Showing Posts For Rasudin.9238:
Most of our PTV Necromancers do just that (as they can afford to use Paralyzation in there weapons) but they actually run 0/30/20/20/0 or because they are much more utility reliant then damage. We have yet to have our next Necro workshop and break the build session since the last patch but its something i did plan on bringing up when we do.
If i was to drop a sigil for Paralyzation it would be Blood, but given how strong this has been over the past couple weeks at healing it would be very difficult for me to justify to myself, even for something as strong as +1s Daze * 5.
ASCII, thanks for sharing…..Do you think this build could work with a more condition focus? Rabid gear maybe? Now that AoE cleanse is harder to pull off?
something like this?
http://gw2skills.net/editor/?fQAQNBmODbkRrSPTTcjfPBIp46nnU494RPGuYmB
(edited by Rasudin.9238)
Started not to care after seeing that you didn’t read my post, reading the entire post and before posting is the best, end of.
@Sam,
Entangle is PBAoE, which means it is an area effect centered around you that will root 5 people within 600 units around you in all directions.
@BronxBrew,
I wish I had a sexy answer for you, but there isn’t . I usually have to predict what kind of activity I will be engaging in and adjust my skills accordingly. Also, if you need to change skills quickly disengaging from a fight and getting a slight distance from the fight will usually drop aggro in 15-20 seconds and allow you to change quickly and get back in the fight.
Yes it can reach top of ramparts, and the range isn’t an issue because the defenders tend to crowd the towers, but when defending other than the jump technique , traps are quite useless.
@Snow,
Torch is very hard to use in sieging, trying to hit players on the towers with torch 4 is quite a pain, but I have started using it in defense and added it to my jump rotation. So my rotation is now Jump(muddy terrain), Quickness Zephyr, Longbow 5, Firetrap, Poison trap, Torch 5, Entangle. This rotation will down every single person in the radius, except very aware guardians.
@Melles,
The Rampagers amulet has the equivalent stats as putting on all Rampagers armor in regular WvW or PvE. Carrion jewels are available in PvE or WvW.
Another bug, when using the quickness zephyr skill while the Quickness proc from the weapon sigil is active, will terminate the Quickness Zephyr at the end duration of the proc. So if you proc the Quickness from a critical with a duration of 3secs and 2 seconds after you activate Quickness Zephyr instead of 6 seconds of the Quickness buff you still only end up with 3.
Gear
The above play style would not be possible without the proper gear, with the heavy dependence on traps my stats require a lot of condition damage, condition damage negates the toughness stat of the person being targeted and is such the most consistent form of damage in my opinion. But, condition damage is not very effective in solo or group pvp because other than the flanking with a shortbow there is no way of applying it in a fast paced Zerg skirmish or high maneuverability group fights. So my gear required decent Power and Precision stats as well, that is why I use ramapager armor and Carrion jewels for decent all around stats. Notice my crit chance is close to the 50% which is a very consistent form of damage. This spec has another big advantage over berserker gear…it is half as expensive.
Conclusion
This is in no way the end-all of specs, this spec has advantages and disadvantages. For players who want to focus on one aspect of WvW a more specialized spec will be much better.
Hi my name is Rasudin, and my spec is 20/30/20/0/0
First the reason I came up with this spec. I am a player that likes to do different things in WvW and during a course of a play session I can go from sieging to defending to roaming to zerging and I wanted to develop a spec that is flexible enough for all these situations. That is why I developed this spec. As you will see below I run different skills, weapons and traits depending on the activity I am currently participating in.
Sieging
Let’s start with Sieging I wanted AoE and a crap ton of it to throw at defenders on the towers, unfortunately other than the 5 skill on the longbow, our weapons really lack any use in sieging. That is why I went with traps for my AoE, I use the Fire, poison and spike traps along with Entangle that will root players up on the ramparts even from the ground below. So my typical rotation would be run to the tower, use Entangle then follow it with the fire, poison and spike traps and then use the longbow 5 skill, this will usually down all players caught in the radius. Being able to throw traps on the ramparts is essential for this play style and having the conditions last twice as long is a given, that is why going skirmishing 30 is a no brainer.
Defense
During defense, I found out that we have some very useful skills and traits. The Soften the fall trait in the Wilderness line is much underrated in defense and this is why. Jumping from the walls onto the defenders below will cause muddy terrain to spawn at your feet and root them in place long enough for you to lay down your traps and get back in the keep. This is what I change my skills to, I replace the Spike trap with Quickness to be able to cut my trap laying in half, and sometimes if there is a big zerg below, I will change from Entangle to Rampage as One to make sure I can get inside the keep without being CC’ed. Otherwise, I will keep Entangle and use it as a finisher to my rotation because that is when the muddy terrain will end its duration. And by the time I get back up on the ramparts, I switch to my shortbow to finish of all the downed enemies. This is extremely effective, since usually by dropping down on enemies they are caught completely by surprise.
Roaming
Next comes roaming with 1-2 other guildies, picking off solo’s or duos as they are running to re-inforce their zerg. AoE is useless in this scenario and single target damage is king that is why I will switch to my trusted shortbow and switch my traits from the trapping traits to Quick Draw and Honed Axes. Also, I will also switch all my trap skills for Quickening Zephyr, Signet of the hunt and Protect Me in case I’m being focused down. One last change that is very effective is switching from Steady focus to Predator’s Instincts which makes it very difficult for players to run away from my group. You will notice that I went 20 in Marksmanship for the piercing arrows, which is not very useful in this scenario but pays in dividends in zerg fight, which I’ll get into next.
Zerging
Lastly, Zerg on Zerg fights or what I like to call ‘please render already fights’ ,these are usually fought in 2 phases. Phase 1 which is skirmishing is just about targeting the lowest health bar in range and trying not to be on the first line for too long. In this phase piercing arrows and longbow really shine, I will also switch to axes if we are fighting in proximity. The Second phase is routing, that is when either zerg is running away and you are either trying to mop up or to survive, which in both cases traps are really good, let me explain. If the opposing Zerg brakes and is running, I will usually switch to my horn use Call of the Wild for speed and try to catch as many of the opposing players in my Entangle radius, I will then follow it up immediately with all my trap skills and the longbow 5 skill, this will down almost every one caught in the radius.
Instead of gold being a commander prerequisite , maybe it should be earned thru ranking and titles…?
WvW needs ranks and titles based on exp gained in WvW, an army type insignia that is displayed next to your name based on your rank, some minor boost to stats and new armor skins at every rank level. Put the ranks on an exponential curve and taadaa I’m hooked for the next 5 years.