Showing Posts For gavotte.6750:
I second this.
It’s frustrating to be on a server who just doesn’t have the WVW presence to turn the “multiple zergs” back. My server was also affected by the recent free transfers and it really has put things askew. We cannot possibly match the 2 newly bolstered servers that we are now against.
That free server transfer was not the way to “balance” wvw. The only reason TO transfer is for WVW. Those servers who were open to transfers essentially doubled their WVW presence. Nice “balancing”.
I’m in the same boat as you. I am currently running a trap/condition build ranger but I’ve been running that…..forever…..and just want a change. I saw this:
Lepew.7890
Axe based build(s)
20 Marksmanship (I, VII)
30 Skirmishing (II, IX, pick what you like for the remaining)
20 Wilderness Survival (III, VII)
The reasoning here is 20 in WS to get the offhand cooldown reduction, 30 in skirmishing to max crit chance, and the remaining 20 in Marksmanship for power.
Healing Spring, Signet of Renewal, Signet of Hunt, Signet of Wild, Rampage as One
Two Variants
1. axe/axe + axe/torch “Combo Field Build” – run around with spider for poison combo field, lay down bonfire for fire combo field, drop healing spring for water combo field. Axe 1, 2, 4 are projectile finish, and 5 is a whirl finish. Gear power/precision/condition damage. Typical AoE pull is run in gathering with axe1, drop bonfire on cluster, swap to axe offhand, and use Whirling Defense- stuff melts fast. If your spider does the AOE poison move, add that too. Drake works well for this too. This build is more about AoE.
2. axe/axe + axe/warhorn “crit damage build”- gear power/precision/crit damage, use whatever pet you like (I prefer arctic wolf). Use Warhorn 5 to apply fury, swap and WD from axe offhand. This build is more about dropping stuff fast with big crits, and maintaining the 20% crit from fury.
Axe is nice because Axe 1 tracks strafing targets, and works well on smaller clusters. Many dislike Axe 4, but if you line it up so it pierces and returns through the cluster, damage is fine. The main target, off target, main target bounce pattern can rapidly kill 2 guys.
Utilities are picked for minimal downtime and max speed, stripping conditions and regenerating you between fights. Rampage as one helps with veterans.
Overall I have had the most fun with the combo field variant, as you always seem to have a 5 skill up.
…And I thought I’d try it. Has anyone done the above builds? Does it work in small group WVW? The guild I run with mainly takes camps, and joins the occasional zerg to take big stuff.
So, I’m going to make myself an engineer (yes, yes, I know people say they’re broken, but my 80 is a ranger and my necro is my secondary at 53, so I guess I’m a glutton for punishment) and I was wondering something about the Sylvari elite racial, “Take Root”.
If I am a turret engineer, and I put down “Supply Crate” does that make my other turrets vanish? But…if I’m a Sylvari engineer, put down my turrets, then hit “Take Root”, wouldn’t that be….an amazing amount of turret power?
How does this work? Any Sylvari engineers out there who can clarify? Thanks!