Sophea Sladorian – Charr Ranger – [DECM] | Sea of Sorrows
Sophea Of Elements – Human Elementalist – [DECM] | Sea of Sorrows
You will have to wait for custom servers
How about some gw1 quickness type skills:
Frenzy: Stance. For 8 seconds, you attack 33% faster but take double damage (I remember this being 50% faster back when I played)
Or even something like:
Soldiers Stance: Elite Stance. For 4…9…10 seconds, you attack 33% faster while under the effects of a shout or chant.
While were are there we could also change rangers quickness:
Lightning Reflexes: Stance. For 5…10…11 seconds, you have a 75% chance to block melee and projectile attacks, and you attack 33% faster.
Soldiers Stance and Lightning Reflexes would be fun, 10 seconds of auto block on 75% chance + increased attack speed.
Would still prefer these over 4 seconds then 4 seconds of quickness though.
Add a duel block an it will be fine (on by defualt) I hate walking around and only ever seeing “You are challenged to a duel” by the same guy every 2 seconds, cause declining him once obviously doesn’t mean that I don’t want to duel.
Or even have “Mr xX Love Kitens Xx is trying to duel you:
1 accept
2 decline
3 block all duels (this setting is changeable in the options menu)”
This is about pug, so how you going to take a mesmer, thief and gaurd? midas well throw in one more and be a premade.
Other Stratergies. If you go down, or you and the other guys miraculously die and res at the same time (this happens, I’m not kidding) then don’t all go for the nearest point. I’m a bunker and I hold mines, if there is 1 other bunker fighting me we probably wont be able to kill each other, me or other bunkers wont need the whole team to come and stomp that 1 guy.
Battle plan, there is 3 mins before starting a match where you can communicate to your team. Saying your general build (e.g. “DD Tank/Bunker Ele”) will help your team. Try and organise who will go where, e.g. “I’ll hold mine, will call incs, will require roamer on incs”. Coordinate who does what to thier build, there have been many times where I spawn, tell them my build and what I will hold to have no one listen and end up with another guy at mines. So I leave and 2 mins later he says, “I’m not a bunker I can’t hold this point” and we lose the point that I should have been bunkering to start with.
If you don’t have voice coms (usually the case) then read your chat log, people will be calling incs or saying that we need to go to other places.
Don’t glory farm, this is a team game, if you want to glory farm there’s plenty of spvp servers. Winning each round gives substantial glory that should be your aim, winning.
There are strats where you don’t down enemy players, these are really helpful, a dead dps does no damage until he re-spawns, a downed dps does bugger all damage unless you are standing near him, and is less useful then being about to re-spawn. Saving the down is almost always a good thing, just auto attack them if you see the call for help animation then stop attacking. This is not the case against a good warrior unless you know he can’t kill you. This should also be avoided in a battle where the enemy can res, or use res skills, downing then is more situational.
My 2 cents
Regen when kiting and using terrain to prevent damage is good, protection when taking damage is much better.
With full healing power and in water with Soothing Mists you will regen about 600hp (double 300) per tick, better then a kick in the teeth. But if you are getting kicked in the teeth that heal isn’t much, burst of 2-6k per second is going to knock you on your but.
Back on topic, regen and soothing mists regen stack (2x regen, not duration)
The soothing mists regen is less then standard regen I do believe.
This is the case for anything that says regenerates health (but doesn’t apply regen).
So doylacks gear will stack again. (though 30 hp regen is crap)
My use for tornado, summon tornado, press 3, press 2, when they are blown back press 3 again, press tornado button and continue fighting out of tornado with 20 seconds of stability.
Also tornado will make you lose the point you are trying to defend as you no longer count toward holding that point while transformed
In Australia, we will be able to do the Friday (our Saturday) and Saturday (our sunday) stuff. But the big finale is … Sunday YAY for us (Monday 6am), same with the Halloween event and all of the beta events. So unless I take holidays for an event (unless I was a game addicted freak without a job and live on the doll) I have to youtube them.
Event start: Saturday sometime. Event end Saturday the next week, 2 one time events where most people can still got to them
OR
1 time events are in fact, 2 time events where people who did the first one (from start to finish) cant re-participate.
I have the same problem, will be glowing white and think, wtk (get it what the kitten)? and then realise that I’m dead and have no chance at using my VF to prevent a stomp. Still I don’t want it changed back, I would have preferred a different skill to the VF and gotten rid of it altogether.
Start the fight in fire, switch to the element you want to unlock before the creature dies
http://gw2skills.net/editor/?fEAQFAWhImgblR5gjCAkHnYCLlHzsjNA
Support is usually staff
That’s a build my friend is running.
Evasive arcana is a blast finisher (arcane lvl 30)
Evasive arcana in water is an aoe heal
Start by casting your healing rain, then dodge roll into it (end of your dodge must be in the water field), this will be an 2k aoe + 2k aoe blast finisher (depending on gear of course). The internal cd is around 9 seconds (per element), so you can only water dodge once for 2k heal, but if you switch fire you can do the fire dodge.
At the moment there is a bug, so you can double dodge in the same element (within the 9 sec cd) to gain 1x effect but 2x blast finisher. So if you cant switch, or don’t want to you can still get a bunch of heals. I think this will be patched soon so keep an eye on that.
Super heal combo:
Start in earth, cast eruption
Switch to water during cast
Que either heal field where eruption is
Dodge into heal field and cast arcane wave at the same time
Change element (to fire or air) – skip this step if you are using the bug
Dodge back into field.
Swap the healing field above with your fire field for massive might buff.
*Note your damage will be low with this build
*Best set is dwayna if you can get it in pve (don’t do high end pve sorry)
Dwayna is 5% chance to gain regen, and apply regen to allies and yourself on heal.
With the regen removes conditions you will remove so many conditions when you heal yourself in water
*You can swap out the cleansing wave water trait for 20% less cd on water skills to decrease your heals cool downs.
*Also you have 10 points free for whatever you want. 10 in earth for free amour of earth is nice.
(edited by TGSlasher.1458)
I enjoy the difficulty of the class, makes choosing what to use and when much more fun then just warrior axe 5, eviscerate, berserker stance, flurry. I would like some skills to be fixed though, dragons tooth, not worth using / situational at best (I mainly use it for blast finisher). RTL, zomg, you moved, enjoy some free hits on me while I can’t do much else.
How to leave tourney, Alt-F4 and go do something else, the amount of people that do that is ridiculous. Every time I do pug tPvP its 5 v 4 or 4 v 5 on the first map, then instant lose to premade in round 2. Sometimes you get a good match up of 5v5
@TGSlasher being able to timer (giving a 20second respawn) someone is part of the game, the suicide button will just make that useless. Assuming that everyone knows the spawn timers 18/38/58
And
Suicide button would prevent the enemy from downing you and just chilaxin beside your downed state, holding you out of the fight for 20 seconds till you die or try to heal (which they interrupt).
That would be pretty powerful in competitive play.
But terrible in pug.
Allot of people in tournies wait for the rez timer to just pass before finishing someone off (so its the longest respawn possible).
Not sure if either of you read past the “suicide button”, but this is basically what I was saying, suicide button would be bad for tpvp.
Upon re-reading my post, it sounds like I’m for the suicide button, that’s not the case. Now to get those silly people in pug tourneys to stop finishing foes
Speaking of teleporting bug, can elementalists use it (or am I doing it wrong), and if it is not a bug, can we be upgraded to awesome teleport status as well, instead of looking like a ding bat when trying to teleport anywhere near an edge?
Us elementalist demand righteous justice. We took a 50% nerf when we could do a 4 sec burst kill someone, thieves deserve the same!!!!! (in all caps)
Just kidding (well I would like our damage back). Backstab isn’t the easiest skill to dodge, out of the 3 listed it is, problem is you are invisible when doing it, so if someone doesn’t notice their heath drop and dodge immediately then goodbye (by someone I mean a low health elementalist)
Click PvP, go to mists, choose a server with 5 people, check players, leave @ 8 people and repeat.
I would definitely like to see at lease some of the servers be 5v5, arena net probably wont do this though because those servers will always be full and the people shafted the 8v8 will complain and they will need to make all the servers 5v5 (which I don’t mind). Currently its me going to a point, capping it and getting zerged by 4 people. The rest of my team is nowhere to be seen, probably zerging an uncontested point. 4 people attacking me in an 8v8 isn’t a zerg, its the right amount of people to hold 2 points, I just like calling it a zerg because the match started as 5v5.
The game was built for tourneys and they are 5v5, so why 8v8 in spvp, to accommodate more players? Don’t know if they play at Aussie times but there are only 5 or 6 servers with more then 9 players, the rest are 2 (duels usually or they hot joined an empty match) and a big list of empty servers.
I would like to see 2 options that are pretty self explanatory:
Hot Join (up to 8v8)
Hot Join (up to 5v5)
And if all servers are full their could be a vote to accept new players option, expanding a 5v5 to an 8v8
Suicide button would prevent the enemy from downing you and just chilaxin beside your downed state, holding you out of the fight for 20 seconds till you die or try to heal (which they interrupt).
The drakes, their F2breath skills are almost 90% miss chance. And they don’t turn to face their target before releasing the charge
- Pets can now be stowed even in combat. when stowed the ranger gets 20% power and precision bonus
I can dream can’t i??
This + pet F2 is now preformed by the ranger
You can now play like a gw1 ranger, without a pet if you want, in doing so you can actually perform in pvp.
Or greatly improved pet mechanics, cause telling my river drake to fire its lighting in the opposite direction of my foe is what I want in a pet that takes away my damage output.
20 frames is amazing to me, of course I did spend a year playing almost any game on 5-10 fps
You can que and do spvp, for free tourneys at least
I did enjoy /rank in gw1, meant you could never get a group for HA if you joined the game later. LFG Rank 6 or above, sorry, you can’t join, your only rank 3. Thanks a lot bro, only way to get fame is HA so guess I’m stuck with the npcs.
Would probably not matter in this game seeing as though its just farm glory to gain rank, and he who has the most grated face is the one with the best emote. Rank 100 should reward a cheese greater helm, with blood poring out of the holes. As you pass 100 more blood pours out and when you remove your mask, you dont have a face, just a skull. Rank 200 greats the skull
Windborne Speed (Air 4) cures immobilized, chilled, and crippled. I use it all the time. Since I rarely use Air 4 in battle, its almost always off cool-down.
Windborne speed is staff, bunker eles are typically D/D.
As a staff ele in last weeks WvW I encountered Fort Aspenwoods group of bunker eles. There’s not much doubt there will be some sort of nerf because they do border on unkillable despite using immobilize via shockwave on them.
Not true, bunkers are typically staff, due to 2x water field + 2 to 4 x dodge (energy sigil and extreme case adventure runes)
Also bunker staff healing ability doesn’t go down without the bug, its just easier with the bug (you can switch attunements and get the 2nd effect and blast finisher). My friend doesn’t double dodge water because he loses to much damage, or the blind from the other attunements.
I run a dagger dagger bunker build, but I don’t last nearly half as long as my friends staff build unless fighting other bunkers.
also, you can still change attunement, so heal on entering water, or fury on change, now your frost bow’s attacks crit
Solo ques (pug) vs (pug) in the match making, whoa, super change right there. It normally goes (for me when I solo que) us pug vs pug or crappy premade, second round is us pug vs super ridiculous premade that beats you by a lot and most of your team has forgotten about point control and are zerging in the middle.
Love joining premades, first thing I say is “strat?” to no reply, then “whats your builds?” (to formulate a strat) to no reply. So, I say, “I’m holding mines, will call incs, roamer or burst to come help on inc”. That results in me holding mines by myself, and then the team getting wiped at keep and then the whole team coming to curb stomp the one guy at mines (cause you need to waist 30sec each fighting that 1 bunker that can’t kill me and I’m already there). After they kill the guy, its another 10sec of them all staying there to get the 10 glory with me trying to tell them to leave.
Does anyone read their chat log? Miraculously the team we are vsing must be just as bad because we still manage to win. Then round 2, lose, instantly, midas well /surrender. I only win round 2 when there are 2 or more people in voice com. The others just don’t count, they can do whatever they want really, as long as its near a point. Me and my bunker friend can fend of 2 points for some time while the other 3 guys (or 2 if we have our 3rd guy) can go whichever point they want.
We would but our team is having a break down at the moment. Lost our 3rd member due to the 4th not coming back. We live in Aus and play at +10 GMT 5:30pm onward (that’s around +17 American time I believe). Send a me or Luilas a message in game, we may not be online for a few days though, been playing a xbox a bit too much and waiting for the patch.
13 ms, drools over keyboard, must move to America. Dam 500+ ping to just about anygame. Finally found a good game I like with Australian servers and oh look, its filled with NA players exploiting the ping in their favor.
I get lag spikes in WvW, almost unplayable at times, anything +20 players is just hell on my friends pc, and wrecks our con as well. Playing from Aus I can tell you there are times where lag will spike, but I haven’t noticed it much. I know that spvp is a nightmare with 300-500ms when trying to save your but and getting downed by a guy out of range, then finished from longbow range after you vapor form away. Or someone finishing you when he is on a cliff an you are well below (e.g. I’m on the bottom of clock tower, he is finishing me up the top)
Allow glory to buy other things, such as xp chests (chest filled with xp) very expensive karma chests, or even crafting material chests / pve skin chests. So you can progress your character while in spvp. GW1 allowed you to progress your pve character (Balthazar factions and kurzick / suxon factions <- i’m not bais :p).
With those factions you could get: Balthazar pvp skills to be unlocked over all character, kurzick/suxons mats and other things I never looked into. Also the mats would have to be account bound, same with the skins as you would have everyone farming glory to make money (anyone remember embers I think they were called and the market drop when you could buy them for factions)
Try this one, fight someone at your treb, get downed, vengeance, kill them and don’t get the stay alive proc, then use the treb and res when you die. My god is it funny, your camera will be at the treb, attached to the treb but your poor body will be free to move at the respawn unattached from the camera. If you don’t press f to get off you will have to tell me if you can still fire the treb, I accidentally press f before I could try.
Ugh, another one of those water/arcane builds. At least you tried to get a tiny bit of crit damage.
I find this build to be quite balanced. It is well know to use eles that 20 arcane is almost necessary. If you read daphoenix’s other post (linked in the first post of this thread) you will see that he has put alot of time and research into making a good build.
50% crit (47 near enough) with around 100% up time and about 30% crit damage, a nice mix of power makes this build dish out the hurt as much as it can take it. Your health pool isn’t lacking and the heal power is nice enough to not worry about your signet heal. You almost always have 5 boons or more, giving you 10% bonus damage and you almost always have 9+ stacks of might. While the build lakes the damage modifiers of the other trees (as well as the prec, crit damage and power), it is made up by the buffs applied and the boon duration gear / arcane 30. Water tree also helps to keep those pesty conditions off and grants extra boons.
This isn’t just another water/arcane build, its actually a really good water/arcane build. It has been well thought out and researched.
Yes, double passive effect, with both written in stone and 20% cd on signets, after you heal has finished its cd.
…
I haven’t been able to check to see if this is still the case. Just stumbled onto it a while ago when playing around with a aura build (boy was that a bad idea, so weak, aura and signet traits are all over the shop).
This no longer works, must have been patched at some point, I just checked
I would suggest looking here:
https://forum-en.gw2archive.eu/forum/professions/elementalist/Guide-Mastering-the-D-D-elementalist-11-6-12/first#post655822
@Tg Slasher
I’m not entirely sure what you mean. Do you mean the passive effects on SoR are stacking (double passive effect healing for 5 seconds?).
Yes, double passive effect, with both written in stone and 20% cd on signets, after you heal has finished its cd. I would call this a bug, and probably shouldn’t be exploited but still interesting.
When you use your signet heal, you technically lose the passive effect of the signet and a secondary passive effect is applied for a certain time (I think its about 40 seconds not 20 / 25 as it should be). When your heal has finished its cd you have the original effect applied back to you, but there is still around 19 sec of the secondary passive applied.
You have 2 signet buffs on your character and when you attack you have double healing from the passive for that 19 sec, then all is back to normal. Its like they once had the signet heal on a 40 second cd, but changed it later without changing the traits that match like they aren’t using variables but have hard coded the timers.
This bug is also present in the other signets skills but lasts a much shorter duration ( I believe these only work with the 20% signet cd trait as well)
Without the 20% signet cd trait I think its around 15 sec of double effect.
I haven’t been able to check to see if this is still the case. Just stumbled onto it a while ago when playing around with a aura build (boy was that a bad idea, so weak, aura and signet traits are all over the shop).
Fixing evasive blast finisher to be 10 sec cd won’t hurt you too much, you can still witch attunement and get the second blast finisher
When I had tested, was a while ago, written in stone + signets cd faster you would have 2x the passive effect for about 18 seconds on sig of restoration. Not sure if they have patched this out, but the other signets would provide double bonuses as well (only for 5 sec though).
My main sPvP toon is ele, the staff build I’m talking about is the general support/bunker one. I don’t use that build, I use a similar variant with dagger dagger and super protection duration. That build is my friends staff build, so I know most of its ins and outs, helped him build it pre beta (of course they changed some things, no more free mist form). Just watch for those heals, and try to poison at the right time, 33% less healing for him. But if its removed, its a waisted cd or init
Bunker Ele is slightly too strong and needs a mild nerf. Same goes for Guardian bunkers, and to a lesser extent Necro and Engi bunkers. Key word: mild. In Ele’s case, Evasive Arcana’s water effect is probably a bit too strong and is likely to be toned down a bit at some point.
As for glass cannon theives, don’t worry; they’ll keep getting nerfed. I almost feel kind of sorry for them at this point.
I hope that the water effect is not reduced from evasive arcana, I run tankish bunker spec, with dagger dagger, and the dodge heal is all I can do to survive. Perhaps removing the combo finisher from water only. So to do super heals you need to double dodge out of water, or dodge water for the water heal.
Also @ DanH, try an elementalist out. Play through some of the builds in sPvP, find an empty server and join it with your thief friend and duel. I’m sure he’ll beat you 100% of the time, until you spec for our anti thief build which happens to be our bunker build as well. Btw, heads up for you, our glass cannon build, is glass and no cannon unless you play it right then it is still sup-par
I am quite certain that gw1 had 100 000 tourney. Where the prize was 100 000 worth or retail goods, can’t be money due to lottery / gambling laws. I’m sure anet will do something similar again.
Bunker eles can remove a lot of conditions.
Staff Eles:
Water 5 (healing rain) continuously provides regen, see the trait related in the list below.
Traits:
Look for the water attunement swap (big burst of water coming out of them), shortly after will be a water field. You will have to immobilize them after the change to water and before they can dodge into this field as they will likely get a chunk of their health back and remove your conditions. Apply pressure with your other conditions if you have any, chill and bleed maybe some immobilize and possibly weakness. I would hold off on poison and weakness till you know they need to heal, then I would try to apply a quick bleed to try to shield your weakness, and weakness to try to shield your poison. The conditions will work against his geyser heal, but healing rain will remove all of your conditions quite quickly, so when that is up, don’t blow your cds, it will be on quite a long cd when used (bout 30-40sec from memory).
Not 100% sure which order conditions are removed, you may want to do some testing or research here but you don’t want the poison removed and you don’t want the weakness removed if he is going to dodge (double recharge on endurance, reduces the amount he can dodge combo field (for heal or might)). Repeat this strat till he is low, then go for imob to backstab to finisher move.
There are some other things you could do, such as chill but I believe your class lacks chill, also hitting him hard at the start will force his reaction into healing, putting the healing rain on cd. Geyser will still be available to him but the field size is much smaller and rolling into it is harder, an immobilize when you see that up will stop a good deal of healing. He may also keep his rain for a “rainy day” (see what I did their) as it removes a lot of conditions, so starting with short cd conditions (a fair few different ones if possible) would also help to put HR on cd.
Once Geyser and HR are on cd and he switches attunement (noted by a blast looking effect that isn’t blue in colour) he will have only his heal skill left (and the cantrips, watch for mist form) and you can proceed to kick his but for 9 seconds (6 if he uses mist form and as long as you can interrupt the heal). Note: he will also probably have a lot of regen on him, 5 sec of double regen (water effect last 5 sec on attune switch) and most likely protection and vigor as well as 2 dodges up his sleeve.
(edited by TGSlasher.1458)
Was wondering when you would make a guide.
Nice build btw. I’m using the typical 0 0 10 30 30, dagger dagger, with monk, water and earth in my amour for protection duration and clerics with knights for my amulet.
Might try out celestial for some more balance (healing is too high and damage too low on my current build. Good for tanking sPvP or pug tPvP, but cant finish any of those other bunkers)
How do you go in tourneys?
Hope full for custom arenas, prob not included though
Teaser: Sea Dragon attacks Lions Arch, totally destroying some stuff (probably the statue again) then leaves. Heroes (players) are called to fight the minions of the dragon. Part 2: Sea Dragon’s Lieutenant does some nasty crap to some people and again the heroes are called to band together to fight this minion.
During the fight the Lieutenant drops some random idol from below the sea, and the Priory gets a hold of it (the Lieutenant dies btw). “This here Idol is from this (points at map for some location) region of the ocean” says prior Joe Blow and continues with some lines of saying how bad the Vigil are and that you can’t trust the Whisperers. He goes on to say that we (heroes) should go to that part of the ocean and search for more clues about the dragons lair.
The Vigil say their piece (that we can kill this dragon, I’m so Macho bla bla bla). Then Act 3 is a string of events where the sea dragon destroys some more of LA (poor lions arch, probably the statue again, super hat trick) and flys away (to presumed safety in his base near where the idol was from) and the heroes are tasked with hunting it down.
Mean while is sPvP, It’s painted blue, and some buffs to some classes, nerfs to others, some random fixes (hopefully rtl, and charge) and custom arenas are released but not activated due to testing (also hopeful of this, will be able to make some 5v5 sPvP). Also bug fix to thieves super invisibility bug.
I think they should have extended the beta in the first place. Instead of the 1 – 1.5 week where players tested (3 × 3 days) they should have had it open for a month. Most of the bug threads started around that time, and they would have picked up these bugs sooner.
LMFAO
Mage-Tanks? HAHAHAHA
The very concept is moronic, how the hell did a game in 3 months sell you on a idea that idiotic when no MMO in history would have been so stupid to even suggest…MAGE TANKS!
Indeed, and its not really tanking, its healing. So midas well call you priest in wow a priest tank.
I notice, Mesmer / Guard / Ele / normally Theif / 2nd Guard or Warrior
Mesmers aren’t about being killed, they are the for the portal kitten Your whole team to zerg 2 points, while the other team has 2 defenders at each.
I also notice the class change that happens every second match.
I’m going to get my team to make eles.
Then at the last second swap 4 to different classes.
I don’t know why people had to bring up that you played badly. Did you play badly, sure did, but who cares, you got hit for half your health by 1 undodgeable skill. Would you have lost to him had that not hit you, couldn’t say, if you were using my build probably not (switch water, dodge, cleansing wave, switch for full health).
I believe stealth should break on attack, including backstab. If you had arcane shield up and the thief remains invisible he could just auto attack it off and proceed to do whatever. If stealth broke on attack he would have had to wait for it end to remain invisible, or attack your 3 blocks full visible. Try fighting thieves whilst in Australia, they can almost always backstab and then get 2 to 3 hits with heartseeker off before destealthing fully.
I believe that the Air rune, sigil and fire sigil should only do the damage listed, not be affected by stats / traits. Or be affected by stats, but not traits. For example, if eles lingering elements was working properly you could have 5% damage to burning, 10% attune to fire, 20% below 25% hp, 10% attuned to air and 20% vs knock downed/stunned foes to boost this to 65% more damage with all those conditions met. Proc air rune with your air sigil off flame grab, and by god would they be dead.
Because if they implement a classic arena no one will play conquest.
Edit: I also think it should be map based, some maps can only be conquest (unless reset by custom servers when they come out) and some should be tdm or even ctb (capture the boulder)
Are those PvP numbers? Or maybe my Valk Amulet is the Dollar Store variety…I was thinking of going Soldier’s to balance out my toughness a bit but I’ve only got 17k HP. How are some able to go past 19k? I guess really expensive gear since mine is only a fresh lvl 80 but I’m still rather confused where all that good gear actually is. The dungeon armor doesn’t seem like it’s such a huge leap past the good crafted stuff.
Yea, this is sPvP gear, its stats are different to PvE / WvW.
In sPvP you have 1 amulet and 1 gem for that amulet, the other rings slots are locked. The amulet gives you most of your stats, so changing your build’s damage / tank / condition / healing is just a matter of changing that (of course your traits will not be aligned properly but this can change the tide of a battle).
Valkyries in sPvP will give you 13805 with 30 water unless you stack vit in your gear as well.
Knights and knights is 23k hp.
I’m running clerics with knights for 15k hp, I prefer the 1250 health over a bit of healing power.
Mine is the same kind of idea, dagger dagger 0 0 10 30 30 though, regen clears condition instead of cantrip grant might.
Gear is monk x 2 water x 2 earth x 2, clearics amulet with knights or soldiers (cant remember of the top of my head, the one with 125 vit) so I have 15k hp.
Before that I had clerics + clerics, 13k hp and keep leaving the fight with the thieves with low health, and if water was on cd then I was boned. Water switch is about 2k, dodge in water is 2k, cleansing wave 2.4k, so I can get the same heals as my heal skill in a similar time (dodge and switch before the end of the roll, then cleansing wave and switch out to get the free water heal sooner).
I was looking at a 10 0 0 30 30 or 10 0 10 20 30 build, with 2x holbrok, 2x fire, 2x the other one that gives might for 90% (20%x3 + 30%) duration on might.
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