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Advice on sPvP mesmer build

in Mesmer

Posted by: Syfer.6875

Syfer.6875

(edited by Syfer.6875)

Advice on sPvP mesmer build

in Mesmer

Posted by: Syfer.6875

Syfer.6875

I just started sPvP myself recently. It took me some time to get used to it but I seattled with a shatter build. S/Pist and GS. I don’t use Centaur or Air as I don’t think any of the maps are big enough to need the extra speed. HOWEVER, one thing I really like doing is once I have taken a point if I decide to go take another one or go help defend one under attack I leave a portal in the circle at the one I am at. Most of the maps the range isn’t long enough to reach the whole way to the second point but it is enough of a jump that I can surprise people who think there is no one at the point they are trying to take.

In sPvP I think taking those runes for the speed boost would kitten me a bit. ^^ I am still kind of amazed as how different sPv kitten ince I can’t play with my stats as much and no food. ^^

I agree it’s not worth taking them, and personally I don’t, I was just pointing out the possibility. However, while it’s definitely true the maps aren’t big enough to warrant a whole rune set just for a swiftness buff, taking focus for a swiftness buff is definitely worth it. Unfortunately, it doesn’t fit into this build’s mainline.

(edited by Syfer.6875)

Advice on sPvP mesmer build

in Mesmer

Posted by: Syfer.6875

Syfer.6875

@Seabhac.6824 I’m in a similar boat, with enough practice I could definitely adhere to a traditional shatter build, but I feel it’s leaving a lot of territory unexplored, and a lot of the mesmer’s full potential untapped. I’m with ya on the speed boost thing, one solution I’ve found is to use runes of the Centaur or Air, giving you a source of swiftness and just changing up the jewel on your amulet to compensate.

Advice on sPvP mesmer build

in Mesmer

Posted by: Syfer.6875

Syfer.6875

@Devilsmack.5736, Oh?

Advice on sPvP mesmer build

in Mesmer

Posted by: Syfer.6875

Syfer.6875

I’ve always loved mesmer, and I’ve had a blast, not to mention great success, running a flex build of my own design in WvW and PvE. However, when it comes to sPvP, I can’t seem to nail down the strategy or build that works best for me. I’ve moved away from legion builds in general because although effective, in higher ranked games and tourneys it just feels like I’m the weak link; it survives nicely and easily, but doesn’t kill nearly as effectively as it survives. Then on the other side of the coin we have shatter builds. It seems as though most people agree that the most effective mesmers in high ranked games all run some manner of shatter build; but after trying nearly every one I could find, they all seem a bit off. Generally lacking in survivability, as to be expected due to their squish, but because typically they run staff sword/pistol, you are forced to engage enemies at a relatively close range, and I just seem to get utterly trashed by the subsequent AoE’s and even then the shatter damage just doesn’t seem to cut it.

So I decided to attempt a sort of hybrid build, incorporating the best of both worlds; And while I know mesmer hybrid builds are typically frowned upon as inferior, this build is more of a foundation, meant to eventually be less hybrid and more original variant. So here’s my rough build:
http://gw2skills.net/editor/?fgQQJARWlwzip3UTqGaNJiJF9GFiSB2BekK0alUMbXIA;ToAA2CsoqxUjoGbNuak1s+YgB

The main point of the build is the gs/staff combo, taking great sword as opposed to the classic s/p for shatter, and keeping staff. Reasons being, with most shatter builds, I find not only is my damage somewhat lacking but I also am inherently drawn into close combat, the greatsword solves both these problems. Allowing you to attack from the maximum 1200 range, taking gs greatly increases combat versatility, enabling greater effectiveness at greater distance. In addition, the gs provides a much more reliable source of large damage, providing sustainability where s/p lacks it. With a s/p staff shatter build, almost all of your damage stems from Phantasmal Duelist, Blurred Frenzy, and Mind Wrack. Blurred Frenzy (depending on build) does maybe 2-4k dmg on a 10 second cd, and while it does give distortion, is requires you to be within melee range for use. The gs on the other hand, can match that dmg in maybe 2 or 3 auto attacks, taking only about a third of Blurred Frenzy’s recharge, meaning you could do potentially triple the damage; But more importantly, you could do it at a range. While the Distortion Blurred Frenzy provides can be nice, its primary application is mitigating the danger posed by closing to melee range to use it in the first place, whereas with gs, you never put yourself in that situation to begin with. And seeing as this is still something of a shatter build, you can still draw a good amount of damage from Mind Wrack just as you normally would.

In terms of traits, I take Mental Torment just for the damage boost, though I’m not sure if it’s the best choice. Obviously I take Deceptive Evasion, and though iffy, Desperate Decoy seems to work nicely as well. I’m considering taking Debilitating Dissipation instead of Illusionary Defense, but again I’m on the fence. Mirror of Anguish is another trait I’m experimenting with, it seems quite useful but Chaotic Dampening is always nice too. Now in Illusions, you’ll notice I don’t go all the way for Illusionary Persona like most shatter builds do. My reasoning behind this is that while it is a great trait, for it to be effective, you once again must close to melee range, something I always like to avoid when possible. The ability to shatter on yourself, and without any active clones to boot is undeniably amazing, but with the build focusing more on range, I feel that I won’t be in a range to use it enough to warrant taking those additional 10 points, and the overall build would be more effective with them spent elsewhere.

For gear I’m using a Knight’s amulet instead of the normal Berskers, just because I don’t think the slight damage increase from Berserkers is worth more than the practically ENORMOUS increase in survivability from taking Knight’s amulet. While it’s admittedly true that many top mesmer players don’t need the survivability and can play squish just fine, I find my skills aren’t quite there yet, and I do far better with a little survivable buffer. I have a sigil of energy on my staff, giving that extra clone whenever you may need it; and a sigil of blood on my gs for a little extra sustainability (although this sigil is more experimental than anything else, I’ll probably change it very soon).

Overall I’ve been genuinely successful with this build, quite commonly top player or close to it. However, I feel the build is still rather hazy and in need of refinement; specifically increases in general killing power & efficiency. Any and all feedback or advice is/would be greatly appreciated, thanks!

Need input on Dual Pistol/Elixir build HELP!

in Engineer

Posted by: Syfer.6875

Syfer.6875

Really I’m trying to find a balance between PvE and WvW, but I do put precedence on PvE. I’ve tried slotting in bombkit and grenade kit but they’re just to clunky to synergize with this build imo. You’re right about dropping C though, it’s very situational and I usually rotate that last utility between elixers C, S, & R; C being for condition heavy battles, R for dungeons and utility, and S for mobility. I also slot in tool kit from time to time but only when I need a melee weapon due to reflectivity (god kitten jades).
However, I spent some time doing the math and while switching out blood injection sounds appealing, taking blood injection gives me just two CD shy of an extra 100, which is roughly a whole 5 dps per tick of bleeding, 25 dps per tick of burning, and 10 dps per tick of poison. I gotta admit, sustainable swiftness would be nice, but I don’t think it’s worth it here.
Nice build btw, might I ask why you took cloaking device over incendiary powder though? Incendiary powder is plain ridiculous imo, and cloaking device seems a little too situational. Not to mention the additional +10% condition duration is pretty nice too

Need input on Dual Pistol/Elixir build HELP!

in Engineer

Posted by: Syfer.6875

Syfer.6875

A little info, Engineer is my main class, and by far my favorite. I know there’s a lot of flak out there for engineers, and many players think them to be sub-par when compared to other classes; however I find that this is absolutely not true, and a skilled engineer is a menace on any battlefield. I have every intention of playing my engineer as my main no matter what Anet does to us, but that aside, I’m in desperate need of input from some seasoned engineers out there.

I’ve tried A LOT of builds, the grenade kit build, bomb kit, flamethrower, rifle dps, you name it. After fervently deciding that Dual Pistols was my favorite weapon, I came to rest upon a nice little dual pistols/elixirs condition build. I REALLY want to keep close to this build as I not only love playing it but it’s really quite effective. However, there’s always room for improvement, and I feel I’ve hit a bit of a wall in that regard. I now find myself stagnating, in desperate need of new input, a fresh perspective if you will; which is why I come to all of you wonderful players

A link to my build:
http://gw2skills.net/editor/?fcQQJAqalspSXHvSgF17IBoH5Vv8V0DMT5J/pAbB;TgAgyytEcJ1S1liLjKmBA

(I’m using full carrion armor with full runes of the traveler at the moment.)
So a run down of how this build works: As you enter combat, pop elixir B and either use glueshot or pop elixir U and use poison dart volley (in case of mobs). Use Elixir H and elixir U as needed, though personally I like to wait to use U until right before I poison volley. Wait to use elixir C until you have a very large amount of incoming conditions and few elixirs off cooldown, as using or throwing any elixir will remove a condition. This can also be used as a very effective support tool, throwing elixirs on allies to both buff them AND remove conditions. The general idea is to drop as many conditions on a many enemies as possible, but you aren’t just letting the conditions do all the work (although you [I] are traited primarily for CD.) With HGH, each elixir ALSO gives you might, so you have the added option of using currently irrelevant elixirs to gain extra might, regardless of their intended effects. In doing so, you end up pretty much constantly buffed to high heaven, your enemies are suffering heavily bleeding, poison, confusion, burning, and cripple, and with an average 10-14 stacks of might on you in the heat of a battle, you easily make up for the loss in physical power due to traiting towards CD and should have no trouble mopping up what your conditions didn’t already. You end up with great survivability, great DPS, great support, and you STILL have all the versatility the engineer provides, able to switch out an elixir for a kit or other utility while maintaining overall effectiveness.

Phew! NOW, recently I’ve been faced with a few problems I wasn’t quite sure how to deal with, but hopefully someone here has found a solution! Now, I realize the draw backs of condition builds in general, but I’m adamantly sticking with it. However, the biggest draw backs of this build are; a lack of raw immediate DPS, and a lack of mobility (Granted that is just an engineer problem in general, not specific to this build). Primary concern, I need a way to increase the raw damage I deal with straight attacks, plain and… not so simple. I’m happy with my survivability, my utility, and quite happy with my condition dps, but as we all know, conditions are very situational, and sometimes they just wont cut it. In situations where the enemy is highly resistant to/immune to/generally unhampered by my conditions, I have to fall back on auto attack and buffs for damage; which is all fine and well as long as I have my might stacked up, but once that dwindles and starts hinging on elixir cool-downs to keep it at a lowly 3 or 4 stacks as opposed to 10 or 12, kitten goes downhill fast. I need someway to rectify that without seriously reducing my CD or survivability, which is much easier said than done. Absolutely ANY constructive input (criticism or otherwise) on this build and/or strategy is MORE than welcome! I’m really at a stand still here and have no clue how to enhance this build. Please help!
(Also for those of you who actually read through all that, bravo, and thank you!)

TL;DR: How can I improve my raw DPS without hurting my CD or survivability? How could I enhance this build in general? Thanks a million!