You’re right – there isn’t an entirely separate post regarding a major update coming for the Ranger next patch.
If you’re expecting a major Ranger update in the Nov. 15 patch, I think you’re going to be disappointed.
For PvE, I prefer a might-stacking S/D build. AoE options are better, and group buffs are better. The fact that abilities like Dragon’s Tooth and Phoenix take a long time to hit doesn’t matter in PvE because mobs are stupid.
In PvP, I (and many others) prefer D/D because it has more mobility, more survivability, and its big damage attacks are easier to land. Overall they don’t hit quite as hard, but they hit much more consistently. D/D’s autoattacks also hit harder.
TGSlasher.1458I 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.
The main problem is Evasive Arcana’s synergy with staff’s Healing Rain combo field. You can just keep spamming dodge rolls through it and keep regeneration up constantly. That’s what’s pushing bunker Ele’s over the top, and some aspect of that is the most likely candidate for adjustment, I think.
I play D/D too, so I’d be bummed to see Evasive Arcana get nerfed, but it’s not entirely unlikely it will happen.
1. give steal a short casting time (to prevent CnD precast)
lulwhat? You’re asking to give an istant cast skill…a shorter casting time? Dfuq? Do you know what you are talkin’ about or just reporting what you read on those QQ thief posts all around?
You’re super bad at reading comprehension. He didn’t say give Steal a shorter cast time. He said give it a short cast time. As in, give it a cast time, but make it short.
If Steal had a cast time, it couldn’t be used in conjunction with a precast Cloak and Dagger, which is the source of a backstab Thief’s enormous burst damage.
Do you have any idea what you’re talking about?
As it stands, the game is conquest and Bunkers are slightly too good at their job, which is to keep people from neutralizing points. There are a few ways to fix this problem:
- Make spike damage builds do more damage. (This would be a complete nightmare from a balance perspective, as it would further marginalize builds which focus on a balance between survivability and damage.)
- Change conquest gameplay so that a point will neutralize if one team has more players on a point than the other. Thus, even if 2 players couldn’t kill a bunker, they could neutralize a point if he’s the only defender. (ANet seems resistant to this change for some reason.)
- Slightly nerf bunker builds.
They seem inclined to go with option 3. Also, I contend that bunker is not the Ele’s only viable role in tPvP. S/D makes a very solid Roamer/Group Skirmisher. D/D Auramancers make amazing Roamers/Group Skirmishers as well. In fact, a lot of top level teams are running 2 D/D Aura sharing Eles right now.
The Ele is not a ranged nuker outside of WvW. If you’re looking to play that role in s/tPvP, Ele is not for you. But to suggest that they don’t have a viable damage dealing role in sPvP is just not accurate.
Bottom line: Ranger needs more reliable condition removal. It’s by far and away the profession’s biggest weakness. How exactly to implement improvements is up to the devs.
A good start in my opinion:
- Move Empathic Bond to tier 1. It’s strictly worse than the tier 1 Guardian trait which does the exact same thing but doesn’t require a pet. As a tier 3 trait it’s ridiculously underpowered.
- Remove the range requirement from Signet of Renewal’s active ability. That’s the biggest reason why it’s so inconsistent; if your pet is more than 600 range from you it just doesn’t do anything at all.
dont be expecting too much guys. i feel that there will be alot of people let down. personally i wouldnt give a kitten if they left rangers as is as long as the thief overall dmg gets nerfed
Agree with this. There will be some changes, but if you’re hoping for a sweeping overhaul to the class I think you’re going to be very disappointed. That’s just not how ANet operates. They want to implement small, incremental changes to avoid the overnerfing/buffing seesaw style of balancing that plague a lot of other MMOs.
Ranger will see some changes, but I strongly doubt they’ll be sweeping. Backstab Thieves are likely to continue taking the nerf bat to the face as well.
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.
Full bunker Ele (Staff) is a bit overpowered for tourney play and needs to be mildly nerfed.
D/D aura Eles are amazing at survivability, group utility (aura sharing), do respectable damage, and are amazing at 1v1 or 1v2.
Scepter/Dagger is mildly underpowered, but is still pretty good. A couple minor tweaks to some key abilities and it would be very strong.
Eles are in a much better spot than they’re being given credit for. They do require more effort to play than a lot of other classes, but they’re also much more versatile than a lot of other classes.
Using Dagger/Dagger, you combo Air Trait 1 (Zephyr’s Boon) with Water 4 and Air 3. Each one will give you 12 seconds of Swiftness (assuming you have 30 points in Arcana.)
You can also use 2 each of Superior Rune of Water, Superior Rune of the Monk, and Major Rune of Water or Monk for an additional 45% boon duration.
It’s a funny video. I enjoyed it when I first saw it two months ago. It’s not even relevant anymore. This video was made when Heartseeker spam was the go to method for Thieves in sPvP.
Also, Elementalists are much better than a lot of people seem to think. Even non-bunker builds. Aura sharing D/D Eles are quite viable in tPvP.
DaliIndica.9041I would like to thank the people in charge for some amazing ideas on balance. Ideas such as these.
Constantly messing up the number balance. I keep getting into games where its 2v1, or 5v4, or my personal fave, which happened twice last night, 1. Thats right, just me. So why is it a good idea to ALWAYS ALWAYS ALWAYS ALWAYS ALWAYS ALWAYS have in unbalanced set up. Every single time I play a match, either we are one man down or they are, and the stomping begins.
That is of course unless they are thiefs. They are fun arent they, its great having them hit you for about 20k in the space of a few seconds, a few seconds might I add they remain inadvisable because this game thinks this is not enough to be kittening unstoppable, but you should also become godlike as well.
Oh and this is a small thing of mine, but when you cap the ruins, why do I have to fight 809872304985720938754756283745i6e234982374569238745698732456923875698237458745698723465234897569238745629387456038745690385629384756938745692387456901283756012893562387456238745629387456293874563984756984756398475693874562938745 god kitten sharks and the enemy has to take on a REALLY peace loving carp. Its a joke really.
Also, why is the glory so slow? I mean in getting it, I seem to think if its going this slow at level 9, dear god what is it going to be like once you are up into the 50s.
And before someone says “omg, stop public games then noob” and dribbles into his incontinence pants for the 12th time today, I also tried the free tournaments. And whilst its better to a degree, I really am sick and tired of the “3 thiefs 2 mesmers” set up that just seems to be brutal to take down. I even traited full on tank build on a guardian, just ignoring attacks and power, just hammering up defenses. I still get kitten to pieces, that’s if the 8 million mesmers illusions which never seem to run out and just continue to pop out at all times.
It almost sounds like you don’t think the PvP is amazing at all.
Prince.3682But for the love of god 1 and 2 should have been much further along by now so please arenanet, I’m begging you, devote resources to these.
They are, I assure you. Balance changes need to be properly tested before they can be made live, though. Takes time. No way around it.
Incidentally, I think the order of 1 and 2 are off. Bug fixes need to be the focus first, because they’ll drastically change the way a class plays. Trying top balance classes before they’re working as intended seems like folly to me, since they’ll just have to be rebalanced afterwards.
What makes them honestly think players want to play new content in pvp?
LOL. Probably the huge number of people in this forum saying they want it, to start. Why wouldn’t they want new content?
(edited by mouse.1689)
Scepter/Dagger combo looks something like this:
Ring of Fire > Phoenix (blast finisher) > Dragon’s Tooth (blast finisher) > Arcane Blast (blast finisher) > swap to Earth > Earthquake (blast finisher)
This leaves you with ~13 stacks of Might. With 2x Hoelbrak, 2x Strength, 2x Fire, these stacks last 36 seconds. With Sigil of Battle, you get an additional 3 Might every time you swap attunements. You end up rolling with 25 stacks of Might most of the time with this configuration.
The reason for 8v8 hotjoin is because devs believed that a larger format would be more appealing to casual players, by putting less focus on individual performance. Jon Peters cited the example that in Team Fortress 2, Dustbowl is by far the most popularly played map, due to its large size.
The concept is that by having more players in a game, there’s more room for an individual to make mistakes without affecting their team’s overall performance too badly. This in turn would theoretically make it easier for new players to learn game mechanics without being forced to face more experienced players in 1v1 fights, where they would become frustrated due to their lack of experience.
It’s a nice concept, but it falls apart in reality:
- This isn’t an FPS. You can’t hang back with your group and snipe a guy in the face without putting yourself in any personal danger.
- Games that allow large team sizes also have maps to accommodate them. The maps in this game were designed for 5v5, and were not enlarged to accommodate more players. This is why a rolling zerg is a viable strategy in 5v5, and why newer players just find themselves getting stomped by huge groups in 8v8.
It seems like the community generally agrees that 5v5 would be a better format for hotjoin. The nice thing is that there’s a really easy way to determine the truth of that. Make half the hotjoin games 5v5 and half the hotjoin games 8v8. See which gets played more.
watch out, Chap didn’t say “we’re going to nerf thieves”, he said “we’re going to nerf spike dps BUILDS on SOME CLASSSES”.
He posted it in the Thief forums in a thread called “Time to Nerf Backstab.” I’m sure Greatsword Warriors are quaking in their boots right now.
Seen it, support it. So long as they’re conscious of keeping the class viable for tPvP (which they are), I’m all for toning down a build that very actively, aggressively discourages newer players from enjoying/learning PvP in this game.
They don’t want to nerf Thief into the ground – they want to nerf a one trick pony build that relies on ridiculous burst into the ground, because it’s not fun for anyone but the Thief. Chap made it clear they intend to compensate in other areas, which means they’re conscious that a nerf to burst will affect the class’ overall viability.
Aside from the lack of the last 10 points in Water and the Arcane Wave over Lightning Flash or Cleansing Flame, that looks like a bunker build to me too.
First, a couple points regarding what OP said:
- Staff is only really good as a DPS weapon in WvW. In sPvP, Staff is good for a bunker build, but generally bad for a roaming/skirmishing build. Your friend should learn D/D or S/D or both.
- You said he’s fire attuned. If he’s playing an Ele, he should be everything attuned. If you’re only using one attunement, or even staying mostly in a single attunement, you’re definitely doing it wrong. She should be cycling through attunements on cooldown to maximize damage.
Some general suggestions for your friend:
- Don’t go glass cannon if you want to beat Thieves, or be able to 1v1 at all, really. At least to start, she should be using a Soldier’s Amulet so he has solid defense.
- Choose cantrips for utilities, because they keep you alive against burst dps. Mist Form, Armor of Earth, Lightning Flash, and Cleansing Fire are all good defensive utilities. Take traits in Water and Arcane to buff cantrips if you end up using 2 or 3 of them.
- Most importantly, when a Thief stealths, DO NOT stop DPSing. He’s still there, and he’ll still take damage if you hit him. Drop AoE like it’s going out of style. 9 times out of 10 when I down a Thief, I do it while he’s stealthed. Use as much AoE as you can, and make an educated guess on where he is for stuff that requires targeting like Blazing Speed, Phoenix, Fire Grab, etc. Chances are good he’s right near you, trying to get behind you for a Backstab.
- Also really important: don’t let him get the drop on you if you can avoid it. If you see a Thief coming, get some defensive cooldowns up in preparation. Frost Aura on Water dagger 4 is really good right off the bat. So is Rock Barrier on scepter Earth 2. If possible, try to anticipate the initial Steal and dodge it.
Lastly, if you have any Thieves in your guild, have your friend try to get into an empty game with her and duel about 100 times. Seriously, there’s no better way to learn to beat classes than to have a friend tell you how to counter what they’re doing to you.
Hope that helps.
(edited by mouse.1689)
Is that you, Ayra? Love the vids, man. Been a subscriber since beta. Keep up the good work!
PinCushion.7390D/D Elementalist could, assuming their fingers were fast enough, do their RTL, Updraft, Burning Speed, Cleansing Flame, Fire Grab, Arcane Wave, Arcane Blast combo and take people from full to zero instantly in sPvP.
So the damage got nerfed a bit.
The nerfs being referred to in the OP didn’t touch any of the abilities you mentioned. The big set of nerfs that all hit at once just a couple weeks before release were as follows:
- Cleansing Water moved from tier 1 to tier 3 Water.
- Arcane Wave and Arcane Blast cooldowns increased and damage decreased significantly
- Meteor Shower and Lava Font damage decreased significantly.
Aside from having to go deeper into Water to get extra condi removal, the nerfs didn’t hit D/D at all. And in fact Scepter/Dagger was by far and away the most popular weapon combo for sPvP at the time.
One last question that I just thought about….Any crafting recommendations for Mesmer? I was thinking tailoring and jeweler, but not sure if that’s best or not…
You’re not limited to 2 professions. You can only have two active at any time, but if you want to, you can pay to choose a new profession, and if you want to switch back to the one you dropped, you get it back at whatever level you left it.
Tailoring and Jeweler are fine. It’s not really like some other games where you get big advantages for choosing certain professions. You mostly just get the convenience of crafting your own gear rather than finding someone else to craft it for you, or just buying it off the trading post.
Shortbow outdamages every other Ranger weapon even without the bleed. For the positional requirement to be removed, you’d have to drop the damage on every other ability on the weapon across the board. Which would be awful.
Positional requirement adds just a tiny bit of skill to a weapon that already requires very little. It’s also wrong to argue that you’ll never flank a good player in PvP; any player that tries to run from you is automatically flanked, and is taking a punishing amount of bleed stacks for it. Rangers are ridiculously hard for most classes to run from because of this.
Bottom line: the class has plenty of problems, but the positional requirement on Crossfire isn’t one of them.
Thanks for the info. My Trait allocation is different than yours, but I play very similarly in terms of Might stacking. I run the same combination of Runes as you do for the added Might duration, and the same Sigils as well.
Watching your vid, I noticed you had a very similar “rotation” to mine, in terms of dropping RoF first and then folowing up immediately with Phoenix and then DT / Arcane Wave for Might stacks. I frequently follow up with Fire Grab and then a quick switch to Earth for Earthquake to get in those last stacks of Might.
It’s true that you don’t completely melt people right off the bat, but once you’re up to 15-25 stacks of Might, you do really respectable damage. I think a lot of people who are new to the class miss this aspect of S/D gameplay, which is why they think it’s so weak compared to D/D.
Anyway, thanks for sharing your build and your video. Good stuff.
and to Mouse, I think I would have to specifically look at the build your talking about. The one Im familiar with that is used competitively is the Bunker Build using Arcane Wave while using Staff. for the often considered “OP healing”
Phanta runs a group skirmishing/roaming S/D build.
His Twitch channel is here: http://www.twitch.tv/phantaram
And his two S/D builds are here:
Elementalist Build Scepter/Dagger Valkyries Amulet
Elementalist Scepter/Dagger Glass Cannon Build
Nice video. Really enjoy the S/D playstyle. Are you willing to share your build?
Inval.3248I have done all of this to basically make it known that Elementalists can succeed but, after alot of play time and experimentation and experience. I can tell you that cantrip builds for the Elementalist are the ONLY way to stay competitive with the class.
Yeah, this is false. As an example, Phantaram (Team Paradigm’s Ele) plays a Scepter/Dagger burst build with Mist Form as his only Cantrip. He runs Arcane Wave and either Arcane Blast or Arcane Shield as his other utilities.
Cantrip builds are certainly good, and can be very helpful when you’re playing solo, but if you’re playing with a team that can support you and peel off you in group fights, they’re absolutely not a requirement to do well.
The reason for the lack of videos is because a) Rangers aren’t particularly strong in high level tPvP play, so you don’t see a lot of high level players playing them, and b) even when they do, it’s not particularly interesting to watch.
Rangers are one of the easiest classes in the game to play. A huge amount of their gameplay consists of picking a target, spamming 1 on that target, and dodging/blowing defensive cooldowns when appropriate. This isn’t to say that Rangers require no skill, they’re just not that interesting to watch because there’s not that much they can actually do in comparison to, say, a really well played Thief, Mesmer, or Elementalist.
If you want to know what Ranger will be like at endgame, go to the Heart of the Mists, create a build, and test it on dummies or against NPCs or in sPvP.
Since you asked for videos, here are a couple by Ayra. He mains a Guardian/Warrior, but he made a couple videos of him playing a Condition Trap build Ranger in tPvP. He’s a solid player and he has an adorable voice. Enjoy.
ITT: People who have played MOBAs arguing with people who haven’t played MOBAs about the last hit mechanic.
Smackjack.5071My enemies i attack/kill based on their class and the situation at hand , i have no need to see their current health to aid me in that.
I’m not sure how your enemies’ current health total doesn’t fall under “the situation at hand.”
Do you really not understand how useful it is to hard switch your target to someone that’s at low health to finish them off, or are you just being obtuse?
When people complain about the class, it’s because of one of two reasons:
1. They’re doing it wrong. I know this gets said a lot on these forums, but with Ele it’s a legit statement. There’s very much a wrong way to play the class, and knowing the right way isn’t necessarily intuitive at all. Understanding how to use combo fields to stack Might, or using an Aura build, for example, are far, FAR more complex ideas than “immobilize guy, press 2.” You really need to have an understanding of the class mechanics and a solid build to do well with an Ele, much moreso than a lot of other classes.
2. They know what they’re doing, but they don’t like having to work ten times harder for the same results. Once you understand the class, it doesn’t require a huge amount of skill, but it does require a relatively high amount of effort. In short, an Ele takes 12 cooldowns to kill something that a Warrior could have killed with 3. That doesn’t mean the class is bad, it just means you have to try harder than other people.
I think the complaint is that if you’re going to work so hard, you should get more out of it. And to a certain extent, you do, in that you get a lot more versatility out of an Ele than “easier” classes. That’s enough for those of us that enjoy a challenge, but I can understand why it’s not for a lot of people.
I am not sure yet what it is you have issue with. I am just asking here, how is this hampering you ?
Im curious because it in no way impacts me negatively in anyway.
If you don’t know why it’s beneficial to know at a glance which of your enemies is at the lowest health or which of your teammates are in immediate need of protection, no answer the OP provides is going to make it any clearer to you.
No it doesn’t. Virtually every other stun break in the game doesn’t remove immobilize. Condition removal removes immobilize, so take it and use it.
My answer to immobilization is the following:
I start by taking both Shared Anguish and Hide in Plain Sight in the Wilderness Survival Tree, which soaks up two CCs before I ever have to use an active ability. If they get through that:
1. Signet of Renewal Active.
2. Failing that, Protect Me.
3. Failing that, Wolf fear.
I very rarely get caught in immobilize with so many layers of protection, and if I do, I rarely die from it. Incidentally, I think Protect Me is superior to Lightning Reflexes specifically because it provides an out to Immoblization.
On another note, I agree that Ranger is sorely lacking reliable condition removal and that it needs to be addressed at some point.
Rampage as One for a roamer build – added Swiftness for mobility, and Stability for stomps and rezzes.
Entangle for a Trap / Condi build. Holding groups of enemies in place w=hile you AoE them down is awesome.
Healing Spirit for point defense. Self rez and team rez is amazing for bunker builds.
Pretty sure swapping 2 and 3 IS the intended fix to downed state. Regardless, I imagine they want time to test and tweak changes to abilities before hotfixing them into the live client. Which is just good policy, imo.
They will nerf the backstab build. Not as hard as some people might want it, but it will happen.
Ignoring “fun” and “enjoyment” for a moment, consider your own fact that essentially every competitive ele build starts with a large investment in Arcana. That’s a sign of the other lines providing poor returns on an investment in them, relative to Arcana’s benefits. That’s not a good thing.
Not arguing that point at all. But that’s an entirely different problem, and the solution most certainly doesn’t involve forcing people to stay in a single attunement the majority of the time.
Other trees simply need more incentive to spec deeply into them. I’d be incredibly surprised if the devs aren’t already aware of this and planning to address it.
(edited by mouse.1689)
LOL. Chap is one of the lead PvP devs. He plays all the classes. Bunker Ele is going to get nerfed. There’s not really much else to say on the topic.
Q: What is a "bunker"? Is it only certain classes and builds, or is it an Engineer item?
in PvP
Posted by: mouse.1689
Technically any build designed to fight on a point against multiple attackers for an extended period of time is a Bunker.
Guardians, Elementalists, Engineers, Rangers, and Necros all have viable bunker builds. The best / most potentially problematic to game balance are the first 3.
just realised rangers are the only class without a way to negate dmg effectively
in Ranger
Posted by: mouse.1689
If Ranger is truly good at anything, it’s evading damage.
- Traited Sigil of Stone
- Protect Me
- Lightning Reflexes
- Shared Anguish
- Hide in Plain Sight
- Primal Reflexes
- Spike Trap
- Entangle
- Spider immobilize and Wolf AOE fear
- 50% increased energy regen at all times
- 2 seconds of protection every time you dodge
- Axe 3, Shortbow 3, 4 & 5, Longbow 4 & 5, Greatsword 1, 3 & 5, Sword 2 & 3, Dagger 4 & 5
Aside from the weapon abilities, you can get all that in one build. Seriously, figure it out.
just realised rangers are the only class without a way to negate dmg effectively
in Ranger
Posted by: mouse.1689
Protect Me
You’re welcome.
Attunement swapping is what makes the class fun. The appeal is that you have access to any of 20 different abilities at any given time. Changing the class in the way you’re suggesting just so you can sit in one attunement and spam the same 5 abilities would be contrary to the entire essence of the class.
Listen, if you need any proof at all that most people enjoy attunement swapping, consider the fact that essentially every competitive Ele build out there starts with 30 points in Arcane. It’s not because Evasive Arcana is so nifty; it’s because people want shorter attunement cooldowns, not longer ones.
If you want to sit there and spam the same 5 abilities all game, there are 7 other classes in the game that would be perfect for you.
Uh. If 40% of a top pvp team are thieves, it means thieves are viable in tPvP. No fallacies in logic.
There would be no fallacy in that logic if that were actually the logic. But that’s not what he said.
He said the Thieves were at the top of the scoreboard. He didn’t say the team was at the top. And even if he had, it wouldn’t make any sense, since there’s nothing for the team to be at the top of.
In short, who cares if some random teams in tPvP are running multiple thieves?
Rangers fricking suck!!@1!
Time to roll a warrior!
Oh wait, I’m just bad.
Ele bunkers are going to get a nerf, as, I suspect, will all bunker builds to varying degrees. I’m not sure what form exactly it will take for Ele, but I suspect that Evasive Arcana (particularly as it relates to Water attunement) is going to be an area of scrutiny.
@Bishop:
It doesn’t matter what damage a bunker build can dish out. In tPvP, the only relevant issue is how effectively a point can be held against multiple attackers. Bunker Eles, along with Guardians and Engis are considered by many competitive players to be too strong at this role, and it’s starting to force a meta shift towards teams bunker builds over any other build type. They’re definitely going to take a hit.
Curious why GS is preferred? Is it just because of the evasion on the auto?
The reason I ask is because the Ranger’s greatest tankiness comes from his ability to evade attacks completely. This means lots of dodge rolling, obviously. But ideally it also means not being in range of melee attacks at all whenever you can avoid it.
Shortbow is the better secondary weapon for this role. Not only does it do more damage, but it lets you kite damage more effectively with attacks 3 and 4. With some practice, you can kite in very small spaces with the Shortbow, even while fighting on a point.
So, general suggestions for a tank build:
- Use Spirit of Nature for them sick Spirit Rezzes.
- Use Healing Spring. Great group utility, on-demand condition removal, and the best healing available when fighting on a point.
- Use 6/6 Dwayna runes. Stacks really well with Natures Bounty (tier 1 Nature Magic). The added regen duration you get makes the regen from Healing Spring actually last longer than Healing Spring’s cooldown. This means constant regeneration while fighting on a point.
- Use Signet of Renewal and Signet of the Wild. More passive regen and passive condi removal = super good.
- Use either Protect Me or Signet of Stone for your last utility. Signet of Stone if you want to dedicate 30 points in Marks for Signet of the Beastmaster. I’m not a fan, personally, because it requires 30 points in an otherwise lackluster tree. Some builds use both Protect Me and traited Signet of Stone for a full 12 seconds of invulnerability. I’m personally not a fan for the aforementioned reason.
- Use Spider and/or Wolf pets. As a damage source pets are pretty lame, but they have good utility. Immobilizes from Spiders is very good for kiting. AoE fear from Wolf is amazing for getting people off a point, or for preventing a rez or stomp.
- In addition to Nature’s Bounty from the Nature’s Magic line, take at least 20 points in Wilderness Survival for Shared Anguish and Hide in Plain sight. These abilities are amazing passive cc countermeasures. Also take at least 10 points in Skirmishing for Primal Reflexes, because more dodging = more better.
- Amulet depends on how tanky you want to be, but in general, Cleric’s is a pretty good choice for this type of build. If you want to go the condition damage route with Shortbow bleeds and Sword / Torch poison+burning, Shaman’s is a good bet.
There’s a lot of flexibility here, but those are some general guidelines you might find useful.
(edited by mouse.1689)
Little known fact: if you have two Sigils that have effects on weapon swap, only one of them will work. What’s on your other weapon?
Warriors in WoW use Stances, and must frequently switch between those stances to use different abilities. The term Stance Dancing started there. I’m sure “Attunement Dancing” is just a derivation of that.
Also, who cares what other people call it? Call it whatever you want and be happy in your pristinely analytical science bubble.