Galsia | Jäshin | Çyndelle
[KK] – Henge of Denravi
Well.
All the stealth you’d gain from laying down three traps in succession is outweighed by Shadow Refuge alone.
These runes are geared towards condi-trap Rangers.
My current Rifle setup is Fire/Force, but I’ve considered replacing the latter with Intelligence, since my opener tends to either be a ‘sniping’ fireball from FT or Prybar from Toolkit.
How good is Air in a damage situation? I do see nice bursts coming from Fire (even when its only a Major sigil), but the guaranteed crits from Intelligence seems tempting instead (at least for PvE).
The Superior Sigil of Air will hit slightly harder than your Superior Sigil of Fire because it has a higher damage coefficient, however, it is single target as opposed to Fire’s AoE.
As for Intel, Static Discharge doesn’t revolve around one hard hitting attack, but instead several attacks in quick succession. Having a Fire and Air Sigil adds in two more hits to your rotation.
However, if this is for PvE I’d go for something else entirely; Static Discharge does great burst damage, but lacks sustained damage. The utility slots generally used in SD are also not very damage orientated; Utility Goggles/Rifle Turret/Toolkit.
That’s just my opinion, play how ya wanna.
Hey there,
Am I the only one that hates the Last Refuge trait in the Shadow Arts line?
Yes, everyone else loves it unconditionally.
I run two armor sets for Static Discharge, Hoelbrak Knight’s and Scholar Berserker’s.
If you were planning on running Hoelbrak or Strength runes, you would get a better return with Battle, offering 315 points of Power and 315 points of Condition Damage; you’d have a baseline of 9 Might stacks from the sigil alone.
If you decide on Scholar I wouldn’t bother with a stacking sigil either since sooner or later you’ll be getting run over by zergs or chased down by a 5-man of classes that have superior mobility. Instead of Battle/Air I opt for Air/Fire with the full glass setup to finish it quicker and leave the scene.
(edited by Galsia.4102)
If you need a bit more sustainability until you get the hang of things, I’d go for a Toughness stat armor; Vitality is more of a buffer against conditions which you won’t be encountering as much in PvE, and Warriors have a pretty highhealth pool to start with anyways.
/2cents
For the rest of us, it would be improved by the suggestions in my OP.
Guys, I think we’ve been blessed enough to meet the emperor of thieves, in that he quite clearly speaks on behalf of himself the entire thief player-base.
The toxic cloud #4, for example, doesn’t linger long enough to be a trap or a deterrent, and the #2 explosion just goes boom upon impact. There isn’t much purpose to the aiming.
Choking Gas is a deterrent to players trying to rez their allies; having Choking Gas down to reduce healing effectiveness in addition to Cluster Bomb spam helps ensure they’re not getting up and quite possibly another downed enemy.
So here’s my suggestion for #2 and #4: upgrade these to be a contextual mix of tab targeting and GAOE.
If I have an enemy targeted, then hitting 2 or 4 should launch the attack immediately, no ground targeting. The effects should be the same as they are now, just centered on the target.
That sounds like a lazy play-style. Plus, having them as target-based skills subjects them to projectile ducking/strafing.
If no target is selected, then hitting 2 or 4 should bring up the ground targeting. But upon launch, these attacks should land as traps, and linger for about as long as necro staff GAOEs.
So, basically being rewarded for missing?
Skill #5: just replace. I don’t get this. The range isn’t enough to actually get me anywhere interesting. As an escape mechanism it sucks because if I’m running for my life the last thing I’m going to do is center the GAOE correctly.
You’re not using it as effectively as you could be. Think z-axis, not x and y.
D/D is burst.
P/D is condi.
D/P is less effective, but more survivable burst.
EU vs. China @ 28:10
http://www.twitch.tv/guildwars2/b/558026312
NA vs. China @ 22:53
http://www.twitch.tv/guildwars2/b/558393810
EU vs. NA @ 46:35
http://www.twitch.tv/guildwars2/b/558734864
I assume it’s adrenal health incorrectly displaying itself in the combat log.
It’s also not even spelled correctly.
If you want to go tanky putting everything you’ve got into Eviscerate, Cavalier + Intel Sigil is the way to go.
EDIT: Since you wouldn’t have a whole lot of crit chance to proc the sigils on your Greatsword, you could instead go for Purity/Bloodlust; once fully buffed your Eviscerate would be hitting at above 3.1k Power and your health would also see an increase from your Great Fortitude trait.
(edited by Galsia.4102)
I only got about half way through because I gotta head out soon, but from what I saw I’d really recommend working on your water combos, it’d even further supplement your sustainability. I saw quite often when you would get low you’d use Rocket Boots to get away, then follow up with a Healing Mist or Healing Turret > Cleansing Burst > Detonate. Just switching the order around a bit would get you an extra 1,320 health.
Healing Mist > Rocket Boots
Cleansing Burst > Detonate > Rocket Boots
Other than that, enjoyably gameplay; I haven’t roamed with that kit set up, so it was interesting to watch.
Just to complement, interrupt also barely affect thieves, since the skill have no cooldown and the initiative isn’t used if interrupted, so they can recast immediately.
Not necessarily true. Thieves just don’t happen to have a whole lot of long channeled skills that are easily interrupted, and the ones that do have evade frames added to them; Pistolwhip/Disabling Shot.
For example, say you’re fighting a D/P Thief. He’s dropped his Black Powder and is next going to Heartseeker to combo stealth. The stealth combo won’t take effect until they’ve finished the leap. If you interrupt after they’ve started the Heartseeker channel you’ll have cause them to waste 9 initiative.
Before last patch I could’ve sworn my health pool was around 15,500 and then I logged in and saw i was at around 14,900, I don’t remember my health ever being below 15k , that’s what brought this whole thing on.
An increase to your maximum health is awarded to your server based on its success in WvW. If the last time you played was Thurs/Fri last week, you could potentially have less HP than then if your server isn’t doing as well as they did last week.
I’m quite interested in your build and would love to try it out, mind sharing it with us?
It’s a current sPvP meta build.
For your secondary sigil use Doom, Energy or Intel.
It’s a shame you’ve already invested so much into Celestial gear because sooner or later you’re going to find Warrior sPvP builds don’t really translate well into WvW.
Mobility is king in WvW roaming and you have absolutely none. Dueling in OS will probably be nice though.
I just hope that I can still troll the enemy in their own citadel
Not done that in a while so not sure.
They flattened the slope that went along side the hill so now it’s too high to reach. Got patched more than 3 weeks ago I believe.
Noooo! Why?!
It was a map glitch, but not like you could actually do anything that would disrupt the matchup.
Ah well, they removed one fun thing we could do when it got quiet :’(
I take that back, I just found a new spot to get up. Not all is lost =)
I just hope that I can still troll the enemy in their own citadel
Not done that in a while so not sure.
They flattened the slope that went along side the hill so now it’s too high to reach. Got patched more than 3 weeks ago I believe.
Tanky zerg-surfer; distract the horde while the 1-2 others in your roaming party running bursty specs jump in n’ out periodically to down people. Secure stomps while the bursties cleave.
I always thought replacing the lords with a random guild bounty NPC belonging to one of the five playable races would be interesting. That or making new WvW NPCs with that concept in mind; scaling and a unique combat experience.
Managed to get a powermancer into top 100.. now every game I get into is hambows and engineers with the odd spirit ranger or staff ele thrown in. I have a new hatred for engineers. And it’s not eve the turret ones. I had to make an engineer yesterday just to figure out what the hell I’m supposed to do since I keep getting told necro directly counters engineer.
Condi-necros counter Engineers due to condi-transfer skills coupled with weak removal access.
Anyways, what do you all think?
You’ll make Necromancers look mobile.
We have very few options for applying weakness to opponents…
Just a side note, you can maintain permanent Weakness using EG#1.
Well, a stupid question from me…
Does it affect the applied conditions too or they are independent. I know that the conditions are “real-time” affected by the stats of the applier, like might. But if they come close… Is this affected by Stone Splinter too?
Damage % modifiers only affect direct damage; does not increase condition damage.
If it had its own unique burn effect it would become a much more desirable kit. For instance replacing the Burn effect on Napalm with something like the Lava effect from environmental fires:
Also, seconded on Smoke Vent receiving a Blast Finisher; that would be so helpful.
Are you suggesting Pistol Whip should get a 4sec immobilize and 11 stacks of bleed?
Okay.
Power/Condi hybrid is fine. I use a similar build sometimes when roaming. -
http://gw2skills.net/editor/?fJAQNApcTjMdUFahHmhwJaghgC5rXCGDgfW9ZsGdBA-
I’ve yet to play a Necromancer, so what’s it like being as mobile as them?
You have one foot in condi and the other in power. Pick one.
Also, your equipment/food needs filling out.
I tried it out Galsia…
It’s freaking awesome
(so far did it holding close tho, so I’m really curious how it’s doing in a teamfight)
Altho I’m a bit afraid of the damage output after doing some more matches,
as a condi warrior I hoped to be a bit more damaging, less bunkering, any hints/tips?
I should have specified in my initial post, but that’s what it excels best at, home-guarding.
For a mid fight the infinite regen for your teammates is nice, but in order for you to also dish out some substantial damage you’d have to successfully chain your best combo; Combustive Shot > Arcing Arrow(Might) > Pin Down(Burning), Smoldering Arrow(Burning), Imaple(Burning), Savage Leap(Fire Shield), and then end with a Flurry.
If you want to be more offensive, use Carpboy’s suggested build.
Carpboy’s build is pretty much the standard for Warrior condi-builds, however, Banner-Bunker also works quite well.
http://gw2skills.net/editor/?fJAQNAscTjMdUFaBIOewJigkgC5HkBnCAVbR6YouLCA-TZRHwAQLDAb/hAPAABHBAAnCAA
Some regen to go with your regen and regen.
Th-that was beautiful OP, truly a work of art.
Still not decided though, hard to give up travelers.
You’d have to make some changes, but there are several options/alternatives; since their introduction, some traits/sigils have been buffed to be more useful.
Superior Sigil of Speed (Swap out Fire in SB)
Assassin’s Retreat/Fleet Shadow (Swap out Vigorous Recovery)
Bowl of Seaweed Salad
Running all three bold options would net you just about a minute of Swiftness per kill assuming your food procs. If I had to choose just one, it’d be the Sigil; it got buffed to 20 seconds and has no CD.
Stealth Thieves Still OP
Bad Players Still Terrible
If you have any question, feel free to ask and I’ll do my best to answer.
Why not just use a Sigil of Intelligence that gives three guaranteed crits and put those 30pts into a line that actually has useful traits; Burst Mastery, Cleansing Ire, Mobile Strikes, etc.
wat.
complete trash way to go
The answer lies within.
T-that was… beautiful..
You are an artist.
Xx “Name” ShadowAngelofDarkDeath xX
Did you mean Executioner and not Hidden Killer?
I may have deviated from the original build too much as I was basing most of the decisions off of what I run on my S/P build, so the two ended up being very similar. However, I think it would still be worth trying out.
That build looks like it hurts a lot but it looks kinda squishy for my liking :p
It can hold its own in 1v1s when you play your blinds and evades to your advantage, though you’d need a tanky partner for roaming to do all the stomping.
As for the revised build you posted before:
Thanks for the reply, I totaly ignored the fact that i have traverlers with perma swiftness! lol what a numpty
I changed the build around a bit and here it is (i still like a bit of armour though) http://gw2skills.net/editor/?vYAQNAsaVl0Mp8plOx7J8PNR49gsj1s6HoZPDueVA-zkCBYLERjEERjoIIUBgZPFRjtNoIasKkYKXBS7CRFL1ECQwWA-w
This setup has very weak condition removal. The only way you’re getting damage inflicting conditions off you is if you blowing your Shadow Step, which happens to also be your only stun-break.
You have the crit-chance of a Dire Condi Engie.
I changed your armor, runes, sigils, food, and moved 5 trait points around to help in those two areas while trying to maintain the overall feel.
I may have deviated from the original build too much as I was basing most of the decisions off of what I run on my S/P build, so the two ended up being very similar. However, I think it would still be worth trying out.
While not as popular as it was a few months ago, Mace/Shield + GS is an okay option.
Then explain to me? Could you burst down someone on an ele if Deep Freeze was only a 1.5 second Stun? What skills, rotation, movement, etc would you use? The faster I can see is if you are already in Fire with D/D, you use Deep Freeze in 300 range or less, drop the Bow and cast Fire Grab ASAP. Would the rotation last 1,5 second?
Maybe another rotation would be better?.
LF + Burning Speed/FGS Rush.
Fire Grab like you suggested would do pitiful damage because they weren’t inflicted with Burning beforehand.
Note: the build sites don’t let me put 14/14/14/14/14, it limits it to 10.
Shift + Left Click.
OP, you ready to have your mind blown?
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