I honestly think the RtL change would be alright IF the 40s cooldown only applied when you don’t hit something while in combat. This way, you can still still use it to move around a map out of combat, which I don’t think was ever a problem, and is actually more of a necessity.
I’m afraid this tournament would never end…
This is my build for WvW. Very effective roamer. Good damage (immobilize, bleeds, 100b burst), but most importantly: It’s the fastest runner in the game; permanent swiftness fury and might, 4 movement skills that break immobilize, and warhorn skills that convert conditions and remove slows. You easily stay ahead of following zergs, and you break away from combat to heal up whenever you want. So much mobility that it’s hard for any opponent to keep track of you.
EDIT: Remember to turn “Autotargeting” off!
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I like S/D for the 0/10/0/30/30 build for support. That Water Trident is a very powerful heal.
The abilities don’t need to be damage based to be “powerful”; they could have utility.
Also, just like the current burst doesn’t make you lose your adrenaline if you miss, these skills could simply go on cool down themselves if you miss (or lose your adrenaline) but not put all your skills on cool down.
High risk, high reward is fun!
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I thought of an interesting mechanic for a possible addition to the burst mechanic for warriors. What if each weapon, in addition to the current burst skill, had another powerful option – but this option, no matter what the weapon, would put every skill of the current weapon on cool down for several seconds.
The idea is that the warrior would basically be either hurling the weapon with all their might/lodging it in their opponent/overloading the rifle/breaking their bowstring, etc – which would basically leave them without a weapon, or force them to switch sets.
The skills would have to be relatively powerful for it to be worth it.
I was fighting a really good SB/GS ranger yesterday in WvW. We Dueled several times; It was very difficult each time, but I was able to kill him consistently with my S/D ele. You just have to spec for your condi removal, and make sure you use them appropriately.
I have a hybrid build, so that helped me deal him enough damage to take him down – meanwhile it was pretty tricky to stay alive at the same time. Smart dodging and trap avoidance is key. Also, rather than use your mobility to create gaps, always use them to close gaps instead. Lastly, never turn your back to him!
New build I thought up… Not for anything in particular, and I haven’t tested it yet. I like the idea of it, though.
I noticed Superior Rune of Lyssa synergizes very well with a Thief’s Signet of Malice (heal skill) and Basilisk Venom (Elite); the former able to be traited down to 12 seconds, and the latter having a similar cooldown to Runes of Lyssa’s internal cd.
-Using your Signet of Malice gives you 5 stacks of might, vigor, 2 initiative points, and a random boon in addition to the healing.
-Venoms heal for 470+ dmg per hit, and Basilisk removes all conditions and gives all boons. They also add an additional ~330 dmg to each of your attacks.
-Venoms are shared with allies (which includes healing, conditions, and dmg).
-Additional healing of ~100hp per initiative use.
Weapons are relatively interchangeable. What I entered for the build is basically a placeholder.
It wasn’t cause we were talking about the scoring system, right? That was a really interesting conversation for me – I learned a bunch!
I like all of you. Hooray for our servers having fun in WvW! Catch me if you can…
Remember, you can always switch in your rifle when you’re fighting zergs, and swap back whenever you’re roaming!
That’s not so helpful milkzz, those minimums don’t apply to every build or role in WvW. I think the OP isn’t turned off by having a difficult transition from PvE to WvW, he’s just not sure he can stay a 100b warrior after the nerf.
There are different builds out there for WvW, some people like hammer, some like shouts, but 100b isn’t necessarily dead, it might just not be as straight forward as before. Like I said in my earlier post, you can add to it (sword burst for example).
Try using a sword in your offSET and adding its burst skill to the front end of your frenzied 100b. The immobilize lasts a looong time, and the bleeds get bigger as you stack might with your gs.
Edit: or even add it to the backend, switching out of your 100b 3/4 through.
(offSET, not offhand)
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It could be a number of things. Yes, elementalists are squishy if not traited/played properly. At low level you really don’t have much choice yet, so traits are probably not the problem.
It’s most likely one of the following:
1. Your gear is still low-level gear. Take a look at what your armor and weapon’s required levels are. If they are below 20, you might want to upgrade. Armor values at the lower levels can actually play a large role in how tough you are.
2. You’re not dodge rolling effectively. Make sure you dodge roll the big attacks your enemies try to hit you with. When you’re not dodge-rolling, try to stay away from the front of your enemies faces as much as possible (circle around them while hitting them, or just walk backwards). This will also keep you alive.
I believe it started when some people posted a few videos of them playing 0/10/0/30/30 and 1vX in WvW.
Yeah, it was when I posted my build video to Buildcast in September.
I’m also super modest.
To the awesome Anvil Rock Mesmer: Thanks for being awesome!
I was the Ehmry Bay Warrior that you chased from one end to the other of the Borlis Pass Borderlands map. I attacked you while you were hitting some eagle raptors, and I found out I was a little outmatched. Then a thief started helping you, so I ran. My running build kept me out of your reach, and I lead you into some EBayers, who you maimed and then escaped from.
Then we had a staring contest across that chasm.
Next, you picked your moment to attack when we were killing some Borlis Passers, and chased me all the way back to my keep.
But amazingly, through sign-language (us both jumping up and down), we came to an understanding! We would become best of friends. A group of 4 or so Borlis Pass Assaulters were running by, and decided to attack us while we were “fighting”. What followed was a clever dance where we dealt with them handily while simultaneously avoiding each other’s AoEs. Standing over their bodies, I’m sure they wondered why we didn’t keep attacking each other.
And then we parted ways.
Hope I recognize you next time.
I know it must be cool to be negative, guys – and you all do have good points, Warriors need some help… But again, all I can tell you is that I’ve really been having a great time in WvW with the mobile build I mentioned. No, it’s not OP, but it’s effective and dominant in the hands of a smart player. More importantly for me, it really is ridiculously fun!
Add in the fact that it has the same trait point distribution as a high damage rifle/longbow banner burst base defense build I thought up, gives it role versatility after a quick change out of combat.
For the purposes of breaking immobilize while traited. Seems like it should work, though… Next patch?
Super duper secret manoever with banners that I’d like to share with you:
For the “5 strikes of adrenaline” and “1 stack of might” on weapon swap minor traits in the discipline line… Switching from a held banner to another on the floor by pressing “f” (which takes 1/2 seconds) COUNTS AS 2 WEAPON SWAPS! So if you have 2 banners, you get full adrenaline by pressing f 3 times – or 25 might by pressing f … Umm.. ~15 times.
I’ve only been able to find 1 use for this secret :P …
Doesn’t solve the vulnerability to movement impairing conditions.
Actually, I’ve just been having a really great time in WvW on my Warrior because I’ve developed a build that specifically excels at resisting/removing movement impairments, and is IMO the most mobile build in the game. Sword/Warhorn and Greatsword gives 3 speed burst movement skills, add in bull’s charge, permanent swiftness and effective condition removal with the Warhorn trait, and most importantly the trait that breaks immobilize with movement skills, and you have an unstoppable running machine.
I use him to run supply, take down dolyaks, sentries, supply camps and players by dashing in and out of combat whenever I want (to heal up to full if needed, with the enemy players still suffering from bleeds). Not only can no one catch him, no one can run away
.
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My girlfriend wanted to bring up an issue that’s very dear to her about certain content in Guild Wars 2, and what improvements can be made in that category:
I think she nailed it :P
Tinkerer.
An advanced crafting profession, where the items made are much like the karma-purchasable utility items around the world. Either consumable or on a cooldown, the created items will replace your weapons skills with useful abilities; or maybe just perform some task, be it useful (bank access) or superfluous (firework launcher).
The recipes for some of the more useful items are found the same way as the other crafting professions, but are not as obvious and can be quite difficult to discover. Maybe some recipes are unlocked by blueprints found off of rare mob drops or something… Who knows.
Anyways, what do you think? Good idea, or instead just add these types of craftable items to the existing crafting professions where they seem appropriate?
Here’s my build:
http://bit.ly/TIebIS
And here’s my video explaining it, with a match:
http://www.youtube.com/watch?v=Dnp0DDwFC4k
I’ve noticed many – if not all – sigils don’t seem to work if placed on your off-hand weapon (at least for the elementalist). Bloodlust, luck etc doesn’t stack – on weapon swap doesn’t work, etc.
Also, “Windborne Dagger” the elementalist major trait which should give 15% extra movement speed while wielding a dagger doesn’t seem to do anything.