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Curses Reaper is an all out condition damage dealing build that can do absolutely massive condition pressure on any team. It is not hard to absolutely condition bomb an entire team due to Reaper’s AoE condition potential, I have ran this build in Platinum division on Europe for Ranked and the amount of condition pressure this build does has won me the past 25+ games.
Build: Curses Reaper
A lot of people have been underestimating Curses, as the more popular specialization to take is Spite. Due to the new amulet, Deadshot Amulet, I was able to create this build that can do massive Condition damage and pressure while still making it able to survive.
Wanderer’s Amulet and Deadshot Amulet are the same thing, well almost. Deadshot grants you +560 vitality vs Wanderer’s +560 Toughness. Vitality is much more essential for necromancer, as the more health you have, the more Life Force you can gain through Reaper Shroud. Now, you might be asking why don’t I just go Carrion Amulet, and there are a few reasons why:
Deadshot Amulet has expertise, which increases Condition Duration, making Conditions do more damage because of they’re extended Duration.
Deadshot Amulet has 1050 Precision. The reason why this is important is because of the 2 passive traits in Curses. The Barbed Precision trait has a 33% chance on a critical hit to inflict the Bleeding Condition on a foe for 4 seconds (this passive trait does not have a cooldown to it so if you keep critting, you can get a lot of Bleed conditions on an enemy.) Target The Weak converts your the amount of Precision you have to Condition Damage by 13%
The Burning Condition on Reaper Shroud gained by spamming #1 ability on Shroud can quickly stack up, making the condition tick for 2000k health per second, and the #1 ability can hit multiple people, making this build a truly devastating team fighter to the ridiculous condition pressure it can put out.
Now, like I said survivability is a bit of a struggle, but you should get along fine. The current metabuild for Necromancer is Power Boonstrip, and it has the exact same health pool of this build, having the health of 24812, so if you kite around correctly and time your defensive cooldowns, you should be fine. (Also the reduced cooldown on Consume Conditions from 30 seconds to 20 seconds should keep you fairly sustained.)
Thieves are the really only main threat to this class, as they can move around fast in the map even when you kite.
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LOL, they finally implemented auto-target the Necro feature.
Ctrl-N.
LOL that’s pretty hilarious actually if they implemented that in the game
I don’t know how this happened, but it was on me the entire match, it was pretty funny actually. Maybe it’s a new Dragonhunter buff that will be released next balance update, a blue laser that follows you around through walls the entire time :P
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Pssssssst, this is clearly a troll thread. Take yer food and get it away from the troll!
Revised the builds a little bit, as there has been a shift in the Necromancer meta.
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Just a small question: which is better, condition damage or condition duration?
Condition damage is more important for a Necromancer
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Also, Consume Conditions has a 5 hour cast time, so prepare to be interrupted. :P
That’s why you use it when you are LoS or behind a wall. If a necromancer uses their heal and they are not behind something to keep it from getting interrupted, that’s a major flaw they need to fix.
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curious why you didnt take the signet trait on the meta signet chillomancer build… as far as i know the META version of that takes the signet trait.
Oh crap! Didn’t even see that mate, thanks for pointing that out. It should be fixed now, sorry for the mistake!
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Tips and Tricks
Always stay in range at beginning of matches with Staff, if you have the specialization Soul Reaping, build up your Life Force.
Before going into Reaper Shroud, cast Locust Swarm then Chill to the Bone. Locust Swarm should always be cast in conjunction with Reaper Shroud because of the Cripple and Life Force status it gives, and Chill to the Bone should always be cast before going into Shroud because of the stun it gives, and the stability it gives. (Remember to Bait Cast if you think they will dodge your Chill)
Never use Infusing Terror casually, as it can grant you Stability in shroud to use to stomp an enemy, or revive an ally.
The minions that spawn from using Rise can be used to trigger Dragonhunter traps.
Plague Signet can be blocked, so be careful when casting it..
Plague Signet can also be used as a Stun Breaker.
When you use Executioners Scythe, it will create a Ice combo field. Use Death’s Charge inside this field to grant yourself a Frost Aura.
Wail of Doom can be used to counter any block abilities that other classes have, so make sure you use this ability wisely and not casually.
Do NOT spam all your marks on staff all in one place
Never roam around the map, always stick to teamfights.
When using the heal Consume Conditions, make sure you are out of range or cast it while hiding behind something so it doesn’t get interrupted.
Make sure to kite as much as possible if you are getting pressured.
If by some chance, you get a 1v1 with an Engineer, take that 1v1. Reaper’s will always destroy Engineer’s in 1v1’s.
Finale
I hope all of you enjoyed my Reaper Guide in PvP. As always, these are just my honest opinions, and would love to hear other people’s opinions on what I missed to say. I hope everyone learned a little bit of something from this guide, and I hope it helps people to become better Necromancers themselves. A lot of people complain that Necromancer doesn’t have sustain anymore, and while that is partially true, a good necromancer can still be a force to be reckoned with in PvP.
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Reaper Shroud
Every profession has a unique ability that are usually bound to the FN keys. Necromancer’s unique ability is to be able to transform into another being with another set of health called the Reaper.When you are in Reaper Shroud, you cannot use any of your healing, utility, elite abilities but it more than makes up for it with the amount of insane damage Reaper Shroud does. As I said Reaper Shroud is another form, with another set of health so going into Reaper will save your life as the damage you take in Reaper will decrease another health bar called Life Force, and not your original health. If sustained, Reaper becomes a VERY powerful offensive tool in teamfights, capable of counter/cleave attacks, and can take down enemies very quickly.
Life Rend: First ability of Reaper, does decent damage also can be used as a semi cleave if you are trying to cleave for a downed enemy or downed ally.
Death’s Charge: Can be used as a getaway from any sticky situation, or to catch up to an enemy escaping.
Infusing Terror: Can be used for the Stability it gives to stomp an enemy, rezz an ally, or not be knocked down when using Soul Spiral or Executioner’s Scythe. Can also be triggered for a Fear CC. (Pro tip: Do not trigger the Fear CC if enemies have Stability)
Soul Spiral: One of the greatest cleaves and damaging abilities in Guild Wars 2, if the enemy team is trying to res one of their own, use this on top of them and the cleave this ability does will be enough to kill the downed enemy, kill the people trying to rezz him, or force them to stop rezzing and flee the capture point.
Executioner’s Scythe: A great ability to stun and do damage to a crowd of enemies in a 240 radius, but this ability is easily dodged with the 1 1/4 second casting time and the easy animation to spot so make sure to Bait Cast this ability.
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Weapons
(I won’t be going through all weapons that Necromancer has, only the main ones that are most used.)
Staff: I feel it necessary to start with Staff. Staff has always been a necessity to mostly all Necromancer builds, and for good reason. If you pick a build with Soul Reaping as one of the specializations, Staff is your main go-to for Life Force to build up your Reaper Shroud. For the marks on staff, you want to stay in Range and away from any danger as possible in the beginning of the match. Do NOT spam all your marks on one spot, as one dodge can make them all useless. (Also all your marks are unblockable IF you have Soul Reaping) The only mark that you can spam is Mark of Blood, as its cooldown is low and it isn’t necessarily categorized as an important mark.
Chillbains is a great mark, as it increases cooldown rating of enemy players skills with Chill, it grant’s a Poison Combo Field, and the Poison condition decreases the effectiveness of enemy player’s healing skills by 33%. Putrid’s Mark is a great AoE Condition Transfer, and Reaper’s Mark can be used to CC enemies off a point, CC them off an ally that’s about to die, or CC them off an ally that is downed that other allies are trying to res, also to CC enemies off a downed enemy that they are trying to res. (Just make sure the boon Stability isn’t active, or Reaper’s Mark is useless)
Scepter: Scepter is also another weapon that is mostly used in all Necromancer builds. The first ability is a chain that can be spammed while waiting for abilities to go off cooldown. Grasping Dead is great for teamfights, as it can do AoE Bleeding and Cripple, making enemies slower in a teamfight. Feast of Corruption can build up your Life Force if you hit an enemy that has a considerable amount of conditions on him. Also Torment can do Condition Damage on the target, and stack depending how much conditions the enemy has that you hit Feast of Corruption with. The general rule is, Condition Bomb an enemy, then use Feast of Corruption on them.
Warhorn: Warhorn is another offhand weapon that is used mostly in all Necromancer builds. Warhorn is a great utility weapon, with Wail of Doom being unblockable, and the Daze that lasts for 2 seconds. It can target up to 5 players, the only problem is, the aiming of this ability. Aim carefully, as the range is a cone pattern in front of your character. This is a great ability to use to daze someone’s heal ability, or a powerful attack, or daze them from stomping an ally, or stop them reviving an enemy player. Locust Swarm is an amazing utility ability, giving you Swiftness to get to points faster, giving you Life Force and crippling enemies. A good combo is to activate Locust Swarm then go into Reaper Shroud, as the effects of Locust Swarm will still be active in Shroud.
Axe: Axe is mainly used in Power Necromancer builds. Rending Claws, it’s first ability does decent damage, but it’s main use is it is spammable and can stack Vulnerability on someone. Ghastly Claws is a very powerful ability, giving you Life Force and doing massive power damage to an enemy if they are not paying attention. Finally, Unholy Feast is a great utility ability, as it gives you Retaliation, cripples enemies, and can boon corrupt. (Try to use before going into Reaper) Also, a nice thing with Axe is that you can stay in Range to cast your first 2 abilities, as Rending Claws and Ghastly claws have a range of 900.
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Duo Que
If you can Duo Que with someone during Ranked that is either an Engineer, Support Druid, or Elementalist that is willing to support you wherever you are, these builds are for you. Also, if you are solo queuing, ask if some of your teammates are support, if they are you can certainly switch to one of these two builds.
Procmancer- Procmancer is a very powerful build. If you have a support friend with you, this build can do absolutely massive damage. The amount of spike Power/Condi damage this build can do is off the roof, but it is a glass cannon. You can do mega damage with this build, but this is where your support friend comes in. They will have to be ready in an instant moment to revive you because you will go down a lot with this build if the enemy team knows to target you. This is a highly recommended build for Reapers who have a support friend that can sustain them and revive them consistently, because if you are sustained, you can hit like a train.
Signet Chillomancer- Signet Chillomancer is another excellent choice if you are duo queuing with a support player. While not being able to hit as hard as Procmancer, it does bring mass boon corruption to the table, and can still hit pretty hard. Blood Magic will give some kind of support to the table as well to your teammates, overall this is a good build to run if you want a unique play style to your Reaper.
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Builds
Let’s start off with the most important thing there is to every profession and not just Necromancer, your PvP build. There are a few builds you can choose to take into Ranked, but some of them have different play styles, and some of them also matter on your team composition.
Solo Que
If you are solo queuing for Ranked, I highly recommend a build that let’s you survive in teamfights, while also dishing out some amazing damage. For these kinds of builds, I have chosen only 3 to list here, but I know there are so many more out there, so feel free to list them as well if you know any. Also, if you want to change some things like a sigil, amulet, rune, trait, or skill to any of these builds you can certainly do that, remember there is no right build, the right build is the build that fits into your playstyle.
Corruptionmancer- Corruptionmancer is the build I personally run when I que for Solo Ranked because it dishes out a ton of Condition Damage and can massively Condition Pressure enemies at teamfights. This build also gives you a great chance to boon corrupt enemies, as it’s also built for that. It has a nice mix of great sustain, and massive condition damage to pressure enemies.Overall if you are looking to survive teamfights while doing a ton of Condition Damage, Corruptionmancer is for you.
Chillomancer- The Chillomancer is also another excellent build that I ran last season when Solo Queuing. It can do massive Hybrid Damage, meaning it can do both Power and Condition damage, it can sustain itself with Spectral Armor, and a second heal in Signet of Locust. It can also corrupt boons that the enemy team has, converting their boons into conditions. If you love doing Hybrid Damage while supporting your team by taking out boons from enemies, Chillomancer is for you.
Power Boonstrip- Power Boonstrip is the current meta (most popular) for Reaper PvP. Axe can do massive damage to enemies that are not paying attention, out of blocks, or out of Endurance to dodge. Power Boonstrip also comes with a lot of Boon hate, turning enemy teams boons into conditions. The survivability like the other two builds, with Consume Conditions, Rise, and Spectral Armor ready to sustain you. The ability Corrupt Boon is an emergency boon corrupt in case you are facing anyone that has boons that can mitigate your power attacks. As the meta build, this is a highly recommended build for beginners out there that want to learn how necromancer mechanics work. If you love to do power damage, while applying boon hate, Power Boonstrip is for you.
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Kiting
One of the most important and essential things to master and learn as a Necromancer is kiting. This thread is long enough, so I’m going to list down links of a in-depth tutorial to kiting made my Metabattle.
Battle of Kyhlo
Forest of Niflhel
Legacy of the Foefire
Temple of Silent Storm
(All credit goes to Metabattle, fantastic kiting guide!)
Side Note: Kiting can be hard for necromancer at times when they run Plague Signet, as they will have permanent Chill or Cripple, or even both. Even with these conditions on you, still try to kite as much as possible if you are getting focused.
Free Camera
Free Camera is a great camera to use in PvP. What it does is it detaches the camera from your rotation, so you can rotate your character without rotating your camera back to your character. Basically what this means is, while you are running forward, you can turn your camera to look behind your character, and it wont reset the camera, it will stay there. This is great for disengaging from teamfights or running away from an enemy while kiting to cast down your staff marks behind you. Yes, I do know about the keybind called “Look Behind” but I personally think Free Camera works A LOT better because you don’t need to have a finger on the keybind it is on. Also, Free Camera it’s not only used to look behind you, it can be used for a lot more than that. You just have to find a way to get used to the camera first, as it can take some time getting used too. When you finally get used to it though, it will help you tremendously when kiting.
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Keybinds
Keybinds are VERY important in order to play PvP well. If you click your abilities on the skill bar, you will be at a massive disadvantage against players who have keybinds. Now I won’t tell you what keybinds to use, as everyone has their own personal preference, but the general commonly accepted keybinds by PvPers is rekeybinding A and D to Strafe Left and Strafe Right. To turn, you just turn by dragging your right mouse button and turning it to the direction you want to go, as this turns your character. This allows your Q and E keys to be free. The setup I have for Necromancer is this:
X= Stow Weapon
R= Dodge
Q= Reaper Shroud
Z= Consume Conditions
F= Plague Signet
E= Spectral Armor
C= Rise
G= Chill to the Bone
6= Stomp/Rezz Interact with objects (located in the Miscellaneous section of Keybinds)
Sidenote: Stow Weapon is a hidden keybind in Guild Wars 2, located on the very bottom of Keybinds in the Miscellaneous section. Why should you keybind this? Well it allows you to do something that all necromancers MUST do, something called Bait Cast. Bait Cast is a very useful tool that you should as a necromancer know how to do. Basically, let’s take Chill to The Bone for example, it has an obvious and easy animation to spot, and it also has a 1 ¼ second casting time, people can easily dodge this ability if they have a brain. So to avoid this, do the following. Whenever you cast an ability that needs time to cast, you will see a bar on the bottom of your screen that will fill up the closer you are to fully casting an ability. Cast Chill to the Bone, and at the very last second, press the keybind that Stow Weapon is keybound to cancelling the ability, but the animation of Chill to the Bone will still play, making it look like you casted it, but in reality you didn’t. Always try to do this, unless there’s panic and confusion in teamfights and people are not paying attention. It’s always good to Bait Cast, as if they dodge roll your Chill, it gets put on a 80 second (or 90 second) cooldown, wasting your Elite skill.
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Table of Contents
Controls
Keybinds
Kiting
Builds
Weapons
Reaper Shroud
Tips and Tricks
1v1 Matchups
Finale
Controls
This section doesn’t just go for Necromancer, it goes for every class out there. As a PvP player, you will need to change some controls up to give you the upperhand in PvP. I have taken screenshots of my own settings, so you guys can see what options you should HAVE ON, and what options you should have OFF when you are pvping. (Some of these options are up to player preference, and some of them depend on your class. Mostly, they are a must have or a must turn off if you want to PvP.)
Screenshot 1
Screenshot 2
Screenshot 3
For the first screenshot, you should always have Health Percentages on, and Skill Recharge on as well. For your camera, always have Rotation Speed to full right, Field of View to full right, and Zoom sensitivity to full right. Having the biggest Field of View in games is essential to map awareness, so zoom out your game the entire way, and only zoom in if you can’t see something.
The second screenshot, you should as a Necromancer have Free Camera on as it helps with kiting. (Will get to this later) Also turn off Camera Shake if it is turned on. And as for Combat/Movement options, just turn off all of them as they are practically useless in PvP. As for Standard Enemy Models, it is up to player preference. What it does is that it makes everyone in PvP be the Human race, no charr, asura, norn, or sylvari.
The final screenshot goes for anyone who listens to in-game music during a match. Listening to in-game music during a match can actually help you. Turn off Music and Environment volume all the way down, as they are unnecessary. Turn the rest to full.
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Hey there, my name is Dustin.
(moved this thread to the pvp section)
I’ve played Necromancer ever since this game launched, and it has always and always will be my main and most favorite class.
I’ve played pvp with necro ever since the beginning. I’ve played pvp with Vanilla Necro for as long as I could remember, and when Necromancer got evolved into Reaper, it was a massive buff to Necromancer and it really set Necromancer as one of the powerhouse classes in PvP.
In this thread, I’ll be going through things that could potentially make you a better Necromancer PvP player, for the beginners out there trying out this great class, to veterans out there that have been loyal to this class like me, I hope everyone gets to learn a little bit of something and get a bit better at Necromancer. Now, let’s clear something up before we start. These are JUST MY OPINIONS on what’s essential to play Necromancer in PvP. Some of you might have differing opinions, and that’s completely alright. I’m just asking you respect mine, and I’ll respect yours as well let’s get started.
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Apologies, I’ve moved this thread to the PvP section of the forums, as I think its more appropriate there. Thank you for understanding
Someone please explain to me why this is becoming a thing now in PvP.
I’ve seen already 15-20 Staff Elementalist’s running around in Ranked, and every time I have had one of them on my team, its an automatic Loss.
Now, I don’t know much about Elementalists, but I do know that Staff Ele is one of the worst builds to run in PvP
So what’s happening? Is there hype for it or something now that I’m not understanding? Or is it just players trolling?
For all the posts on this thread saying that this is a healthy way to grow the PvP population, I completely agree.
Like I said on my OP, I have no problems with PvE players trying PvP. I love it when they do, because it grows the population for the PvP Community. The point I’m trying to make is, before you que FOR RANKED PVP because you want Ascended Gear, please have the courtesy to know PvP mechanics, have a solid pvp build, and know your class.
I am not in anyway trying to discourage PvE players from doing PvP or to tell them to get out of PvP completely. I’m only trying to say that before you do RANKED please have the courtesy to learn pvp mechanics first.
Ya done did it now Anet.
Personally, I was fine with having the legendary backpack Ascension in play in PvP, as I never really cared much, but now you let hell loose in PvP by adding Ascended Gear rewards in Ranked.
Why the hell is this a thing? The amount of PvE Players that are going to flock Ranked is disgusting. It would be 100% absolutely fine if these PvE Players knew what they were doing and know how to at least somewhat play, but 99% of PvE players who only come for Ascended Gear don’t know how to rotate, they have a pve build on, and worse they have absolutely no idea how to use any of their skills in PvP or even know what a dodge roll is.
Now I’m not hating on the PvE community at anyway. Come join us for PvP, we’d love to have you guys play with us, but for god sakes please if you DON’T know what you are doing in PvP matches, please DO NOT que for Ranked and expect to get a good treatment, as 9 out of 10 times people will flame you for not knowing anything about PvP mechanics and only being there because you want Ascended Gear.
If you guys want Ascended Gear, that’s completely okay. I get it, Ascended Gear is a pain to farm and a pain to craft, but if you want to get it from PvP, please, I’m not speaking for ME only, I am speaking for the entire PvP Community. Please take the time to learn to play your class, and to learn PvP mechanics before you go anywhere near Ranked. That’s all we ask.
So earlier this year, one of the PvP Developers said they have 0 control over the skills of professions. I find this utterly dumb why they can’t make this a system:
The HOTM is a place exclusive for PvP right? A place where you can make a pvp build. So I figured why can’t ArenaNet make HOTM even more useful by making HOTM an exclusive zone. What I mean by this is that in HOTM and sPVP lobbies, the PvP developers have control over skills, but outside of HOTM and pvp lobby areas they don’t. So basically dividing PvP from the rest of the outside world.
For example: If this plan was implemented I would personally take out Dragon’s Maw in HOTM and sPVP lobbies, but if you go outside of HOTM and sPVP lobbies you would still have Dragon’s Maw because outside of HOTM and sPVP lobbies the PvE/WvW team control the skills, but inside HOTM and sPVP lobbies the PvP Dev team has complete control of skills.
It might seem like a confusing concept, but it will definitely help in adding more balance since the PvP dev team not having control of skills is a major problem. This will also solve the problem of the cry babies who cry every time a balance is made for PvP but they don’t agree with it cuz they do PvE or WvW.
So lads, tell me what you think down below.
Hey all, this is what the newly updated version of the build can do. It has had much improvement thanks to the feedbacks community so I appreciate it!
Hey.
Great write up.
Scrapper meta is half damage, half support. Great cleave.
Many fine tuning you did to go full support are super great. I did the same in season 1, 2, and 3 with a cleric gyro support build (more damage and sustain than Magi).
Paladin amulet is the way to go, to not be a liability to your team mate. In 1v1 or 2v2, the damage contribution is a factor enough, that got Bunker Guard (the best condition cleansers of the first 3 years of the game) off meta. (even with Cleric — 900 power, the low damage of my build was putting some 2v2 at risk, but since most of the gyro where instant, I could eat the cleave of 2 and still rezzing)
With the removal of Cleric, Anet don’t want us to be bunker and support at the same time.
Bunker are Knight and Cavalier nowaday. (and their high armor don’t even make them sustainy enough in 1v1 versus Marauder/Paly)
Support are mender, magi and sage.
But… but… healing power was always a bad stat with bad scaling in this game. (and you want to cleanse, right? Do cleanses best let druids/guard/tempest heals with magi/mender)
Going mender or magi remove your DPS from the equation. But DPS is still need to make winning fights.
So I think Paly is the amulet to use to be able to support and wins fight.
Most Magi build will simply prolong the fight for the death of him. Smart players recognizing the squishie Magi and will focus him before the other DPS/bruiser.
So, simply try your support anti-condi build with Paly amulet and enjoy more wins. It will play the same really, your regen will be less good but you will kill faster so you could rotate to other point faster to support more.
For dwayna regens… Plz try Leadership or Lyssa, so you could stealth rez with more boons, less condition on you. You are doing an anti-conditions build… go on that way all out. Leadership will give you the same regen duration than dwayna anyway (or so).
In season 1 and 2, when stealth gyro was instant, it was a great way to convert poison to regen on the corpse with it.
Thanks for your feedback! I did change the rune to leadership since It completely slipped my mind that Leadership converted conditions into boons to allies as well. It lowers the regeneration uptime, but it’s definitely worth it as this is first and foremost a condition cleanse build, so thanks!
Your dps is quite low with magi. Try menders with rune of water. You still qoing to have perma regen with that setup and you will be able to put some pressure on the other team as well. Ive been doing round 500k healing with 500k dps in a match.
Thanks for your feedback! Also, I did try this build out with menders amulet and it does work a lot better than Magi Amulet. Less healing power and less vitality, but it does do more dps and makes this build further support the team, also yes my dps is quite low since I do run this against heavy condition classes on the other team and I rarely find a breathing room to dps since if I do dps I run the risk of my teammates being annihilated with the condition spread, but overall great feedback so thanks!
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Hey guys! Here’s some more progress on this engy support build so far. Keep in mind the amount of necromancers on the other team so it was a bit hard to condition cleanse with the focus they gave me. As always recommendations on how to make this build better is much appreciated. Thanks!
Hey all! Just wanted to show you guys some results of what this condition cleanse build can do. Not the best stat line, but I’m working on it as hard as I can to perfect this build. It’s imperative that you have good teammates that can do damage while you condition cleanse, boon give, and keep them alive with your regeneration uptime. If you have good teammates that do decent dps, and lots of condition classes on the enemy team, and you rotate properly, this build can really shine.
Hello there! I made some changes to this build, first off new combo fields like the Light Field Super Elixir gives can be combined with the Elixir Gun’s #4 ability which allows Area Retaliation around the Light Field that Super Elixir makes. Also, if you have nothing up as a condi cleanser you can spam your #1 ability inside the Light Field since that has a 20% chance of removing condis. I also replaced Pistol/Shield with Hammer for more defensive survivability and movement. Overall this build is far from perfect but I’ll be making daily updates to it since I truly want to perfect this build so that we can fight these Condition Wars. Like I said any feedback, criticism, suggestions, and recommendations are much appreciated!
Thanks for your feedback! Honestly, while it is a pain to have to watch out for the healing turret it’s a challenge I’ll gladly take if it means more healing to allies and condition cleanses. As for Pistol/Shield I might try Hammer on this build and update it to see if it blends well with Condition Doctor. Also yes, I know that Mortar Kit has an elixir but it only cleanses one condition, and the healing it does is sub-par. So running Stealth Gyro is a much more viable option since it’s a lot better you revive someone in a Ranked match so that they are able to contribute more and you don’t lose 5 points to an enemy kill in Ranked matches.
Hey there! I wanted an opinion from everyone if this build would be viable in PvP.
Condition Doctor
Let me explain what this build is all about. I have been tired of seeing mostly all classes in sPvP going to Condition now. Every match its all about condition wars and it’s really getting irritating and annoying that players run so much condition classes. So I was up all night trying to theory craft and tried to find the best class that is a Nightmare to Conditions because of their condition cleanses, and I found Engineer to be the one. Let me explain the build that I created.
In a match, you are rarely going to use the Hammer I have as my weapon on that build. You’ll mainly rock the Elixir Gun, because of its very excellent condition cleanses. Glob Shot is a good ability to start off the match so you give your allies the Swiftness boon, it’s also a good get-away as well to you or your allies. Fumigate is the skill you will have to aim carefully, since this skill can absolutely save a life since it cleanses 5 conditions from someone, and the number of targets it can cleanse is 5 people as well. Acid Bomb is a good AoE attack. Super Elixir is another good skill that Elixir Gun has, removing 2 conditions on allies inside the Light Field while also healing allies for every pulse they stay in that light field.
For my heal, I chose healing turret because its a no-brainer. It provides the boons protection and vigor to my allies (protection on me only), it also cures the conditions of burning, poison, torment, confusion, and bleeding and can cure one condition on an ally. It also is very durable because of the specializations I used (i’ll get to that later) and not only heals but grants good Regeneration to allies. This is all given to allies every ten seconds, so in team fights against high pressure condition classes keeping this healing turret alive is key. Also, if you overcharge the healing turret, not only does it do good heal, it gives Regeneration to allies again and cures 2 conditions.
As for Elixir C, that is a no-brainer as well. Not only does it convert all conditions on you to boons making it very good to survivability, but if you aim it right the tool belt skill Toss Elixer C can turn 3 conditions on allies into boons. As for the last utility skill, the Purge Gyro, that’s a no-brainer as well, since it can remove 2 conditions on allies every 3 seconds and not to mention grants Stability to you when activated and Superspeed when it’s destroyed.
For the Elite Skill, I personally choose Sneak Gyro, because not only does it give you and allies an ability to get away, but it can also revive an ally with the combination of Function Gyro. This Elite Skill can be changed though if you want to go full boon giving to allies with Supply Crate, since all turrets give boons to allies on this build.
Let’s get to the Tool Belt. Regenerating Mist you want to use before you drop your Healing Turret on allies, since the extra Regen will stack and can give a long Regen boon to allies. Healing Mist is a powerful Tool Belt utility, and you want to make sure you get as much allies in your vicinity as possible since not only does it remove a condition on allies, it grants 17 seconds of Regeneration! Not to mention it can also be used a CC breaker if you need to get away. Toss Elixir C I already gone over so let’s talk about Chemical Field. This tool belt skill is going to be used for the Poison condition it gives. It won’t do much damage, but this is a great skill to use if most enemies are low on health since Poison also decreases heal effectiveness on enemies by 33%. And the last one, Detection Pulse is very handy against thieves or any class that can stealth as it can reveal unknown threats in team fights.
For the Function Gyro, sometimes it doesn’t work the way we want it too work. You have to be really in close range to be able to either revive an ally or a fallen enemy. The easiest solution is to use your Sneak Gyro and Function Gyro to revive an ally, but if your Sneak Gyro is on cooldown, use your Shield’s #5 ability and revive your ally, but if there is too much pressure and you might go down as well, then cut your losses since you don’t want two people going down at the same time.
Speaking of Hammer, when are you going to use this weapon? Well if you feel comfortable enough that no conditions are spreading out you can use it in various of ways. You can use Rocket Charge for movement to get around places faster. It’s Thunderclap ability as a great AoE stun to help your team out. Electro-whirl as great pressure to enemies trying to revive their own teammates, and Shock Charge as a great defensive ability.
Now for the specializations I chose, Inventions, Alchemy, and Scrapper!
Inventions:
Automated Medical Response- All heal skills recharge while below the health threshold, a no-brainer to take since not only does it give you all your heals back to heal yourself, but nearby allies as well.
Experimental Turrets- If you take the elite skill Supply Crate, definitely take this, but the reason why I chose this is because the healing turret grants Vigor to allies. You could take Mecha Legs to get to places faster and reduce the condition duration on immobilize, chill, and cripple, but since this is a team support build I decided to people that know what Evade can do and know that it saves lives the extra endurance
regeneration is vital.
Advanced Turrets- This is another no-brainer trait, as I said before keeping your Healing Turret alive can play a huge role if your team will win a team fight or not. So the reflective barrier shield that lasts for 4 seconds and the damage reduction by 33% is very essential on your best friend and maybe will become your allies best friend as well, Healing Turret.
Cleansing Synergy: This is a trait that is given to you automatically when you pick the Inventions specialization, but its a very useful trait. Every time you use a heal skill, you trigger a cleansing pulse around you in a 300 radius that can cure burning, poison, torment, confusion, and bleeding and can also cure one condition that is not named. It also only has a 10 second cooldown, so using this passive skill near you allies is another great way to cure conditions.
Heal Resonator- This is a trait that is given to you automatically when you pick the Inventions specialization, but it’s a very useful trait. Every time you use a heal skill, you apply 9 seconds of Regen to nearby allies in a 240 radius. So again, being near your allies is essential for this build.
Energy Amplifier- This is a trait that is given to you automatically when you pick the Inventions specialization, but it’s a very useful trait. When you have Regen on you, healing power is increased by 250+ more, making your heals do much more making this another trait that can really be used effectively in team fights.
Alchemy:
Protection Injection: Since you are a support class, most of the time people come after you and try to stun fest you. This trait gives you survivability as it gives you protection every time you are stunned, dazed, knock downed, knock backed, launched, or feared.
Inversion Enzyme: Another no-brainer trait as you will be using Elixir Gun most of the time, so why wouldn’t you want the abilities that already remove conditions, also convert those conditions to boons on allies?
HGH: Another no-brainer trait, as it reduces cooldown time on ALL elixirs, and gives all of your elixirs abilities that you use give might to you. Win-win. Oh and it also increases all your elixir duration time by 20%. So win-win-win!
Hidden Flask: This is a trait that is given to you automatically when you pick the Alchemy specialization, but it’s a very useful trait. You drink an Elixir B when struck below the health threshold, giving you Fury, Might, Retaliation, and Swiftness. This passive trait has a 40 second cooldown.
Transmute: This is a trait that is automatically given to you when you pick the Alchemy specialization, but it’s a very useful trait. Incoming conditions have a 100% chance of being converted into boons. This passive trait has a 15 second cooldown.
Alchemical Tinctures: This is a trait that is automatically given to you when you pick the Alchemy specialization, but it’s a very useful trait. It gives all the elixirs you put down in the ground or consume yourself an extra +1 condition cleanse and increases your boon duration by 20%.
Scrapper:
Recovery Matrix- Every time you put down your healing turret, grant protection to yourself. Great for survivability.
Rapid Regeneration: Every time you are affected by the boons Superspeed or Swiftness, you rapidly regenerate health. Great for survivability.
Final Salvo: When you summon a Gyro, you and that Gyro gain Stability making you immune to crowd control for 3 seconds. Great for using your Function Gyro to an ally you are trying to revive so you don’t get crowd controlled, and when your Gyros die, it makes a lightning field and grants you Superspeed.
Function Gyro: This is a trait that is automatically given to you when you pick the Scrapper specialization, but it’s a very useful trait. Function Gyro is sometimes a pain to get the hang off, since sometimes it won’t work, but it’s very useful to reviving allies so they can get back into the fight. This passive trait has a 20 second cooldown.
Decisive Renown: This is a trait that is automatically given to you when you pick the Scrapper specialization, but it’s a very useful trait. When you successfully revive an ally or finish a downed enemy, you grant Superspeed and 5 stacks of might to your allies in a 240 radius.
Impact Savant: This is a trait that is automatically given to you when you pick the Scrapper specialization. but it’s a very useful trait. The duration of the stuns and dazes you give to enemies are increased by 25%, while incoming stuns and dazes enemies give to you have a decrease duration of 25%.
Sigils on Weapons:
Sigil of Purity- 60% chance on hit to remove a condition on you.
Sigil of Water: 30% chance on hit to heal allies in a 360 radius around your target.
Rune: Rune of Leadership. This is a new rune that I run thanks to Jourdelune’s feedback as it increases all stats, upgrades boon duration, and when using Sneak Gyro can convert 2 conditions into boons on all nearby allies.
Amulet: Menders Amulet. This is a new amulet that I run thanks to Rorschach feedback as it increases the damage output of this build while still maintaining its great Regen uptime and Condition Cleanse and healing as well. The Healing Power is reduced but not to the point that it can’t heal as good as it did.
Usage-
At the start of the match always tell your team that you are a condition cleanser Engineer.
Equip your Elixir Gun and use Glob Shot to give your team swiftness to get to mid faster
When you get to mid, use your #1 Tool Belt skill first near your allies then place down your healing turret in a safe spot.
If your allies need desperate defenses, use your Elixir Gun’s #5 ability which is Super Elixir, not only does it condition cleanse and heal, but if you use your Elixir Gun’s #4 ability inside the Light Field that Super Elixir makes, you grant Area Retaliation to your allies
Fumigate is one of the most powerful condition cleansers in the game. It can turn 5 conditions into boons on all 5 allies, so use it carefully and aim it carefully.
Remember, the Healing Turret can be overcharged to instantly heal, give Regen, and condition cleanse 2 conditions.
Also remember, when you place down your Healing Turret, the passive trait Cleansing Synergy activates removing many conditions off allies.
If you get stunned, don’t panic. Use Healing Mist as not only does it condition cleanse, it grants 17 seconds of Regen time and is a cc breaker.
If you get tons of conditions on you, just use your Elixir C and your good to go. Also because of the passive skill Transmute, incoming conditions have a 100% chance to turn into boons instead.
If there’s a thief lurking around, use Detection Pulse as this can absolutely ruin their day if they are trying to kill a teammate.
Use Toss Elixir C for even more Condition Cleanse for your allies, and also Purge Gyro for maximum condition cleanse.
Once there are no more or very little conditions coming out, switch to your hammer and use Thunderclap for an AoE Stun to set up your team for a big burst hit.
If someone goes down, Sneak Gyro + Function Gyro are all the way overpowered rezzing power.
If enemies are very low on health, get near them and use Chemical Field to lower their healing effectiveness by 33%
Remember, Gyro’s grant you stability when casted and when they die leave an Lightning Field that damages foes while granting Superspeed to allies inside the Lightning Field.
Use Rocket Charge to get around the map faster if you need to rotate to a teamfight scenario.
Speaking of teamfights, ALWAYS rotate to where the team fight is to get maximum support with this build, if played correctly you might win the game for your team because of your great regeneration uptime, AoE healing, and superior Condition Cleanses.
Pros of this build:
Great Condition Cleanse
Great Regen uptime
Great AoE Healing
Can dictate whether or not you win mid fight
Cons of this build:
Do not use if there are no condition classes on the other team
Idiotic Teammates make this build harder to do
Not keeping your turret alive or placing it at the right place
Overall, the main purpose of this build is to adapt and get used to the new meta of Condition Wars. I personally don’t like the Condition Wars happening in Guild Wars 2 PvP, but there is nothing we can do about it but adapt. Criticizing this build, giving feedback and suggestions and recommendations are much appreciated since I truly want to perfect this build so that we can take the fight to these Condition Wars.
(edited by Divine.3279)
Hey there! I wanted an opinion from everyone if this build would be viable in PvP.
Let me explain what this build is all about. I have been tired of seeing mostly all classes in sPvP going to Condition now. Every match its all about condition wars and it’s really getting irritating and annoying that players run so much condition classes. So I was up all night trying to theory craft and tried to find the best class that is a Nightmare to Conditions because of their condition cleanses, and I found Engineer to be the one. Let me explain the build that I created.
In a match, you are rarely going to use the Pistol/Shield I have as my weapons on that build. You’ll mainly rock the Elixir Gun, because of its very excellent condition cleanses. Glob Shot is a good ability to start off the match so you give your allies the Swiftness boon, it’s also a good get-away as well to you or your allies. Fumigate is the skill you will have to aim carefully, since this skill can absolutely save a life since it cleanses 5 conditions from someone, and the number of targets it can cleanse is 5 people as well. Acid Bomb is a good AoE attack. Super Elixir is another good skill that Elixir Gun has, removing 2 conditions on allies inside the Light Field while also healing allies for every pulse they stay in that light field.
For my heal, I chose healing turret because its a no-brainer. It provides the boons protection and vigor to my allies (protection on me only), it also cures the conditions of burning, poison, torment, confusion, and bleeding and can cure one condition on an ally. It also is very durable because of the specializations I used (i’ll get to that later) and not only heals but grants good Regeneration to allies. This is all given to allies every ten seconds, so in team fights against high pressure condition classes keeping this healing turret alive is key. Also, if you overcharge the healing turret, not only does it do good heal, it gives Regeneration to allies again and cures 2 conditions.
As for Elixir C, that is a no-brainer as well. Not only does it convert all conditions on you to boons making it very good to survivability, but if you aim it right the tool belt skill Toss Elixer C can turn 3 conditions on allies into boons. As for the last utility skill, the Purge Gyro, that’s a no-brainer as well, since it can remove 2 conditions on allies every 3 seconds and not to mention grants Stability to you when activated and Superspeed when it’s destroyed.
For the Elite Skill, I personally choose Sneak Gyro, because not only does it give you and allies an ability to get away, but it can also revive an ally with the combination of Function Gyro. This Elite Skill can be changed though if you want to go full boon giving to allies with Supply Crate, since all turrets give boons to allies on this build.
Let’s get to the Tool Belt. Regenerating Mist you want to use before you drop your Healing Turret on allies, since the extra Regen will stack and can give a long Regen boon to allies. Healing Mist is a powerful Tool Belt utility, and you want to make sure you get as much allies in your vicinity as possible since not only does it remove a condition on allies, it grants 17 seconds of Regeneration! Not to mention it can also be used a CC breaker if you need to get away. Toss Elixir C I already gone over so let’s talk about Chemical Field. This tool belt skill is going to be used for the Poison condition it gives. It won’t do much damage, but this is a great skill to use if most enemies are low on health since Poison also decreases heal effectiveness on enemies by 33%. And the last one, Detection Pulse is very handy against thieves or any class that can stealth as it can reveal unknown threats in team fights.
For the Function Gyro, sometimes it doesn’t work the way we want it too work. You have to be really in close range to be able to either revive an ally or a fallen enemy. The easiest solution is to use your Sneak Gyro and Function Gyro to revive an ally, but if your Sneak Gyro is on cooldown, use your Shield’s #5 ability and revive your ally, but if there is too much pressure and you might go down as well, then cut your losses since you don’t want two people going down at the same time.
Speaking of Pistol and Shield, when are you going to use those weapons? Well if you feel comfortable enough that no conditions are spreading out you can use it in various of ways. You can spam your #1 ability to pressure enemies with bleeding stacks, you can use #2 when enemies are low on health because of the poison since it decreases healing effectiveness, and your #3 ability can be used as a nice crowd control with blindness and confusion conditions. As for your shield the #4 ability is a good knockback crowd control, and #5 is a good stun and can give you block for about 1 second.
Now for the specializations I chose, Inventions, Alchemy, and Scrapper!
Inventions:
Automated Medical Response- All heal skills recharge while below the health threshold, a no-brainer to take since not only does it give you all your heals back to heal yourself, but nearby allies as well.
Experimental Turrets- If you take the elite skill Supply Crate, definitely take this, but the reason why I chose this is because the healing turret grants Vigor to allies. You could take Mecha Legs to get to places faster and reduce the condition duration on immobilize, chill, and cripple, but since this is a team support build I decided to people that know what Evade can do and know that it saves lives the extra endurance regeneration is vital.
Advanced Turrets- This is another no-brainer trait, as I said before keeping your Healing Turret alive can play a huge role if your team will win a team fight or not. So the reflective barrier shield that lasts for 4 seconds and the damage reduction by 33% is very essential on your best friend and maybe will become your allies best friend as well, Healing Turret.
Cleansing Synergy: This is a trait that is given to you automatically when you pick the Inventions specialization, but its a very useful trait. Every time you use a heal skill, you trigger a cleansing pulse around you in a 300 radius that can cure burning, poison, torment, confusion, and bleeding and can also cure one condition that is not named. It also only has a 10 second cooldown, so using this passive skill near you allies is another great way to cure conditions.
Heal Resonator- This is a trait that is given to you automatically when you pick the Inventions specialization, but it’s a very useful trait. Every time you use a heal skill, you apply 9 seconds of Regen to nearby allies in a 240 radius. So again, being near your allies is essential for this build.
Energy Amplifier- This is a trait that is given to you automatically when you pick the Inventions specialization, but it’s a very useful trait. When you have Regen on you, healing power is increased by 250+ more, making your heals do much more making this another trait that can really be used effectively in team fights.
Alchemy:
Protection Injection: Since you are a support class, most of the time people come after you and try to stun fest you. This trait gives you survivability as it gives you protection every time you are stunned, dazed, knock downed, knock backed, launched, or feared.
Inversion Enzyme: Another no-brainer trait as you will be using Elixir Gun most of the time, so why wouldn’t you want the abilities that already remove conditions, also convert those conditions to boons on allies?
HGH: Another no-brainer trait, as it reduces cooldown time on ALL elixirs, and gives all of your elixirs abilities that you use give might to you. Win-win. Oh and it also increases all your elixir duration time by 20%. So win-win-win!
Hidden Flask: This is a trait that is given to you automatically when you pick the Alchemy specialization, but it’s a very useful trait. You drink an Elixir B when struck below the health threshold, giving you Fury, Might, Retaliation, and Swiftness. This passive trait has a 40 second cooldown.
Transmute: This is a trait that is automatically given to you when you pick the Alchemy specialization, but it’s a very useful trait. Incoming conditions have a 100% chance of being converted into boons. This passive trait has a 15 second cooldown.
Alchemical Tinctures: This is a trait that is automatically given to you when you pick the Alchemy specialization, but it’s a very useful trait. It gives all the elixirs you put down in the ground or consume yourself an extra +1 condition cleanse and increases your boon duration by 20%.
Scrapper:
Recovery Matrix- Every time you put down your healing turret, grant protection to yourself. Great for survivability.
Rapid Regeneration: Every time you are affected by the boons Superspeed or Swiftness, you rapidly regenerate health. Great for survivability.
Final Salvo: When you summon a Gyro, you and that Gyro gain Stability making you immune to crowd control for 3 seconds. Great for using your Function Gyro to an ally you are trying to revive so you don’t get crowd controlled, and when your Gyros die, it makes a lightning field and grants you Superspeed.
Function Gyro: This is a trait that is automatically given to you when you pick the Scrapper specialization, but it’s a very useful trait. Function Gyro is sometimes a pain to get the hang off, since sometimes it won’t work, but it’s very useful to reviving allies so they can get back into the fight. This passive trait has a 20 second cooldown.
Decisive Renown: This is a trait that is automatically given to you when you pick the Scrapper specialization, but it’s a very useful trait. When you successfully revive an ally or finish a downed enemy, you grant Superspeed and 5 stacks of might to your allies in a 240 radius.
Impact Savant: This is a trait that is automatically given to you when you pick the Scrapper specialization. but it’s a very useful trait. The duration of the stuns and dazes you give to enemies are increased by 25%, while incoming stuns and dazes enemies give to you have a decrease duration of 25%.
Sigils on Weapons:
Sigil of Purity- 60% chance on hit to remove a condition on you.
Sigil of Water: 30% chance on hit to heal allies in a 360 radius around your target.
Rune: Rune of the Dwayna. No-brainer since not only does it increase healing power, it also increases Regeneration Duration. 25% when you are struck to gain Regen for 10 seconds. (45 second cooldown on this passive) Also, when you use a heal skill, you and all nearby allies gain Regen for 5 seconds. (10 second cooldown on this passive)
Amulet: Magi Amulet for the increased health, increased critical chance on your attacks, and maximum healing power.
How to maximize the Usage on this build:
At the start of the match, equip your Elixir Gun and use Glob Shot to give your allies Swiftness. You’re focus is the main middle fight at the start of the match, place your Healing Turret at a smart place, then look carefully at your team’s status on the Top Left bar during PvP. If you see them getting many conditions, then use your condition cleansing magic which you have many off to use. If there’s a thief or any stealth class that you see in the mid fight, be ready to use Detection Pulse, as that can save a life.
If your team gets condition pressured at this mid fight, use Fumigate and aim it correctly to convert 5 conditions to 5 boons on them. Then if this isn’t enough use it with combination of Super Elixir so the Light Field not only cleanses 2 conditions from them, but heals them as well. Not to mention if your smart or your team is smart and they are protecting the Healing Turret, that can also ease the pressure of Conditions. If a teammate goes down during this mid fight, you know what to do. Sneak Gyro and Function Gyro are a nasty combination, giving you 6 seconds of Stability and not to mention Stealth.
When you win the mid fight, always rotate to where the next team fight is. As an Engineer you rarely have any single player burst heals, so always move to where the team fight is to maximize the effectiveness of this support build.
Pros of this build:
Great Condition Cleanse
Great Regen uptime
Great AoE Healing
Can dictate whether or not you win mid fight
Cons of this build:
Do not use if there are no condition classes on the other team
Idiotic Teammates make this build harder to do
Not keeping your turret alive or placing it at the right place
Overall, the main purpose of this build is to adapt and get used to the new meta of Condition Wars. I personally don’t like the Condition Wars happening in Guild Wars 2 PvP, but there is nothing we can do about it but adapt. Criticizing this build, giving feedback and suggestions and recommendations are much appreciated since I truly want to perfect this build so that we can take the fight to these Condition Wars.
(edited by Divine.3279)