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Having probs in sPvP? Try this S/F Signet/Auru build.


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#91 Heartlust

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Posted 03 November 2012 - 11:04 AM

How do you deal with a smart necromancer in a 1v1 situation? He will either use feast of corruption, or put all the burning on yourself with plague signet, putrid mark or deathly swarm, while having their Blood is Power do 10-12k bleed over 30-40s (while wearing you down with everything else + death shroud soaking even more). And how do you keep up your permanent swiftness? I'm intrigued by your build and I am going to try it :)

Edited by Heartlust, 03 November 2012 - 11:04 AM.


#92 SuperNova

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Posted 03 November 2012 - 02:33 PM

The swiftness comes with every signet use and so long as you switch to Air attunement you can basically run around permanently in swiftness (obviously this costs you the signet use, so it should only be used at the start or when you really need to get somewhere fast).  Most of the time you can hit all 3 at the start of a round and get where you need to be fast, just in time for them to come back off cooldown.

You have pretty good condition removal as well due to Earth 4 and Pheonix, but if it's a problem I recommend ditching the water signet for cleansing fire instead.  You have 2 blinds that help vs some attacks but most of that is luck based - obviously if you time it after you've put up a bleed and SoF, or if you dodge soon after then you'll have a better chance of them wasting deathly swarm or their signet attack back.

Edited by SuperNova, 03 November 2012 - 02:35 PM.


#93 oxmox

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Posted 03 November 2012 - 10:17 PM

Its an interesting build, but it doesnt come close to the D/D tank build when it comes to surviveability.
With a Shaman amulet your build has a little bit low HP.

There is one thing what I miss with your build: Stun Breaker.

Its a fun build for sure, thx :)

By the way I did try two weeks ago a high dmg staff build  in spvp, you have to keep distance from opponents otherwise you get quick in trouble. But the damage with AOE and the lava is FUN. If you have a good and higher position you can decimate a whole group when you support in the right moment. Really FUN. :lol:

But when it comes to condition damage: I had 3 spvp rounds in a row where I did throw in every 6 seconds the massive bleeding skill with a staff. Not one of the whole group died. In GW2 melee and raw dmg is currently on the top and condition removal is too strong. PvP currently is just a mess in Guildwars 2.

Edited by oxmox, 04 November 2012 - 12:05 AM.


#94 SuperNova

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Posted 04 November 2012 - 12:14 AM

The stun breaker is needed the better your opponents get - that's basically why I slot Cleansing Fire instead of SoW now.

It's a very solid all-rounder and the longer you play it the more you realise that.  It has strong control mixed with strong condition damage, which is a good start.  It requires a methodical type of play that isn't necessarily suited to most players of this type of class though.  A lot of people don't actually want this to be good because it doesn't fit their ideals of what the class should be like.

Also, the way I see it is Evasive Arcana is guaranteed to be nerfed sooner or later so I made up my mind not to rely on that too much.  I'm quite happy for this build to remain non-mainstream and appreciated by those who play it.

#95 blindude

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Posted 06 November 2012 - 01:31 PM

View Postoxmox, on 03 November 2012 - 10:17 PM, said:

But when it comes to condition damage: I had 3 spvp rounds in a row where I did throw in every 6 seconds the massive bleeding skill with a staffr. Not one of the whole group died. In GW2 melee and raw dmg is currently on the top and condition removal is too strong. PvP currently is just a mess in Guildwars 2.
Pure condition build with staff wouldnt work anyway..i prefer mixed cond and direct.
But even then you should not stay in earth and spam eruption.Also you NEED to bounce between eruptions bleeds and burns.And more important is to apply all the other conditions staff has (chill,weakness,cripple,vulnerability and even immobilise).Many classes get condition cleansers that cleans 1,  2 or 3 conditions only and this way you can mask sometimes your damaging dots.

try this for like staff condition:
http://gw2skills.net...sjYH7Oudk7MgYmB
after 20 stack of bloodlust switch to the battle sigil.


ps:For the love of god start using more of the tornado elite.Imo its the best one we have for pvp.
You dont need to kill the guardian if you can neutralise the point and the have a remaining of 10+ seconds of stability.Personally i have grown to appreciate its control so much with the current meta thats centered around bunkers.

Edited by blindude, 06 November 2012 - 01:39 PM.


#96 AetherMcLoud

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Posted 06 November 2012 - 05:15 PM

View PostSuperNova, on 04 November 2012 - 12:14 AM, said:

Also, the way I see it is Evasive Arcana is guaranteed to be nerfed sooner or later so I made up my mind not to rely on that too much.  I'm quite happy for this build to remain non-mainstream and appreciated by those who play it.

The unlimited blast finishers is probably a bug, but the skills themselves are balanced. Hell, some could even use a buff (air).

Edited by AetherMcLoud, 06 November 2012 - 05:15 PM.


#97 blindude

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Posted 07 November 2012 - 05:31 PM

View PostAetherMcLoud, on 06 November 2012 - 05:15 PM, said:

The unlimited blast finishers is probably a bug, but the skills themselves are balanced. Hell, some could even use a buff (air).
Then its a bug thats with us since beta and has not been fixed even when evasive arcana got totally reworked a couple of times.
I really hope they are not that incompetent to not be able to fix this :(

#98 SuperNova

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Posted 09 November 2012 - 06:49 PM

For me it's more likely to be - they are scared to nerf/fix it right now as it's the #1 (and some might say only) viable tournament build.

#99 Pilami

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Posted 30 November 2012 - 12:11 PM

Tried this yesterday, and really liked it especially for 1v1s and bigger fights. Cant really do much in 1v2 or higher, but well there arent many builds that can.
One thing though, those sigils you have in weapons do not work together. Only the sigil from primary weapon triggers with 10 sec cooldown, offhand never does when changing elements so I would suggest changing the other sigil to something else.

No clue if this build got nerfed at some point or not, but still it seemed very effective :)

Edited by Pilami, 30 November 2012 - 12:12 PM.


#100 SuperNova

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Posted 02 December 2012 - 12:21 AM

Yep the weapon sigils need changing - Hydromancy is good, not sure about the other one.

SF is more likely to get buffed in future, especially fire on the scepter which is a bit too difficult to pull off and a bit unweildy I feel, and 4 and 5 are just poor.  I have a new appreciation for air in this though - it's really not bad damage combined with the cc from 3 and 5 - just make sure they are already bleeding and burning before switching then knock them down and whack them with 2 and 1, throw in a blind then 2 again.  It's very good additional damage for the amount of control on top of the conditions.

Edited by SuperNova, 05 December 2012 - 01:17 AM.


#101 Pilami

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Posted 02 December 2012 - 09:00 PM

View PostSuperNova, on 02 December 2012 - 12:21 AM, said:

Yep the weapon sigils need changing - Hydromancy is good, not sure about the other one.

SF is more likely to get buffed in future, especially fire on the focus which is a bit too difficult to pull off and a bit unweildy I feel, and 4 and 5 are just poor.  I have a new appreciation for air in this though - it's really not bad damage combined with the cc from 3 and 5 - just make sure they are already bleeding and burning before switching then knock them down and whack them with 2 and 1, throw in a blind then 2 again.  It's very good additional damage for the amount of control on top of the conditions.

I took the bleed on weapon swap sigil out and put 10% extra bleed duration in the other one, this seemed to give 2 more bleed ticks per one earth1 (around 215 more dmg on heavy golem) which isnt bad in my opinion.
The air5 is really useful, despite it's long cooldown. I tend to start the fight in air, check opponents possible block buffs and start with 5 if there arent any while using 2+3 meanwhile as they are instacast. Then use SoF followed by SoE, changing to fire, trying to land dragon tooth and phoenix if there are some conditions on you. Then just go earth and bash him with 1 having access to quick condition removal and immortality. really epic for 1v1, Havent lost one 1v1 so far and 95% of the time i have the top score ( Only level 10 but don't see how more skilled opponents would be constantly able to remove/transfer conditions faster than noobs :P)

#102 AetherMcLoud

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Posted 03 December 2012 - 10:10 PM

How anyone can think scepter is a viable weapon is beyond me.

#103 paolot

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Posted 03 December 2012 - 10:49 PM

Phantaram from team Paradigm thinks it is a viable weapon and he was ranked in the top 40 for qualifying points recently.

Phantarams stream and info: http://de.twitch.tv/phantaram

Leaderboards for qualifying points: http://www.guildwars...mber-28th-2012/

I think scepter dagger is quite viable.

#104 Carebear_Sss

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Posted 04 December 2012 - 12:02 AM

03.12.2012
Dragon’s Tooth: This skill’s blast finisher now triggers at spell location, instead of character’s location.

Now you can cast lots of might for your teammates.
And yeah it's a viable weapon set, 200 toughness in one skill+ aoe blind on earth only, phoenix on fire (that skill is crazy, removes all conditions). etc.
I use scepter more like self buff weapon on earth when i'm out of combat because
I like D/D playstyle much more, and it fits me well.

#105 blindude

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Posted 04 December 2012 - 05:26 PM

View PostAetherMcLoud, on 03 December 2012 - 10:10 PM, said:

How anyone can think scepter is a viable weapon is beyond me.
wait what??




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