blinds, stealths, smokescreens that nullify ranged and as many blast finishers as you want (which is amazing.) Lots of mobility to work with as well. Pretty cool looking weapons to work with.
Cons: Low hp. Low hp. Low hp. You gotta pay attention as a thief. If you forget one of your niche “get out of jail” moves you don’t live. Also I hate you for being cheap.
Ranger (my 1st main)
Pros: Game is easy. Press 2 with longbow and win. Pew pew pew. Bear bow for life. The skill cap is low and the skill ceiling isn’t actually that high. You can get through most of the game without any problems. They have the amazing water fields for mass heals and have access to pretty much fill any role in game. Does it mean that they are a great substitute for it? No. Pets are adorable with funny names but don’t rely on them too much.
Cons: I got bored of mine after awhile. I tried out every spec and every aspect. You are the jack of all trades but you have to specialize to be anything worth noting.
Guardian (I drop these so many times)
Pros: Guild War’s favored child. Low hp but high armor and upkeep makes u feel like a walking monster. All da buffs (cept fury). All the useful skills. All the useful weapons (except useless torch). A guardian in any group is welcomed, trust me when I say this. Staff on a guardian is the loot stick that lets you get every bag from every baddie in any event.
Cons: Slow (can be fixed). Limited ranged options. You’ve got a lot of responsibility keeping the dungeon group alive. Playing as superman gets boring after awhile.
If it looks like I am favoring guardians it’s because they are tier 1 compared to these other two.
Was considering doing my own cooking for endgame buffs.
I only know where to get butternut squash.
What are good things to gather and where can I find em?
go back to the old rapid fire
You won me over at the end there. Great stuff. Good thing I am patient.
disagree with the music though
(edited by Juken.5391)
Discuss?
My problem is I do no dmg. Stance warriors seem incredibly annoying to me.
Wvw and Pvp just wanna see if it’s something I need to do or I just got shrekt by gear (which I doubt)
this is what I am running atm. probably gonna replace my boots/gloves with cav and my shoulders with celestial. I’m not gonna run food/utility if I’m just guarding my borderland. Rune wise is gonna have to stay too since it’s just too convenient for me.
The focus here is how to fight em btw :P
hammers, axes, sword warriors.
What the topic said.
Heyo still learning about the ele but have already lvl’d close to 40 now.
Looking at the talents are there builds that make use of the passive signet talents in earth magic?
Using the signets to control or otherwise kite the enemy while you do what you do.
On that note has anyone looked into a chill stacking build? I’ve tried it on my necro with a good deal of success and some success on my ranger. I’m thinking going dagger/focus to stack frost duration with signet of water and glyph of elemental power to supplement the chill while I regen in fights.
I haven’t been able to quite land any form of decent dmg with the untargetted version.
Is it just mostly used for the 3 skill?
Hey folks. I’m a returning player and seeing the buffs they gave to the ranger decided to switch things up and possibly main an elementalist come next expansion.
In any case I have a few questions so I can plan my elementalist out and clarify some confusion I might have about them.
1. The Good
What makes you want to play your elementalist? When I ask people in my guild they usually respond with “I haven’t logged into him/her for awhile.” I would think conjures would be the main selling point but what makes you play as an Elementalist?
2. The Bad
What are the worst aspects class I have to accept? I mained a ranger while they were still relatively tame and I made it work. I didn’t mind the lower coefficients on skills and the micro the pet had. Now, what do I have to learn to get good with an ele?
3. The Build
I am thinking of making this character be able to do all content. Is dagger/focus fine for that (with a little staff on the side?) I know I am going to have her use celestial accessories but what of the runes/armor? Is it really fine to go full celestial or is the class more focused on damage to the point that I should mix it with some berserker/soldier? Divinity runes?
Has anyone been using it to any decent extent?
If anyone has any thoughts on it I would appreciate hearing from you.
The traits in nature magic are nothing to scoff at. More power for the vitality you have synergies with the long bow rather then more condition dmg the WS traitline gives.
Remove poison and block (1st is useful often and the 2nd is to help against thieves) and finally Survival of the fittest which actually let’s us use offensive utilities rather then purely supportive.
We also get some free regen while fighting, our pets get our buffs and we (ranger and pet) get a 5% boost to dmg.
All while giving us more hp to work with and 30% boon duration. All of which fits an offensive playstyle more.
I’m not complaining.
Guy didn’t use whirlwind attack. He also didn’t go dual gs for that odd signet of battle swapping. I would like to have another offset Ty. The mobility/evade gs offers still makes it better in my eyes.
After seeing how customizable/intricate some trait lines/talent trees other mmo’s have been using why don’t we add in another degree of options in that aspect of gw2.
I’m talking about an extra something something for specializing your class.
Here’s a few examples that came to mind.
Ranger – Every adept major trait gives a solid boost to their pet be it condition duration, extra crit, more healing etc.
What if taking all of those traits also gave you a “hidden” perk to unlock and find out through extensive customization?
So in this case these combination of traits unlocks a PERK which turns your pet into an Elite pet or Exotic subspecies of that particular pet (Think Garm).
Of course this balances out since you are limited to having to put so many points into the adept tree but if this is how you want to specialize why not let players try it out and see if they like it?
It doesn’t have to be limited to only major traits.
Another example of the ability to spec 15 points into wilderness survival to get protection on dodge. There is also a Nature magic trait that also provides protection in the major adept tree. Having both of these traits unlocks… 10% extra duration to protection A.K.A. a reward for stacking them.
This can apply to weapon specialization for the ranger. Stacking as many (long) bow traits nets you the ability to get the buffs that are applied to your pet (so a reverse fortifying bond) to help their dmg and cater to the bearbow playstyle that is looked down upon.
Of course there will be min/max dmg boosts that can take some figuring out but perhaps this can be seen as another set of attachments to help solidify or otherwise reward very defined playstyles.
Of course you won’t be pigeonholed into picking the highest dmg combination since these combination simply opens up a new style/aspect of your class to take advantage of.
Granted all my examples were that of the ranger but many classes could make use of this. Necros and elementalists come to mind and I’m sure you can think of other possible synergies within classes.
What do you think?
http://gw2skills.net/editor/?fRAQNArdWjc00ZbRNu2webCchaykoJguNDg7NyNYCA-TJxFwAJeCAo2f4ZZAAnCAA
This build is too fun! With the new addition of conditions also healing us to compliment vampiric builds I put together all the aspects of a necro I liked to play.
Stacking chilled is so much easier now with the new grenth runes and I have been enjoying the build to full effect. Massive condition bombing matched with the terror’s insane condition dmg really helps this build shine. With spectral grasp this build gets a 4th interrupt/control move to go along with the already insane control that the necro already has.
Milk it’s sad to see another ranger lose heart after rolling another class. This may seem obvious but the another reason I run my ranger are the ranged options this class provides. Knocking back an opponent off a ledge from 1200 range is truly rewarding and the pushback is even stronger from up close to make it easier. Clever use of utilities like using muddy terrain to immobilize thr ele that JUST used ride the lightning, stepping two steps to the right and shooting him/her off the ledge is freaking fantastic.
I like the instant satisfaction this class gives with smart play. Because I feel this is one of the classes that has an answer to everything. Because I believe smart play is this class’s biggest strength.
Stealthing just before you become the focus of attacks. Using rapid fire to track that stealth thief and using barrage to counter that hidey house/ slow choke.
Every move that a ranger can be amazing if used correctly. It’s just a matter of being prepared/knowing the timing.
I don’t really care about the numbers I put out or whether other classes can do what I can do better. This class has a bit of everything so that’s how I play my ranger. Stealth? Use the longbow/Siamoth. Mobility? I use the sword for the mobility towards and away from the enemy.
This class is great for sustained damage, the trick is to be able to apply the damage against the enemy’s movements. Whether near or far the ranger is capable of at least contributing to the fight in some way.
Ranger utility falls apart sadly in larger group settings.
In smaller groups, the ranger brings fewer group utilities (cleanses, fields, finishers)
The ranger is a fine roamer.One thing that will really help the ranger is faster changing of builds. This is because the build that covers say a larger fight in a keep is quite different than a roaming build.
Their support tree is pretty decent in what it provides and they also stack. Provided spirits require you to be a midliner so that everyone can receive their buffs but I’ve learned to play my ranger at any range so it isn’t a problem.
On the subject of fields I find myself calling my water fields to great effect while in zerging/havoc teams. I can also easily provide fire fields, ice fields and (soon) poison fields. Personally I really like the blast finishers on both water and ice since I use sword/warhorn usually on my offset which I can use to full effect.
In what they do I feel they can contribute a great deal still but in a different way. True they may only have one blast finisher but they offer great area denial with barrage/muddy terrain/traps/pet AoE’s.
Since the change that let’s the pet’s condition duration scale with you I’ve set up a 50% extra condition duration build that absolutely cripples and stifles enemy movements on my commander’s command. While other classes CC gets countered by stability we provide a great deal of immobilize/cripple/chill that is constantly applied.
My ranger is a fully ascended out celestial ranger (I liked the sound of making a celestial ranger.)
I also have leveled numerous classes to 80 and have understood what needed to be learned from their particular move sets/traits to know what’s going on while facing them.
Warriors are the kings of stats (and PvE)
Guardians are the kings of standing still.
Thieves are the best at perma stealth, perma evading, and insisting you are a bad player (at least in the forums.)
Engineeers are definitely the most intricate/engaging profession to play as, with and against.
Mesmers are the kings of group utility on and off the battlefield.
Elementalists are rocking the same stanky shoes as us but with the upcoming patch they can be psuedohealers (odd move imo). But they can rock staff and static field so they rock in WvW.
Necromancers are just strong nowadays with MM, Deathshroud Power Necros and oldschool epidemic spread.
So why do I main a ranger?
It is certainly not because of the pet. The trait lines could use some revisions and a lot of our utilities are just centered on our pet. So it has to be the 1500 range right?
Not. At. All.
Rangers are a soloist’s dream! All of their weapon sets/stats/traits are 100% viable and each move is perfect for a certain situation. Amongst the chaos that this class is, there is a reason a spec speculating hedonist like me can really dig into this class.
Longbow? – The perfect WvW long arm
Shortbow? – The skirmisher’s swiss army knife
Axe? – The attrition weapon
Sword? – The ninja stick
Dagger? – Might be the best skirmisher’s/condition offhand ever.
Torch? – For condition stacking/speccing heavily into condi. Fire fields.
War horn – Favorite way to down/defeat someone is with some stealth tracking birds. Blast finisher.
Greatsword? – Yolo Maul builds. Has both Block and Swoop.
Marksmanship – Want to improve bow range/pierce? Stack Might? Or just have more passive stats but with a usable utility? This the traitline.
Skirmishing – Bleed on crit! Traps do dmg that can crit! Trapper’s expertise can turn that 1 second frost duration into 2 seconds of frost on the tic. 3 If you spec condition duration and it even pulses five times!
Wilderness Survival – Take this tree and worry less about conditions/direct damage. It also helps your condition damage. More rolls, More protection.
Nature magic – Permanent regen/swiftness, spirits (if that’s your think), never having to worry about poison (by dodging)
Beast mastery – Rangers make the most out of healing power more then any other class. With a 1.0 healing ratio (at the least) with their healing skills it suppliments your strong active healing with decent passive healing and a pet that never usually dies.
TL:DR
Rangers are not average. This class has everything. Push this class to it’s limits and you will not be disappointed!
P.S. Rangers ARE Aquaman.
(edited by Juken.5391)
I’ve personally tried running soldier’s armor with zerker trinkets and weapons and it’s been working well for me.
I can fight pretty much any build and have a fighting chance to beat anything I come across.
I run a 25/20/0/25/0 build to get the easy 10% dmg modifiers from both the deadly arts and the acrobatics tree.
Traveling is pretty fast with the swiftness/might on dodge with the free vigor from our 15 second heal that gives vigor for more dodges. Pair that with shortboy you actually have no need for signet of shadows. That extra utility slot is mainly the reason why I run acrobatics over shadow arts since I love the amount of mobility the tree gives me in and out of combat.
If you are new to using withdraw set up a key for the about face option in key bindinds (I use c) and give it a try. It works alot like the elementalist’s animations where they simply roll back the direction they are facing even when targeting.
The utilities used are only for roaming alone or with a friend or two. When it comes to zergs switch out
go full zerker. Trait 0/0/30/20/20
Take all the stance related traits. Take leg specialist and empower. Take whatever for adept and the immobilize removal. Use a greatsword and a sword/shield offhand. Have healing signet, balanced stance, endure pain and berzerker stance and signet of fury.
Activate Signet of Fury. Jump INTO enemy zerg. Mash all three stances. Switch to greatsword. Use 100b on zerg. Whirlwind away. Dodge. Switch weapons. Dodge. Shield block. Leap away with sword.
Congrats you just used 100b’s effectively in WvW. Full zerker to really put the hurt/fear into the enemy blob.
so switch out warhorn for shield and 10 points of defense into precision.
means more vigor, more condi clear and more greatsword cd’s in exchange for what shield has to offer and dogged march, 150ish extra power for everyone.
You do make a point in going hammer but honestly that weapon’s skill set is sorta boring. Also you can’t really chase down people with the hammer as easy. I understand it is still decent chase but not as great as the greatsword/sword combo. Perhaps if I invested in leg specialist the build would be more successful?
The builds the 2nd guy posted is sorta… odd. Yea getting perplexity runes is cool and all but the only interrupt i have is shield so why would i invest in 6 runes of it? Why would I invest in swiftness on crit and bleeding duration?
(edited by Juken.5391)
I’d like some feedback on this build as I’m still theorycrafting up something ‘special’ for my warrior.
I love the longsword mainhand and the block of the shield complimented with the overall mobility the greatsword offers.
I’m not too sure on damage but stacking toughness on a warrior is easy enough. I just need some critiques on where this build can possibly improve. I love to WvW alot and I always run with a very coordinated guild. With this in mind I came up with a build that had the potential to contribute while in a group of 2 to 10ish but still be able to hold it’s own/stall enemies while our group outmaneuvers the enemy. Of course I would like to be able to solo kill on my own but overall safety/mitigation is my primary concern.
Edit – Updated build:
http://gw2skills.net/editor/?vIAQNBhYDbkpjaPLDxLE6QDIHFAIToUgH1R6hYwGrBA-zUCBoLCykFAk3Q0HwZPFRjtMqIas6FYqTER1+DFRrmMAMbB-w
(edited by Juken.5391)
Shortbow – Sigil of torment (For the extra condition)
– Sigil of Malice (for the extra duration needed to put that extra tic of condition)
Longbow – Sigil of Fire
– Sigil of Battle/Bloodlust
What do I use the axe for? When I’m dual wielding and need a ranged weapon. We are limited to only two main hand weapons with four offhand options.
Axe 1. In terms of single target damage the axe does some of the lowest damage available to the ranger bordering close to a point blank lb shot. However when facing two or more enemies the damage output shoots up to a much more respectable number (even if the damage is spread out.) It is an odd tool on the developer’s part to have a lower coefficient class use a low coefficient weapon that relies on bounces.
2. Since these axes pierce I find this to be my main damage dealer against groups on a relatively low cool down with the axe. Spreads out bleedings like nothing and when traited to bleed on crit has the potential to spike the bleeds on your opponents. Even if it is for only 2 seconds before going back to it’s 5 bleed stack the extra damage comparing the 10 stack bleed to the 5 stack bleed is nothing to scoff at.
3. One of the ranger’s most reliable ranged options. On the worst ranged weapon. In any case this skill is one of the best reasons why you want to use an axe main hand. The slow is not cripple but frost so it adds another, stronger, condition to the table that makes it harder for enemies to chase/run. The extra weakness tacked on to it is icing on the cake if the pet ever lands a hit. One of the slowest projectiles we have but it has VERY strong projectile tracking because of it and is harder to dodge because of it’s speed.
4. Axe OH 4 – Just a case of a win more skill. If you catch an opponent with this skill it’s because you’ve already crippled/slowed/damaged your opponent to the point that your going to win regardless. The tracking and return is terrible and only bads will ever get hit by this thing without help. Yes it gives us access to CC with a 1 hander but it’s so bad I feel the only time this skill is reliable is when you free aim it or aiming at a nearby wall to reflect it back faster.
5. Axe OH 5 – Ever try using this skill and compare with the mesmer’s phantasmal warden? The animation is the same but the ranger’s sphere of protection is smaller! WTH! Anyways this skill is actually pretty decent the first three seconds it is used. Mostly to provide pressure to anything close to the ranger with both retaliation and some vulnerability the axe OH 5 is also great for closing off choke points from ranged or throwing back a projectile or two when targeted. Especially useful against other rangers, hambow/killshot warriors, p/d condition thieves but not so great against other classes.
Does anyone else find it odd that rangers don’t have a dagger main hand?
I was thinking perhaps something along the lines of a new hybrid weapon that can switch between ranged and melee for maximum flavor.
Starts off with a ranged move set.
1. Ranger Toss up – (Perhaps something like the ele’s lightning scepter animation or the mesmers/necro’s scepter animation.) Throw two daggers in quick succession. Both strikes inflict one-two second of poison. Alternatively one can inflict bleeding for three seconds.
2. Defensive trap – 10 second cool down- (Typical Jump animation) Jump forward 600 units and leave a bear trap that immobilizes and cripples on activation.
Melee move set – Dagger does NOT cleave.
1. Overhead Stab – (the same stab animation as the thieves and necro) Bleeds for 2 seconds. Bleed duration is doubled attacking from behind.
1.2 Piercing Jab – (The same thrust animation as thieves and necros) Bleeds for 2 seconds. Bleed Duration is doubled attacking from behind.
1.3 Hamstring – (The same animation as the first part of sword ranger’s 2) Cripples for 1 second. Cripple duration is doubled attacking from behind.
2. Intercepting Cut – 10 second cool down. (The same animation as the ranger’s Greatsword 5) Evade during the animation. Grant Vigor for 3 seconds on successful hit or evade. (Leave anet to decide on which of these. Applied once.)
Leaving the 3 skill.
3. Switch – 15 second cooldown. Throw the weapon up in the air and catch it to change modes.
So what do you guys think? Constructive feedback is appreciated. What’s overpowered or a better animation/skill effect?
(edited by Juken.5391)
After a bit of creative tinkering I’ve made a norn necromancer after deciding that the necro is indeed the aspect of gameplay I want to get involved with. Looking up at the class’s tricky risk/reward play mixed in with the option to of aggressive condition play I am sincerely wanting to give this class a try.
First off I want to avoid minion master builds solely because I dislike relying on the AI in this game. Saying that as a ranger main I am completely fine with not having any real reliance on the game’s player created AI for damage. (Utility is fine but relying on minons for reliable dps is so sketchy.)
Though I’m merely entranced by the overall look/playstyle the necromancer provides I would like some honest opinions of the class. I understand when you see a necro in sPvP or WvW you focus him/her down. I do not know if this is just a stigma towards them, fear of what’s considered “evil” that compels them to do so or if there is just a general lack (or different) of defense that is more difficult for the class to use.
Overall give me some thoughts and opinions of the class and perhaps a few pages where I can read up on the class. The stickies above provide builds but I would like to read an indepth class evaluation if you’ve seen one.
What is going on?
I’ve been randomly getting d/c’d at irregular intervals and it is beyond frustrating. What is going on?
I’ve run virus checks, upped my security programs and still I’ve been getting d/c’d.
I’ve been getting this issue alot over the past week.
I am in Yak’s bend server.
It is a real bother since I run fracs and dungeons a lot and starting at the beginning/getting kicked for it is really annoying.
0 points in strength
20 points in arms
Noticeable mentions
– Furious reaction : The fury is not as important since you already have it up all the time but the vigor really shines here. Being tanky and having more dodges makes for a decent setup. Note that the CD is 30 seconds but the duration is 20 seconds so don’t expect to have it up all the time. Just most of the time. If you don’t want to use war horn I’d pick up this.
-Deep cuts : 50% longer bleeds for you condition warriors.
-Forceful Great sword : The might duration is doubled as well so it is easy to get 25 stacks of might in dungeons.
- 10% crit with swords : Self explanatory
0 in defense
30 in tactics
- Inspiring banners : You do NOT need this. All the major traits in the tactic tree are great. Make use of them.
-Leg specialist : With a cd of 5 seconds this is really good with any sword mh, great sword, axe mh warriors out there.
-Lung capacity : If you want to make use of shake it off as your utility go for it. For great justice doesn’t need this at all.
-Desperate power : Conditional. Which makes this a non-optimal choice already. Along with your innate regen is not too reliable. I can see this on the berserker plan but that’s really that’s it. I do not condone nor advise this much greedy play in game.
-Empowered : A one % increase per boon on you. Which in this game is very powerful if you did not know already. This boon build already has four boons making it 4% along with the 66% upkeep on the vigor you have a 5% increase in dmg. Not bad for 10 points.
-Shrug it off : With a 90 second CD it isn’t too great. It is decent but not really what most want.
-Empowered: an extra 150 power along with the 385 power from the stacks of might? go ahead I say.
-Quick breathing : If you want to cleanse conditions on command and have 100% upkeep vigor this is for you. The added aoe cripple and weaken works well with leg specialist and the innate tankiness you are going for.
Burning arrows : The tactics tree really has too much going for it doesn’kitten Self explanatory.
Inspiring battle standard – required for the regen.
0 in defense
20 in tactics
- Improved signets : Honestly the best of the tier ones in the tactics tree. You can pick up inspiring shouts if you really want to go the shouts build in this but for the general majority here it is.
-Mobile strikes : In pvp this is a must. Honestly I think immobilize is much better in this game then many other games. Very well done on gw2’s part. It goes through stability, makes dodging hard and even one second of it dooms your fate to an incoming zerg. This trait takes that away
Otherwise for pve you can go for the destruction of the empowered.
Possible utilities -
Shake it off: Stun breaker and condition removal. On a relatively low cd with a shouts build.
Signet of endurance: More rolls! The amounts of good rolls you are capable of marks a good warrior from a bad one. This plus 100% vigor makes for more rolls.
Balanced stance: Want stability? This is the utility for you. with 16 seconds of stability it rivals the ranger’s Rampage as One. Only with a 40 second cooldown :P
Weapons: Personally I use the longsword main hand and war horn with a greatsword secondary. Supple amounts of dodge, with great movement for the perfect positioning for damage this makes for a decent mix. With the great sword do not finish the full duration since most players will move. Get 3-4 hits in and 3 in their direction. Don’t be afraid to just use the 3 to chip away at an opponent’s hp. Honestly I think the warrior’s great sword 3 is the epitome of what makes the warrior amazing.
100% Buff Duration Warrior. Swiftness, Regen, Vigor, Fury and 11 stacks of might. If you are liking the sound of that keep reading!
Hey guys. I’ve been locked hard in the think tank being part inspired and part desperate to find the build that suits me and I wanted to share it with you. I wanted a general fit all build and looked into what a warrior represents. Lots of damage, mobility and innate tankiness. So the question was how to supplement that.
I’ll tell you now with the guardian getting 100% boon duration is actually a higher commitment then a warrior having to get five pieces of Giver’s armor which gives toughness, healing power and 1% of boon duration per piece. With those stats nothing really helps with the offensive department that the warrior excels in and the guardian is already lacking in.
What makes warriors so much more adept in the boon duration is actually their blue banner. One of the more niche and underused banners around this banner actually provides warriors with an edge over the guardian in terms of defense. Without further adieu here is what is required.
2 runes of the monk – AC vendor – 15%
2 runes of water – 15%
2 runes of the traveler – 15%
30 point in the tactics tree – 30%
Omnom Creme – 20%
Banner of Tactics – 10%
Total -105%
A whole 5% over
Of course boon duration is capped at 100% but it does the job right. Banners having a relatively large radius matched with a lengthy duration the warrior banner’s have a supreme advantage over guardians who have to stand in their consecrations for that 20% buff duration.
Utilities?
Banner of tactics
For great justice
- Free
Signet of rage
Notice that boon duration also affects stances so you can very well forego the banner and go full stance warrior (which is pretty kittycat awesome without extra duration)
Notice that this leaves you with 40 leftover traits and free reign on your armor nomenclature. This is where the real beauty of the build shines. You are allowed to customize this build to your own. If you like being tanky while still being able to dish out damage you can wear soldier’s/knight’s gear to help supplement your endeavors. If you want a regening berserker that darts in and out this build helps you do that. Personally I went for a rabid warrior to make use of the extra might that you have along with the innate tankiness that this build might need.
Understand the next part of this build is purely just my example in particular. Using the rabid build I want more crits, critical damage and condition damage to work with the boons.
Hey guys. I’ve been playing GW 2 for quite a bit of time on and off for the past half of a year and have accrued a few lvl 80’s and have yet to really get into the WvW/PvP aspect of this game too extensively.
So far I have leveled
Two warriors, A Guardian, A Thief and a Ranger to 80.
After watching a few videos and making doubly sure I had the right specs/gear before trying it out.
I understand that it takes time to get used to pvp but I feel my pace has been negligible at best compared to how I normally pick up games in general.
I’ve had some mixed success with all these classes. The least I enjoy being guardian, the easiest/most successful being ranger, the most interesting play style being the thief and obviously the one I am the most familiar with being the warrior.
Now understand that I’ve avoided playing most casters in MMO’s for the most part so a quicker style is needed. Guildwars does this well with it’s clothies but their lack of armor at times is not something I find myself enjoying. Rather I prefer to always be on the move bar one or two moves that can provide heavy pressure when needed.
Anyways to the point on hand out of these three (warrior,hunter, thief) can I expect a decent measure of success after I learn all the basics of there is to know about pvp and wvw?