Showing Posts For Splamo.3405:
Here’s my spec:
http://gw2skills.net/editor/?fgAQNAW8dl0ziqHTzqGb9IiJFDHyh6x1BefXJF82FC;TkAqZMzImxOjbG5MLRGWstA
It’s a shatter build with some burst defense. The combo of Regen and Protection at 75% is great for mitigating thief and warrior burst which can be a problem if they get the drop. I run with several guildies who throw out lots of regen, so protection has a high uptime. I like Mirror because as my server has moved up in the tiers I noticed more players recognize heal animations and like to try and interrupt. Thinking about trying 25 Dueling and 15 in Chaos as a little bump to burst and confusion on clone death might be worth the loss of staff cooldown reduction.
One thing I do a lot is switch out skills and traits based on what I’m doing. A few instances:
- Roaming with small group – Focus and/or Centaur runes for getting around. Decoy for Feedback.
- Roaming solo (usually just getting from one point to another) – Mass Invis usually as most 1v1s get interrupted by zergs and I need to get out fast.
- Holding a point – Change Focus for Pistol. Drop the fall damage reduction for Manipulation cooldown or condition on clone death. Time Warp.
- Taking a point – If defended – Mass Invis to get the drop. If not defended, Time Warp for quick takedown of NPCs. Swap Null Field for Portal.
- Defending a Tower/Keep – I use the build I linked.
- Taking a Keep – Time Warp. Switch out fall damage reduction trait.
This is subject to change, of course, but these are some basics. Most of what I run with I do because it works well with the specs my guildies run with. I’m always testing and revising.
lol at all the QQing since the patch. Suck at PvE? I can kill 5+ mobs at once and solo champions. I hardly think that “sucks”. And before anyone brings it up: yes, other classes can do it too, I’m not saying they can’t. But this is a Mesmer discussion, not what class is best at PvE.
As for WvW, yeah so we can’t Phantasm siege down like we used to. So what. It was a buggy mechanic and it needed fixing. I used it, yet hated it as well. We are still beasts in WvW that offer tons of utility. Feedback, Null Field, Portal, Chaos Storm, Time Warp, etc. Pulling people off walls or cliffs is still fun and viable in WvW. Dropping 5-6 stacks of confusion on a crowd and watching them either flee, stop attacking altogether or kill themselves never gets old. You can roll glass cannon and still have tons of survivability. Add in some toughness like I do and even glass cannon thieves aren’t much trouble.
Learn and adapt. Nothing that the patch brought is truly class breaking. The Mesmer is still good for PvE and WvW, although it is not for everyone.
Sadly, only 4 parts of this set exist. So I use bog standard Rampager in the chest and boot slots to boost my HP a little.
You can sub the missing pieces with Khilbron gear. It has Precision, Toughness and Condition damage.
No one has mentioned it, but a water/arcane healing Elementalist is king at eating zerg damage. Got a large Norn ele in our guild that soaks up damage because no one can put him down through the massive aoe heals and condition removal. He makes a good target while the dps cleans house. Can duo with him and take down 5-10 people regularly.
It does stack, it just doesn’t show in the tool tip. Get both and test it out and look at the cooldown timer.
Have to agree with Djinn. Lots of clips of 100b and Frenzy stomping. More of a highlight reel that reminded me of Warriors during beta. Show us a whole match maybe?
I second Engineer as well. Grenades with the Grenadier trait (1500 range and an extra grenade with every attack) is brutal in WvW and is great for tagging mobs when farming in Cursed Shore. Grenades shred siege and is good for attacking or defending a keep. Lots of fun. If you’ve been using a shatter build, or any shatters at all, then you’re used to using the F1-F4 keys moves already, so that will help when using Toolkits.
How about adjusting the orb mechanic where if a team controls 2 of the 3 orbs, a lucrative dungeon portal is open for the team that controls it. This will attract the PvE crowd to jump into WvW and it will also force the winning team to decide whether to field numbers to defend the orbs or farm the lucrative dungeon before it closes off.
This mechanic is like Darkness Falls in DAOC and I think it did wonders for motivating PvE and PvP people to partake in RvR.
One interesting facet of the keep taking in Daoc (and opening Darkness Falls) was that when that realm opened DF some of the population in the frontiers left so they could go to DF, making a little easier for the other realms to take it back. Perhaps a similar distraction would be welcomed in GW2 as a way to thin a particularly strong server from dominating the match? Although Daoc didn’t have a player limit for their frontiers compared to WvW, so I’m not sure how much a dent opening a DF type area would be on the “dominating” servers population if they have a sizable queue.
I didn’t mind the Orb mechanic, but the hacking definitely is an issue. +1 for a fix to that, even if it is removing the Orbs.
If you’d like to have one of these weapons in the future, but don’t think you’ll have the time or money to do it during the event, just collect the candy corn and rare components you want and save them till you can afford to make the recipe. Or find someone who has the recipe that can make it for you later once you have the mats.
The actual recipe (not the recipe for the recipe) for the weapons uses components found all year round. For example, The Crossing uses the Gift of Souls. The recipe for the Gift of Souls is:
Gift of Knowledge (500 CoE tokens)
250 Orichalcum Ingots
20 Globs of Ectoplasm
100 Crystal Lodestones
Then the Gift of Souls + Ancient Shod Staff(s) + Ancient Ancient Staff Head(s) + (Insert Preferred Inscription) and you have your The Crossing.
So you can still get The Crossing (or any other weapon) in the future if you want.
Perhaps skins for the weapons they missed will show up in the next few events?
I’ve seen this suggested in some places, but not in the suggestion forums and usually not specifics. If I’ve missed it somehow, I apologize. I know Sentries get flipped fairly often and they don’t have supply to upgrade them like Supply Camps, Towers, etc., but what about something purchasable from the Sentry itself with Karma or Gold or Badges or Supply or combination of any? Purchasable one at a time with a brief interval before it activates. Prices would vary, of course.
Some ideas:
Dolyak Whip – Anytime a Dolyak gets close to a Sentry, it does one of two things: If it’s friendly, it cracks the whip and the Dolyak gets a 30s or so of double speed. If it’s an enemy Dolyak, it cripples it (or attacks them outright? Maybe too OP).
Armor Upgrade(s) – Give the Sentry extra defense, retaliation, reflection, stability or all of the above. Would make them a little harder to take down, and make them slightly more dangerous to larger groups of attackers. Maybe this flies in the face of the potentially soloable nature of the Sentry though (although Supply Camps can be soloed too by the right class/spec)?
Carrier Pigeon – If the Sentry gets attacked, it pulse a type of radar that shows up on the map and every few seconds shows the number of enemies in the area. It would make them more “sentry” like and give those defending a keep or tower a heads up on an approaching zerg if they engage the Sentry, but also would allow the zerg/group to sneak up on the defenders if they choose to ignore the Sentry.
Turret Care Package – The Sentry will drop a few turrets if attacked or have them setup permanently upon purchase. Maybe it could just mimic the Engineer Elite without the stun or med kits?
Or maybe I’ve missed the point of the Sentry and they are already doing their job?