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Post by idaliaeileen on Mar 28, 2013 1:21:48 GMT -5
This is just a cut and paste from our friends over at Fort-Aspen. One of their guilds is currently raping Sorrow's with us. On their home server they are Reticle guild, here they are [VK]. They have an informative forum. Most notably this link on WvW builds. Take a look at them and the rest of their forum. It's a great place to start. We are fortunate to have the opportunity to learn from such amazing players but don't wait too long to take advantage of the lessons because they are only here for a week! www.fort-aspenwood.com/index.php?/topic/531-building-for-wvw-the-all-support-group/Cheers!
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Post by Dan on Mar 28, 2013 1:46:28 GMT -5
It's also a decent place to learn pick-up artist tricks when making the moves on the Tyrian ladies.
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Post by ominous on Mar 28, 2013 9:33:54 GMT -5
Hello everyone, I am one of the warriors for VK and was asked last night what traits/build I use as part of a hammer train. By no means did I invent this build. I run 10/0/30/30/0.
Strength- 1/5 I run berserkers power unless we are defending the home borderland then death from above is an absolute must. Arn from our guild figured out that it does not have an aoe cap of 5, so if there are 30 people banging on the inner water gate all bunched up in a nice tight little ball, you will hit all of them. Works very well with coordinated pushes from the door portal.
Defense- 1/10/11 Embrace the pain helps get your adrenaline up as you charge in and take a few hits. Merciless hammer is a must for any hammer build. I run defy pain as I have decent condition removal through shouts and it is a few extra seconds to try and survive in an intense fight.
Tactics- 1/8/12 Leg specialist is a no brainer and currently broken with a warrior on an arrow cart as it applies the immobilize effect. Lung capacity for 20 second shout cooldowns and healing shouts is amazing for group utility. Some might ask why shouts over banners with the recent buff? Banners are good for static defending in a certain area, if you move you have to find the banner and pick it up to move with you. Shouts let you heal on the move and give good group buffs. I run soldier runes to complement healing shouts so that every 20 seconds I am stripping 3 conditions from my group. This may not sound like much but when you get 5 hammer warriors all running the same thing I have very little problems with conditions.
Armor- All power/vitality/toughness, rune of the soldier, you could possibly swap in some knights gear for more damage if you have a smaller group but toughness is priority versus all other stats.
Weapons- Again power/vitality/toughness via wvw vendors. I have two hammers, one which has the sigil of life to get 25 stacks of healing power and the other which has sigil of paralyzation. The paralyzation sigil turns your 2 second earthshaker stun into a close to 3 second one, this doesn't sound like much but when you move in a tight coordinated group they will most likely go down as you push through them. I want the 3 seconds of stun to setup the main damage dealers coming in behind me. The hammer is the main weapon for this setup, I use sword/warhorn for getting around the map quicker and to give the group swiftness, I will swap in shield every once in a while if I think we are vastly outnumbered. The sword's #2 is a must for death from above as you can get some serious distance from the walls/ledges with it, I also like it for getting into/out of combat.
The main idea behind this build is group utility and keeping your teammates alive while doing ok damage. I used to run a glass cannon for running around wvw solo until I started running in organized group with certain builds. I went from killing a hundred people a night to averaging 500, I do not mean this as a boast but simply to point out that my eyes were opened to group play vs solo play. Hope this helps anyone wanting to start up a hammer train, feel free to message me in game if you have any other questions.
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Post by ominous on Mar 28, 2013 9:38:16 GMT -5
Almost forgot utlities, I run sigil of rage 95% of the time, warbanner is good for defending a keep as it will rez the lord, but I find it very situational at best. I always have for great justice and shake it off on my bar. Fear me+death from above can make for some hilarious moments as you push a third of their party over a cliff with these two abilities. I normally run defy pain for those oh shit moments or to save myself from frontloaded burst damage. I will run balanced stance if I notice they have a lot of stability or need to get through a chokepoint that has lines of warding. To save yourself from a lot of the frontloaded damage that will be thrown your way when charging into another group it is a good idea to double dodge into them, part of why i like using the warhorn as it gives you vigor to recharge your endurance as you charge in.
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Post by elk on Mar 28, 2013 11:11:46 GMT -5
time to spread the love to the guildies, im gonna copy that link and throw it up at the guild website. hopefully we get some 20+ teams rolling like this
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Post by alaric on Mar 28, 2013 11:55:49 GMT -5
Get them gearing. It doesn't take too much to gear. Get them all in ts3 all the time. Get them watching videos of people who run toughness specs so they can see how utterly useless DPS builds are.
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Post by handeman on Mar 29, 2013 15:57:10 GMT -5
If you are looking at the mesmer builds in our WvW support builds thread, please note there are two that are similar but quite different. The AVTR confusion build has lower survivability (due to lower clone generation and the lack of Illusionary Persona in the Illusions trait line. My build, right under it, is also a confusion build but it's more of a shatter-based confusion bomber build. As a result, with Sigils of Energy on both weapon swaps, I can engage the enemy groups and dodge threw them; shattering with CoF to drop massive stacks of confusion (dodging poops out the clones and you avoid damage while in the middle of everyone). The survivability of mine is higher because Illusionary Persona allows you to use distortion without clones out. In addition, the massive increase in clone generation is pretty self explanatory. However, I'm not saying one build is better, they are just different so think of your playstyle. I like to get into the middle of the enemy with in large groups and I like to roam and my build permits both.
Also, you'll notice my build uses 1h sword/focus and staff. My primary armor stat is toughness, but then I use a split of condition damage, power, and precision plus rare veggie pizza and tuning crystals. As a result, I can drop big, damaging stacks of confusion (around 2.5k per tick I think with 12 stacks) plus switch to sword for blurred frenzy, the leap etc to make them act instead of waiting for the confusion to wear off. My blurred frenzies will also do around 2k damage. Neither alone is very impressive, but together these two different types of attacks melt people. Also, staff is just a ridiculously awesome defensive weapon. With the leap of 1h sword and the teleports of staff you can keep nearly constant chaos armor on with your ethereal fields also.
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Post by haythem on Mar 30, 2013 3:35:51 GMT -5
gw2buildcraft.com/calculator/elementalist/?1.5|8.1c.h4.8.1c.h1h|0.0.0.0.0.0|1k.71i.1k.71i.1k.71i.1k.71i.1k.71i.1k.71i|1c.9c.1c.9c.1c.9c.1c.9c.1c.9c.1c.9c|0.0.a3.u35b.u45b|5r.1|1m.1v.1s.1u.28|e
Okay so a few things to talk about here. This is "somewhat" of my current ele bunker build. We ran this or variations of this build (mostly a certain variation) in RET and we will using the same type of build within VK. With this build you deal a decent amount of damage while being able to stay up longer than anyone else ideally, that's if you play it right. Some tweaks you could use in certain circumstances:
For the elite skill, i run around with Fiery Great Sword most of the time, but for 1v1 dueling and what not i use Glyph of Elementals for stuns from air elemental, or heals from water elemental, and i use tornado for cirumstances dealing with choke points, being narrow ally ways, bridges, etc. and for throwing enemies off siege.
You can either run Cleric's armor or Soldier's armor. The only reason I'm using cleric's at the moment though is because i don't like the p/v/t dungeon gear nor the invaders gear from WvW. So maybe when i get more Fine Transmutation stones i'll switch it to p/v/t stats.
For my consumables, for food run with Omnomberry Compotes whenever you're running with a group of people, that way every enemy you tag that dies you receive about 1K health back from each, but for roaming around solo or in a tiny group i run with Loaves of Omnomberry Bread. And for utility you can either run with Superior Sharpening Stones, for power equal to 6% of your toughness and 4% of your vitality, or Master Tuning Crystals, for Condition Damage equal to 6% of your toughness and 4% of your vitality, but i'm not spec'd for cond. dmg. so I use Sup Sharp Stones.
For your sigils, Bloodlust gives you 25 stacks of +10 power, giving you an extra 250 power, and Battle, giving you 3 stacks of might every time you switch attunements.
Trait explanations: So my build is a little different than most, most ele's in higher tiers run Aura share while running with big zergs, which is 30 in Water, trait XII, and 10 in Air. trait I. I run with 10 in Earth because it keeps me up a bit longer than most by giving me Armor of Earth at 50% health which will give you protection and stability. It's important that you have the trait Soothing Disruption as a trait in Water because Mist Form, Armor of Earth, and Lightning Flash are all cantrips. Also if you're getting a ton of conditions put on you while running zerg vs zerg, you'll want to put Cleansing Fire as one of your slot skills, curing 3 conditions and breaking stun (I would replace Armor of Earth since you'll be getting it at 50% health anyways), but that is also a cantrip as well.
Well i could go on and on and on with this class/build but i'll leave the rest for you guys to discover.
One helpful hint for you guys though, is during combat (choose the right time) life after snaring, slowing down, knocking down, etc. start churning earth (earth attuned 5), pop stability (Armor of Earth), teleport to your enemy who will most likely be trying to run away at this point (with Lightning Flash) before churning earth detonates, Then watch the glory and finish your enemy off. Quite useful for zerg battles also, but when you do this dont tele right in the middle of them, do it to the outside edge of the zerg so you dont get pelted and interrupted, it's got a huge blast radius. And here's something to work for: try getting a few friendly ele's to do this at the same time, to the same point of the zerg there goes at least half their zerg HAVE FUN GUYS! Rake in those loot bags!
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Post by pod on Apr 14, 2013 11:00:23 GMT -5
Can we get this stickied?
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Post by idaliaeileen on Apr 15, 2013 13:19:18 GMT -5
Bump.
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