Guys guys, just look at the spike trap skill. It does 1 second of immobilize in addition to its cripple and bleeding. No traits necessary, its just part of the default skill.
I like sword torch in condition builds because torch 4 just does so much burning damage on such a low cooldown. All dagger really offers is one more evade in addition to the sword’s two so it really isn’t worth much unless you really don’t want torch damage. In fact, burning still hits like a truck at low condition damage so even as a power build torch is still viable. Basically damage vs defense
I really only find pigs good as a swap in if you have another cc. If you have your wolf knock an opponent down or you immobilize them you can swap to your pig and they will attempt their charge right off the bat. As for the F2 I would definitely enjoy it if the item just went straight to the ranger’s hands.
The bird pets do the most damage because their auto attack hits twice. If you are insane enough to do a pet damage build you can see your eagle hit for 4k and up (i did it once, was hilarious but wholly ineffective)
If you complain about not hiding pets because of cooldowns its your own fault. Just tell your party to wait for like 45 seconds if your pet died so you can hide it. If they are skipping areas then they shouldn’t mind.
I use it to create distance, with sword dagger you can hornet sting then throw the cripple dagger. When it comes to evade frames I’d put sword/dagger just slightly lower than death blossom spaming thieves, hornet sting evades on the leap back, serpent strike evades the entire time, and stalker strike also evades the entire time. Combine this with 50% endurance regen (only 5 trait points!) we have alot of invuln.
I choose longbow because its the superior weapon at long ranges. If they get close I just switch to sword+dagger to make distance again.
I just wish the cast time wasn’t so atrocious.
YES, a power build with daggers AND ONLY TWO WELLS! This guy gets it, three well builds are bad and axe doesn’t make use of them like dagger can. I also agree with using warhorn offhand with a dagger, that daze makes you safe and allows you to land darkpact ( I like to darkpact then run behind the guy the stab him non-stop while he can’t do anything)
I wish every class had f1-4. Currently thieves, wars, and necros don’t (ok so thieves and wars have more f skills than we do since they can change). I would really like to see all our minion skills becoming f skills that use lifeforce to summon. Fleshy the flesh golem can stay elite.
a necros bad match up are including
mesmer
ele
thief
guardian
and now rangerwe can sorta do something to wars and eng , and of course other necros
power builds for the time being is about the only real option for a necro. conditionmancers like to brag about how they can do this and do that to people but chances are they are not facing many if any players that use condition removal .
minion masters are a good option if the pets were effective , and ds speced necros can be tanky and dish out a lot of dd but at the same time they lose out on the cc that they need for that mitigation .
necros just need to be looked at by the devs and then we can all see what needs help in some areas and where we dont need help in others .
Wait wait wait, rangers? Did they get a buff I don’t know about?
The rest I understand, they avoid hits and/or heal conditions.
I forgot to mention the silver lining. Death shroud’s life drain benefits from more clones
Unfortunately due to the nature of clones they are really good at countering condition builds. Conditions are weak because you can stack them up but if you have a bunch of clones out chances are you toss a few to many bleeds on clones and the guy out heals your conditions. This means if you are a condition necro (aka 90% of necros) it is even more important than usual to single out the real mesmer.
In other words, yes, you can beat a mesmer, it is just a bad match up most of the time.
There is nothing more valuable IMO than a good Bunker guardian with a CC heavy build. Amazing in team fights, great for holding points. A boon for any SPvP team.
Papaganoosh (SPvP Officer, The Unnamed EU)
http://www.the-unnamed.com/spvpapp – recruiting skilled players for TPvP
lolwtf gaurdian
First, don’t get the packaged stimulants trait, it sucks. Instead get speedy kits, static discharge, or kit refinement. Speedy kits is good if you use medkit, kit refinement with elixir gun and tool kit, and static discharge for burst builds.
As for the 30 points, it depends on your needs. If you don’t take elixir gun 20 in alchemy for 409 to cleanse conditions. Don’t take medkit, get fast-acting elixirs for elixir H. If you want to use grenade kit 30 in explosives. Just bomb kit, 10 for larger radius. Pick your utilities then trait to fill in the gaps.
Speedy kits. Oh god speedy kits.
I just can’t play any other class because I feel so slow.
I agree with these people.
Adrenaline Implants is great on the engineer. While the ranger does get the exact same trait for only 10 trait points I feel like an engineer can make it go farther, especially if you are already stacking perma-vigor.
Armor mods however, is lackluster. The warrior’s retaliation grandmaster trait is 5 seconds of retaliation every 15 seconds. That’s a 1/3 uptime compared to our 1/5 (well it would be 1/5 if it worked properly). I get that the warrior should have more retaliation but the difference is so big that there really is no point. Imo it should add more retaliation or have it give retaliation on gadget or kit use.
Go elixir S. If you already have medkit than elixir S can give you time to switch to medkit and use that antidote instead. This also works with the elixir gun because you can switch to it an use super elixir (twice if you have kit refinement) and remove conditions that way.
For me this is how I see the gadgets.
Personal battering ram: bad, flamethrower is almost always better. When it comes to the toolbelt the cripple is useful but I still feel like flamethrower is better all around.
Slick shoes: good, both toolbelt and the skill itself. If you turn off melee assist (its on by default but we don’t have melee weapons) you can walk right through enemies w/o a dodge roll and knock them down. The toolbelt doesn’t actually make you twice as fast (there is a cap at 133% speed aka swiftness) but it gives a buffer that allows you move at max speed even with chill; it looks like you are shuffling super fast.
Rocket boots: Bad, elixir S is a much better stun breaker. While the movement away can be useful because it cc’s you, is canceled out by chill and cripple, and generally doesn’t work, its more reliable to just use elixir S. Toolbelt is meh, long cd for the damage it does.
Goggles: Good, but only in burst builds. Its basically our way of bringing a damage utility and also having a stun break. The skill itself gives fury and makes you immune to blindness which is one of the counters to burst builds. The toolbelt is especially useful since its instant for static discharge builds and does 10 stacks of vuln (think Mark the Target).
Any build with bomb kit.
If you are in an area with only melee mobs just run in and hit everything once with your gun. Then proceed to run circles around them dropping bombs. This is a lot less effective against ranged mobs (they don’t chase you and bunch up) but smoke bomb makes it managable.
For everything else, well, you still have two other utility slots.
Flamethrower should change your helmet to a gas mask =3
Unrelated, does anyone even use it for the reflect? Seriously, I only use it for the super short duration knockback, so good.
I also would like to see more complex turret designs, especially rifle and rocket. Seriously, Rocket turret is just three tubes.
Make warbands Charr only and its a deal
+1 for using dual pistols with a greatsword.
(I do not really like the mesmer elites)
Waaaaa, mesmer elites are some of the best in the game o.O
Ok, some maybe the are really bad in pve.
If it helps my advice is to be ready to accept thieves pve faster than mesmers. To make things go by faster make a really cool character you will enjoy having 4 of on the screen. I made a char male because everyone thinks they look funny.
its a trashy main hand and should completely reworked. This is how i think it should be. Autos apply bleeding (5sec) and third auto confusion for 3sec. The useless block should be reworked or completely removed for a nice aoe spell. Skill three could stay as is be maybe increase its casting time by 0.5sec
I wouldn’t mind seeing bleed being added, as it is currently its wants to be a power(#1) and condition weapon(#3) which is never good. Replacing the block would also make it a more ranged oriented weapon (what it should be) and gives us an oportunity to add a decent aoe attack to the mesmer.
Enginneers are masters of cc imo. We have rifle and FT with traits that give us knockdowns on a 12second cooldown. Net shot can keep imoblize up at a 25% uptime and thats before using net turret. Toolkit now is great at pulling people while bomb kit can knock people away.
We also have access to every condition in the game except fear and every boon except aegis so we can manipulate people in that regard too.
What if they just made mortar into a very strong turret and you could manually use it for the stronger skills.
Yes, pistols are condition approved.
Mesmers are great support in dungeons. We have a lot of utility skills that shut down enemies like feedback and null field on enemies/bosses that buff themselves (arcane thievery is also great for stealing huge might stacks). Portal can be used to bypass segments and chaos storm can grant aegis. Clones are also good because dungeon mobs do so much damage even if a clone only absorbs one hit its still useful.
All that being said one person doesn’t make the team. If you have a bad team, even if you are all lv80 you can fail a dungeon (though you’ll still have an easier time at 80). My advice would just find a group that knows the dungeon and can teach you.
Scepter auto-attack generates clones so when clones use the auto-attack……THEY SHOULD MAKE MORE CLONES. Clones making clones making clones, it would be glorious.
How about this
http://tinyurl.com/b6puqtuLook at the various synergies. It’s a power/crit build, probably GS main with scptre/pistol for some additional ranged utility/DPS. The key here is the runes of Centaur. Mantra heals means you get group 10 second swiftness on command x3 (traited properly). What’s nice is that you have a lot of power, but don’t sacrifice on armor, so you’re not a glass cannon, you’re a Tiger Tank with huge manuverability. The swiftness is key to the build though because having a line of mantras means you sacrifice a lot of standard mesmer utility. That said, I’d be fearfull of encountering this build in a 1v1. Drop timewarp, and unload your phantasms etc, while whailing away. With Mantra of distraction you can quickly chain cast daze, which if you time it properly will stop your targets CD’s for a total of 15 seconds. Not that you need timewarp for this. That said, you can also drop a timewarp to quickly recharge mantras. Given your armor you can afford to tank a bit. If you are worried about recharging mantras though, swap phantasmal fury for protected mantras.
Just one concept I came up with while having a look/play. I’ve not tried a mantra build yet (though this looks interesting).
Nice build, basically what a mantra build would look like. However, instead of 20% mantra cd reduction I would take clone on dodge. I don’t use all mantras but when I use mantra of distraction the cd reduction doesn’t help as much as more clones.
Besides, mantra builds want to hold on to charges as much as possible to maximise damage. Mantra cd means you are using the mantras, clone on dodge means you are doing more mind wracks. Damage wise it seems like dodge clones are the better choice and they are defensive too, use them to confuse and for distorton shatter.
Keep the engineer and make the commando, a tech based gun class.
Water fields would definately be better than light fields given the elixir gun’s other skills but then there is the issue of balance. I mean super elixir already heals a good amount and can be used twice (kit refinement) and we aren’t exactly lacking blast finisher options. They probably gave it a light field because they wanted the kit to be all about applying and removing conditions, not apply, remove, and heal.
Yay more skill sugestions, I actually hope anet adds more skills eventually because we have so few compared to other mmos.
Anyway, good ideas, though I’d rather have all those “get attacked do something” skills changed to “if enemy attacks (or something else, like heal or something) do something”. Basically hexes instead of stances.
Also some of these are super op. Mantra of leeching is basically super Mantra of Distraction. And that elite signet, so op.
Some are also really bad. Hexeater vortex needs something else because its basically null field w/ endurance regen.
Overall new skills can basically just be gw2 versions of gw1 skills, though some gw1 skills would be rediculously op in gw2.
I love people who get insta offended and go on saying Null Field, TimeWarp, and Feedback are the best skills ever. Sure Timewarp is awesome….for 10 seconds every 210. Feedback rocks…for like 5-6 seconds out of 40. I think the cooldowns need a bit of work
Thats because they are the best skills ever =P
Timewarp is balanced because of its insane cd, plus all other quickness skills are only 4 seconds (5 for engy) so 10 seconds of team quickness is great. Its a skill that defiantly feels, well, elite.
As for feedback 40 seconds seems to be the base for aoe reflects (gaurdian wall is also 40 seconds) while its 30 seconds for self reflects (ele aura, engy sheild, warrior traited shield stance, etc.) so not much hope for a cd reduction.
Most of the time people choose one secondary healing options and just avoid damage which is why you don’t see mesmers grabing every heal they can in their build.
Healing builds can work well though, if elementalists are any indication, so mabye you post a build yes?
Full mantra builds are basically the equivalent of 5 signet warrior builds. You can stack huge damage at the cost of not having any good utilities. That being said at least you still have a stun break, cleanse, and daze so you aren’t completely useless. They can also be used more than once without crippling your damage too much which is more than a warrior that used his signets can say.
Something like this is always going to be hard to track. The best solution would just be summon a ton of phantasms to stack regen so they come off cd before you run out of regen. I wouldn’t want phantasms to grants it on shatter though because then, well, you lose the phantasm.
On attack however could be used but the regen would have to nerfed hard. The regen is a 50% uptime and because many phantasms attack every 4 seconds (about) the regen would be only 2 seconds. This would cause a problem if the phantasm couldn’t attack for w/e reason resulting in a lot less regen. It would also cause the problem of procing illusionary membrane (protection on regen) a lot faster causing that to be nerfed as well.
This is the most OP skill in GW2. A mesmer could only land this and get a free win.
Way to skip the entire contents of the thread, all the meaningful discussion, the recent patch notes AND revive a long dead thread.
You sir are clearly a necromancer… a necromancer of dead topics and flogged horses :p
Whats that? We are bring back this thread? Ok.
Moa is hilarious, I use it all the time because I know people hate it. Half the time I don’t bother to chase them since they gave it that gtfo move. It is however, a horribly ineffective move compared to time warp. Even without teammates ten seconds of quickness > ten seconds laughing at one enemy.
Any place I can see the new skills of moa? Which hotkey is the “gtfo move”?
It isn’t on the wiki (I don’t they ever were) but skill five now sprints you away really fast and far, more than 1200 range away. Just play pvp and hope mesmers still use moa.
This is the most OP skill in GW2. A mesmer could only land this and get a free win.
Way to skip the entire contents of the thread, all the meaningful discussion, the recent patch notes AND revive a long dead thread.
You sir are clearly a necromancer… a necromancer of dead topics and flogged horses :p
Whats that? We are bring back this thread? Ok.
Moa is hilarious, I use it all the time because I know people hate it. Half the time I don’t bother to chase them since they gave it that gtfo move. It is however, a horribly ineffective move compared to time warp. Even without teammates ten seconds of quickness > ten seconds laughing at one enemy.
No idea what it is now but near release it was mesmers that were the least played, by a long shot too.
It makes sense though. Most character play time comes from pve and mesmers are a pain to level. In pvp you see a lot more because they are so good but they count for less of the player base.
What about dat hidden pistol toolbelt. Now I can do thief unload to make full use of quip (if i ever get it).
Eh… Thieves can do it 3+ times. Granted, without the evade utility… But thieves aren’t exactly lacking those.
Still, glad my Engi’s a Charr!
You don’t use quip to fight, you use it to party! We don’t need to use unload 3 times when we can follow up with grandes, bombs, rockets, tiny flamethrowers, and general chaos. Heck, engineers feel like half their gadgets are made of duct tape and dreams and I like it.
The thing about staff marks is that you can’t tell what they are. Fire fields all have fire along the edges. Damage fields all have arrows raining down or make a sound. Mesmer fields are huge blobs of purple. But marks? With greater marks the small symbol is so far away from the edges that all you really know is that their is a red ring field there. The marks all look the same so even if you do know its a mark good luck trying to figure out which one it is (not overly important except for the fear)
Epidemic spam.
Seriously, call out a target (default is crtl+T iirc) then watch thier conditions. If you have anyone smart on your side you will see them spike with conditions and right before they die you epidemic them. Now you just spread your zerg’s condition stack to a ton of people. The conditions themselve probably won’t kill anyone but you will do a TON of damage which will ultimately help you the fight.
What about dat hidden pistol toolbelt. Now I can do thief unload to make full use of quip (if i ever get it).
spvp turrets are highly underestimated. Net turret especially is super powerful, just compare it to warrior’s throw bolas. They are both utilities that exist purely to imobilize but the net turret is well, a turret. After using the toolbelt you can plop it down and enjoy the imobilze. Combined with rifle net shot and that opponent will have a hard time moving anywhere.
As for the other turrets rocket and thumper both have damage and cc. In the case of thumper you can leave that thing on the middle of a control point and when it starts being contestd you can overcharge it and knock all the enemies off the point from across the map. Rocket just does amazing damage if ignored and still have a cc. I’d rather take rocket turret than personal battering ram since both are semi-unreliable knockbacks but rocket does a lot more damage.
Elixir X at least has a use. Drink the thing when you want to chain CC enemies or any situtation a tornado or bezerker would be used (not many but they exist)
Mortar however is completely outshined by grenades. I really don’t see the use other than letting teammates play around with it. Even if you wanted to try like a 4 turret then mortar base setup it would be better to drop turrets with supply drop and bring grenade kit.
And before the trolls come up with comments like “interrupt them?”
You don’t need LOS to rez
half of them are instant cast
Ah , but those things are incorrect. You see the res signets and abilities are ground targeted aka needing LOS. As for the instant casting they all take a long time to cast with the exception of toolbelt elixer R from the enginneer but that doesn’t insta-res either.
Really, if a team decides to take a res signet how is it different from just taking utility that secures revives like “fear me”. That skill can be used to prevent a stomp (secure a res) while still having a use outside of that while the res skills that aren’t signets don’t even have a passive effect to justify using it outside of reviving.