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ElrathanMember Since 27 Apr 2012
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Posted Elysen on 21 February 2013 - 11:59 PM
Just putting that out there.
Posted Minion on 06 January 2013 - 10:29 PM
The Basics to Consistently Smooth Dungeons
The basics of team-based games are generally quite obvious, yet time after time people complain that dungeons are either too difficult or PUGs are too stupid. This idea will start to create an elitist mentality over time and develop requirements to enter dungeons; equipment checks, achievement points, GREATSWORD GUARDS ONLY. To stamp this out early on, here are most of the common ways to keep a party from swaying from glory without resorting to cheap gimmicks and exploits.
Firstly, skill synergy isn't important. You can run with five thieves or five mesmers and as long as they all know what to do, how and when to dodge, they won't die horribly and your target will die rapidly. No messing about with that setup.
The key to smooth dungeons, anyway, has six steps:
The most crucial of all. Team communication is key to the success of any dungeon run. You can enter a dungeon with four teammates having never entered the zone, but as long as you can command and explain what to do, where to stand, etc. you will be fine. Tell them what to look out for (i.e. kholer's golfswing needs to be dodged, tell them to save their endurance for it.). If there are multiple options to do one event- skip or complete, then let them know, especially if they're pugs.
Team synergy doesn't really exist in GW2, but the more enemies there are, the more chance they'll down one of you. You want to have a designated caller to call targets and have everyone smash it. Professions with heavy single-target damage suddenly become relevant when you understand individual foes need to die faster than a whole mob. Don't feel like you're bossing the team on what to attack; it benefits every profession. Focusing conditions onto one target will then make a necromancer's Epidemic even stronger. With Binding Chains, a guardian can gather everything together and you can enjoy spiking out single-targets while everything else also gets hit by unfocused AoE from greatswords, elemental spells, bombs and clusterbobombs. The outcome is everything dies faster.
It would be best if everyone knew what the dungeon held in store for them before entering, but that's not always the case. However, you *know* that this game is all about evading attacks to stay alive. Toughness and Vitality do little more than make it more likely for enemies to aggro you; if you get hit, you're still likely to go down. Dodging is key, and once you're out of dodge meter, you best make sure they're not going to attack you. Kholer in AC is a good example; you should always save one bar of endurance for his golf-swing animation, which is when you dodge to evade instant misfortune. Look for the tells in the animations and it's easy. Once the whole team understands this, you can run full glass-cannon setups and it doesn't feel any different to 3 guard, 2 war teams, etc. Take who's available. (albeit necs op)
Reviving the team isn't always the best idea; it can cut into your already limited DPS after losing a man on the field and leave your team up a certain creek without a certain instrument. Having a focused target means it's less likely to die after downing. Keep attacking the target if the enemy is not focusing you and have enough health to out-live it; bandage is the last resort. If you see an enemy with lower health, call it and hope your team switch. This prevents you from becoming too much of a burden on the team, limiting their DPS, effectively, by 2+ players. This is more important than ever now; one does not simply respawn immediately after death.
Don't underestimate the importance of luring; especially bosses. Pulling single bosses can mean life and death, for example in TA pfwdfwd, hotw p3, SE p1, etc. Take those encounters slow and remember that prep doesn't take as long as respawning
6) (i herd u liek) mobskips.
Skipping content to avoid long or difficult encounters is performed in almost every party these days, to optimise runtime and therefore earn more from the chests and bosses over time. All professions can run past any mob reliably. The thief has the greatest mobility of all, with AoE stealth/regen, many shadowsteps and a perma +25% IMS signet. The mesmer is quite similar with the shadowsteps and cloaks/decoys while the guardian can bruteforce spam 0s cast heals and Retreat for Swiftness/Aegis.
When attempting to run past mobs, prepare your utilities that offer the most swiftness, damage reduction, regeneration and at least one stun-break. Remember:
a. Never waste your dodges because bored; use them when being fired at.
b. Use your IMS upon entering a mob, not to simply speed up your run (if it's a far distance).
c. Prepare to use your stun break or stability if anything goes tits up.
d. Travel as a team, ensuring everyone's safe-journey.
Posted Lordkrall on 28 January 2013 - 11:53 PM
So it is basically a fix to a formerly broken mechanic?
Posted Reverse Ghost on 31 December 2012 - 01:19 AM
Welcome to my guide!
I will be updating constantly, so be sure to check back
periodically to catch all the new additions!
2 Feb - Latest Update: Updated the Runes section under Gear and Stats
• 20 Jan: Added link to my hybrid build topic
• 10 Jan: Added all the minor traits and a small sample of a build discussion.
• 8 Jan: Added section on Curses minor traits and a special section about Target the Weak. Changed format to include the use of [ spoiler ] tags to make things a little easier to navigate.
• 7 Jan 2013: removed the "legacy" section. Will be incorporating parts of build and trait discussion into the main, and now only, section.
This guide focuses on the Necromancer reaching +100% bleed duration through traits, runes, and consumables. This topic will serve as an analysis of what it means to have +100% bleed duration, and how this affects your play as Necromancer.
Because of the way bleeding does damage, having +100% duration is the only way to ensure that all your bleeds from all sources are never denied some damage because of a fraction of a second.
In this guide I will go into some degree of depth with some ways to achieve +100% bleed duration and what that means for you as a player. There will be math and spreadsheets. I like spreadsheets.
In this section I will explain how bleeding works and how it is affected by doubling its duration.
A figure of +100% bleed duration comes with a few key benefits. The first and most obvious one is that it doubles your bleed duration, which doubles your bleed damage (if the bleed ticks for its full duration). Bleeding only does damage once every full second, so a 5-second bleed does damage 5 times. If you increase the duration to 5 1/2 seconds, the bleed still only does damage 5 times.
If you were to increase your bleed duration by 50%, that 5 second bleed becomes a 7 1/2 second bleed. But because of how bleeding works, it does damage only 7 times. You would have to increase bleeding duration by 60% to get the duration up to 8 seconds for that extra tick. Since bleeds have different default durations, the only increase that you can be sure will never leave you with a fractional time on your bleeds is +100%.
+100% bleed duration is also the only way to get a 1-second bleed to tick multiple times. Specifically, the 1-second bleed granted by the minor trait Barbed Precision. Depending on your gear, you should have between 50 and 70% crit chance. 66% of those crits will trigger Barbed Precision, which now ticks twice per application, doubling its damage.
Under normal circumstances, extended bleed duration benefits shorter bleeds more than longer bleeds because shorter bleeds have a higher chance to tick for their full durations. Barbed Precision will almost always tick twice, but fights that last less than 18 seconds will "waste" some of Grasping Dead's extended duration (see the Bleeding Sources section below for a list of bleed times).
In this section we look at what skills the Necromancer can use to put bleeding on its target.
Skill 1 chain - Blood Curse (1 stack), Rending Curse (1 stack), Putrid Curse (no bleed)
Despite the tooltip, the first 2 skills of this chain apply a 5 second bleed each.
At 100% bleed duration, we're at 10 seconds each
With Lingering Curse - 13.33 seconds
- This is our main source and most reliable way of applying bleeds. In addition to the first 2 skills of this chain which apply bleeds, this chain has a fast attack time which means more chances for crits and thus more chances for bleed-on-crit procs.
At 100% bleed duration - 14 seconds
With Lingering Curse - 18.62 seconds
- This skill is a great opener in a fight. It cripples and applies 3 long stacks of bleeding.
Skill 5 - Enfeebling Blood (2 stacks) 10 seconds
At 100% bleed duration - 20 seconds
- 2 more looooooong stacks of bleeding and some weakness. Basically use this on cooldown.
Skill 2 - Mark of Blood (3 stacks) 8 seconds
At 100% bleed duration - 16 seconds
- Similar to Grasping Dead's 3 stacks, but these last longer and are on a shorter cooldown. This skill should be spammed when using Staff.
Blood is Power (2 stacks) 30 seconds
At 100% bleed duration - 60 seconds
Self bleed (2 stacks) 10 seconds
At 100% bleed duration - 20 seconds
- Not only does this apply 2 stacks of bleeding that last a full minute and 2 stacks of self-bleeding that last 20 seconds that can easily be immediately transferred to your enemy, it gives 10 stacks of might! That's an additional 350 Condition Damage (+17.5 / bleed tick) for 12+ seconds. Incredible skill.
At 100% bleed duration - 10 seconds
Not recommended to use
- A 90-second cooldown for 1 stack... The passive Power gain is tiny, but it could be useful for a quick Blind if you can time out the 3/4 second cast time.
Barbed Precision (1 stack) 1 second
At 100% bleed duration - 2 seconds
- This minor trait is the whole reason this thread exists. It normally has a 1-second duration. The only way to get this to tick more than once is to have +100% bleed duration.
- Because of its short duration, this proc will almost always tick for its full length, which cannot be said about longer bleeds
Sigil of Superior Earth (1 stack) 5 seconds
At 100% bleed duration - 10 seconds
- Similar to Barbed Precision, this Sigil has slightly less of a chance to proc but does a much longer bleed. 30% of your hits should proc this.
At 100% bleed duration - 14 seconds
Not recommended to use
- This one loses out because there are better options. 9 second cooldown. Interferes with sigils of Earth and has a radius of only 240.
Rune of the Krait [4th set bonus] (1 stack) 10 seconds
At 100% bleed duration - 20 seconds
Not recommended to use
- You don't want to be getting hit anyway.
Dark Path (3 stacks) 5 seconds
At 100% bleed duration - 10 seconds
- Well you've got access to it no matter what, and the chill can be nice for kiting
In this section we look at exactly how to go about increasing your bleed duration, and gear synergizes well with a focus on bleed duration and damage.
1. Every point in the Spite traitline increases condition duration, called Expertise, by 1% -- up to 30%.
2. The major trait Hemophilia in the Curses traitline increases bleeding duration by 20%.
3. The pizza consumables increase condition duration by 8, 16, 24, 28, 36, and 40%.
4. Your Rune choice should be your starting point (focusing on 2 main options) and they deserve their own special section:
There are a few set bonuses from runes that increase bleeding damage by 15% and these will play an important role and should be your starting point. The three runes I'll be focusing on here are Afflicted, Krait, and Centaur.
With these 4 things in mind, we can plot out some different ways to get to +100%. Keep in mind that these are just some suggestions I have laid out here. There are other runes that increase bleeding / condition duration.
(Expertise is Condition Duration from putting points into the Spite tree)
On the left, signified in blue, are some sample setups using 3 Runes of the Afflicted and 3 Runes of the Krait for +30% bleed duration. On the right, in red, is 2 Runes of the Afflicted, 2 Runes of the Krait, and 2 runes of the Centaur to achieve a +45% bleed duration bonus. Please note that incorporating Runes of the Centaur results in a loss of 110 condition damage, which equates to a 5.5 bleed damage per tick loss (20 points to condition damage equals 1 more bleed damage per tick).
In the above table, I used the lowest level pizza possible to get to (or slightly above) 100% bleed duration. However, it is advisable to use the highest level pizza you can reliably afford because it also adds a Condition Damage buff.
First let's do the Blue Side
The only differences in this side are the amount of points put in to Spite, as you can see, which leads to different pizza minimum requirements. 30 is the most you can put in, and lets you utilize the cheapest type of pizza you can get on this side.
The middle box is included because it is the setup I'm currently using in my hybrid build.
10 points in Spite the minimum you can get by with here unless you use a Superior Sigil of Agony in one of your weapon slots. Using that Sigil allows you to completely forgo Spite, however you must still purchase the most expensive pizza.
As far as this side goes, you can basically add any amount of Spite you want (of course multiples of 5 are best for other reasons) and there will be a pizza you can use to suppliment that choice.
The Red Side
The extra +15% bleed duration from this Rune setup allows for some more interesting variations. As you can see, the 3 examples are headed by the aspect no longer required.
The top box shows a no-Spite setup, the middle frees up a trait slot, and the bottom shows a combination that requires no pizza whatsoever, so long as you equip a Sigil of Agony. This eliminates the need to spend money and constantly re-apply the consumable buff, but it does require a heavy investment into Spite. If you do go this route, you can use Bowl of Truffle Risotto for your food buff, which boosts Condition Damage and Precision.
This side results in a loss of Condition Damage from Runes, but allows for a higher variety of builds.
After you have achieved +100% bleed duration, I recommend you look at Critical Hit Chance, i.e. Precision. Critical hits are important for condition Necromancers because of Barbed Precision and Sigils of Superior Earth. You will already be investing 30 points in Curses which comes with +300 Precision. At level 80, all professions have a base crit chance of 4%, and every 105 points of Precision added increases crit chance by 5%.
After achieving your personal crit chance goal (I suggest between 50% and 60%), the next step is to boost Condition Damage as high as possible so those bleeds hit as hard as they can. When it comes to increasing Condition Damage, we basically have 3 main options: Carrion, Rabid, and Rampager's.
Carrion gear gives Condition Damage, Power, and Vitality.
- Primary boost to Condition Damage, which is good, but has no precision. This gear works best in a hybrid setup because of the increase to Power.
- This is a very popular choice for Condition Necromancers. In addition to having both the stats we're looking for, it also increases Toughness, which works well with a build trying to go for max Condition Damage, but not necessarily duration ( it synergizes best with Runes of the Undead). This set leans more toward Condition Damage boosting rather than Duration. See Lopez's excellent guide.
- Like Carrion gear, this setup works best with a hybrid build. Because its primary stat boost is to Precision and not Condition Damage, I recommend only using this gear to reach your Crit Chance goal and then supplementing it with gear with a primary boost to Condition Damage (like Carrion).
Bolded is the line to reach 50% crit chance, a great baseline to shoot for. As you can see, we need to add 966 Precision, and we already have +300 Precision from filling out the Curses line, so we need only 666 (teehee) points from gear.
You can decide for yourself how high of a crit chance you like. Remember, Barbed Precision has a 66% chance to proc a (now) 2-second bleed on critical hits. Additionally, Sigil of Superior Earth has a 60% chance on critical hits (2-second cooldown) to apply a 5-second bleed, which becomes a 10-second bleed because of our increased duration.
Here is an example of my Exotic gear setup for 50% crit chance which uses Rampager's and Carrion gear:
Note that the above setup is for a hybrid build. If you choose to go full Exotic Rabid gear you will end up with 697 Precision, which gets you 51.48% crit chance.
I started by seeing the stats from full Rampager's gear, which put my Precision higher than my goal of 666. Then I began replacing Rampager's gear with Carrion until I removed exactly enough Precision.
Precision is slightly more important for hybrid builds because they gain the additional benefit of the direct damage component of crits, whereas straight condition Necromancers need it only for triggering Barbed Precision and Sigil of Earth.
With Superior Sigil of Corruption fully "charged" (+250 Condition Damage) and a 60 Condition Damage buff from Super Veggie Pizza, both of which should always be up, I have 1571 Condition Damage from this setup, which gives me a 121 damage bleed tick. By using Blood is Power and gaining 350 Condition Damage, I get up to 1921 which results in 138 bleed tick damage.
You can find more information about gear numbers here.
In this section we will go over some select minor and major traits. Let's take a look at each trait line individually and see what benefits we can get from investing our points.
Spite boosts Power and Expertise (condition duration). A lot of Condition Necromancers ignore this line because it does not synergize very well with pure condition builds, aside from Expertise.
Adept Minor - Parasitic Bond
Approximately 950 healing at level 80, and it affected by Healing Power. If you go a little further into Spite you get:
Master Minor - Death Into Life
This increases Healing by 5% of Power, which increases the healing done by Parasitic Bond (as well as your healing skill, of course). Together, these two minor traits provide some decent automatic healing. If you also grab III - Spiteful Removal, you can take on many enemies with some degree of ease.
Grandmaster Minor - Siphoned Power
This trait is kinda bad. You get 1 stack of Might that lasts like 4 - 5 seconds. Unlikely to have too great of an effect. In the rare event that your health gets down that low, 1 - 2 extra bleed damage per tick probably isn't gonna save you. I expect this to get buffed at some point.
Curses is the trait line that you will almost invariably be filling out completely, so we get access to all 3 minor traits and the Grandmaster Major trait, though you'll probably end up choosing Lingering Curse for that one anyway. This line gives Condition Damage and Precision.
Adept Minor - Barbed Precision
At this point, do I need to further deify this trait? You already know how amazing this one is. You get it for free and it gives back a sick damage boost.
Master Minor - Furious Demise
5 seconds of 20% increased critical hit chance synergizes very well with the Curses line which boosts Precision. Increased crit chance means more Barbed Precision and Sigil of Earth procs. If you don't find Death Shroud too useful otherwise, pop in and out every so often to get this boost for your main weapon.
Grandmaster Minor - Target the Weak
I want to make special mention of Target the Weak and how I believe it makes a strong case for hybrid Power / Condition Damage Necromancers.
Target the weak increases direct damage only by 2% for every condition on an enemy. It is located in the Curses line. Remember the Curses line also increases Precision, a trait normally associated with direct damage. Of course, we can take advantage of Precision to stack more bleeds, but most Condition Necromancers use it only for that purpose.
The Spite line increases Power and Expertise (Condition Duration). So by maxing out 2 trait lines we get Power, Precision, Condition Damage, and Condition Duration.
The biggest complaint a Condition Necromancer usually has is the bleed cap. No more than 25 stacks of bleeding can be on any one target. When are you most likely to reach that bleed cap? Fighting bosses or champions with a lot of attackers. And in those situations those bosses or champions usually have quite a few other conditions on them, because there are a lot of attackers.
So a pure Condition Necromancer, whose primary source of damage comes from stacking bleeds, finds itself out of luck. The minor trait Target the Weak means, however, that a Necromancer can do more direct damage in this situation, up to 22% more! There are 11 conditions that can be applied to an enemy.
Being a Hybrid Necromancer allows us to still be viable when the bleed cap is reached, do more than pitiful damage to world objects, and take advantage of the unappreciated synergy of the Spite line's 2 boosts.
I have maintained for a while on these forums that I believe it is better to be versatile in this game than to max out a single aspect of your character. The latter may make you great in some situations, but the former means you will always be useful.
Death Magic gives Toughness and Boon Duration. Unfortunately, all the minor traits revolve around minions. You're most likely in this line to get the Staff major traits.
Adept Minor - Reanimator
This trait is infamous. Forces you to spawn a useless minion after a kill.
Master Minor - Protection of the Horde
If you're in this line for the 2 Staff skills then the only time this will probably come in to play is because a Jagged Horror has spawned or if you use Flesh Golem for your elite. Either way it is not a significant boost to Toughness.
Grandmaster Minor - Deadly Strength
If you have a lot of Toughness already from your gear then this adds a little bit of Power, but as a Condition Necromancer you're probably not going to go deep enough into Death Magic and Spite to really take advantage of this.
Gives Vitality and Healing Power. This line is about health and daggers. This line doesn't necessarily have any direct synergy with a conditions build, but it does offer survivability in any situation.
Adept Minor - Full of Life
The 30-second cooldown is reasonable. Keeps you topped off for health somewhat. Not great, not terrible. Meh/10
Master Minor - Vampiric
25 HP per hit at level 80. Does not trigger from condition damage. Not great. You probably will not even notice it. There are major traits in this line that make this a little better or offer more functionality, but its still nothing game-changing.
Grandmaster Minor - Blood to Power
Decent trait. Your health should be above 90% the vast majority of the time, so it's almost a permanent direct damage boost (does not affection conditions). However, the investment cost is very high, taking us 25 points into the trait line.
Gives Critical Damage and increases Life Force Pool.
Adept Minor - Gluttony
Recently buffed from a 5% gain to a 10% gain. A little more noticeable but still lackluster. A pure Condition Necromancer will be using Death Shroud only sparingly anyway, and even hybrid builds try not to go under 50% Life Force.
Master Minor - Last Gasp
6 seconds of Protection is great, and it also gains some Life Force, both of which can save your life in a tough fight that isn't going well.
Grandmaster Minor - Strength of Undeath
Another +5% damage when in X situation. Again, direct damage only. All these direct-damage-only-boosts are really only good in hybrid builds (or just straight up Power builds, but you're in a bleed duration topic!).
More trait stuff
In this section I want to talk about some basic build templates you can use to take advantage of your new-found extra bleed duration. These are my suggestions for build ideas and are really just templates. Use them more as a jumping-off point than something set in stone.
We go into spite for +20% condition duration and to cause our Flesh Golem to do 30% more damage.
As always, a full 30 points into Curses. Hemophilia and Lingering Curse are standard here, especially if you need Hemophilia to get your bleed duration up to +100%.
I prefer VI - Terror for my Master slot because of the recent buff to the skill, but there are 2 main choices here that most people use: VII - Master of Corruption and IX - Focused Rituals. These are chosen based on what Utility Skills you take. If you take some Well skills, Focused Rituals is wonderful.
The choice is yours based on your utilities and playstyle.
The Staff's 2nd skill Mark of Blood can be spammed to great effect when coupled with II - Greater Marks and/or V - Staff Mastery.
However, I prefer to add survivability to the Flesh Golem in place of Staff Mastery. I tend to only use the Staff skills to start a fight and then finish off with Scepter / Dagger, so reduced cooldown isn't a big deal for me.
If you do not wish to use the Flesh Golem as your Elite skill, an easy set of replacement traits is simply VII - Spiteful Marks in Spite and V - Staff Mastery in Death Magic.
- Finish the Traits section
- Add some build suggestions and ideas
- More pictures!
Thank you so much for reading. If you have any comments or suggestions please feel free to leave them below, I will try to respond to all of them! Remember this guide is constantly evolving, and your contributions help shape it.
Posted lmaonade on 19 December 2012 - 08:33 PM
though that may be true, everyone gets hit, period. There is no human being with psychic abilities and predictive abilities only go so far, and though there are people who can pull off amazing feats of gameplay (such as the guy who solo'd Lupi with a glass cannon warrior), they are not things to emulate. Defense is a necessity in certain builds for certain purposes, no one is going to play a bunker build full glass cannon because "they can dodge everything."
That being said, there is no consensus on what stats are better, it all depends on what you're building for each class, I noticed that you mentioned traits, and let me tell you that how you build your traits may or may not be related to your overall theme at all, some people may build DPS traits but equip themselves defensively, or vise versa, traits are all about which major traits benefit your playstyle the most.
Posted Hammburglerr on 15 May 2012 - 02:43 AM
*Minor Sigil of Accuracy/Corruption/Bloodlust - Work on both weapons and the effects stack
*Sigil of Superior Restoration - Heals for about 670
*Sigil of Demon Summoning - The fleshreaver lasts about 1min and hits for 1k+ (Fleshreaver)
*Sigil of Superior Air - Does about 1.5k dmg with 2.5k attack (scales with attack)
*Sigil of Superior Blood - Proc rate noticably increases with this on both weapons and heals for 325hp (does not scale with attack)
*Sigil of Superior Fire - Hits for about 1k with 2.5k attack (scales with attack)
*Sigil of Superior Battle - This will work for mainhand attacks while in the offhand, but will not stack if you have it on both weapons
*Sigil of Superior Doom - This will work for mainhand attacks while in the offhand, but will not stack if you have it on both weapons
*Sigil of Superior Leeching - Heals for about 950-1k (does not scale with attack)
*Sigil of Superior Water - Heals for about 240-370
Sigils that have a cooldown on them will not refresh the cooldown by swapping to a different weapon set that has the same sigil (it's global - not tied to the weapon). For example, if I have have Sigils of Superior Water on all my weapons and swap sets right after a proc, my second set of weapons will not proc until after the 10sec cd is up.
Posted Colin Johanson on 13 August 2012 - 03:14 AM
But we do feel the need to see other people.
Posted Kang on 25 August 2012 - 01:27 AM
Posted dragongit on 24 August 2012 - 09:38 PM
Posted JDP85 on 22 August 2012 - 01:50 PM
Shouts are still strong, especially SYG. You just have to pay attention to your/ally's location instead of mindlessly mashing the button and relying on 1200 range.
Healing was too strong in the past. Areanet is making it more and more clear they want people to prevent damage... not heal. How can a Guardian achieve that? Shield of Absorption, Wall of Reflection, Aegis, Banish, Line of Warding, Ring of Warding, Protection buff, Shield of the Avenger, Hammer of Wisdom, Bane Signet, Signet of Justice, Sanctuary. There are so many ways for a Guard to control battle and prevent damage. I won't even look at how much condition removal they have. Condition removal is huge but people are still ignoring it. Anyway, popping 1200 range AoE heal skills was support in its simplest form, and it obviously wasn't what Arenanet wanted.
Yes, they weakened the survivability of the builds that revolved around eating damage and healing through it, but it hasn't hurt the ones based on prevention. I for one like the direction the Guardian and game are headed.
If you love the Guardian, don't jump ship. Look for alternative ways of achieving what you used to accomplish. You have a whole community of players who are willing to help.
Posted jdavet90 on 24 August 2012 - 12:33 AM
Posted Colin Johanson on 23 August 2012 - 04:06 AM
Posted That Happy Cat on 22 August 2012 - 02:02 PM
So be careful in the new battleground if they don't fix it.
Suggestion for a Drowned skill.
Conjures a Shark that will grab your target and carry them away.
Posted SuburbanLion on 21 August 2012 - 02:07 AM
Click the spoiler tag below for the guide:
Every new character in GW2 starts in a story mode instance based on the selected race. If this is your first time playing GW2, you should use this opportunity to check out the game options, display settings and key bindings before heading off towards the opening quest objective. Soon enough you'll encounter your first enemy or "mob". You only have one attack unlocked, Ether Bolt, so use it. The basic auto-attack on the scepter has a 3 step chain. On every third attack, it creates a clone that looks like you and attacks your mob but doesn't really do any damage. Now that you have a clone, let's use F1 or F2 to shatter him for some extra damage. If the mob is attacking your clone or not attacking at all, hit F1 for Mind Wrack which deals direct damage to the mob. If the mob is attacking you or an ally, use F2 for Cry of Frustration which causes a condition called confusion that causes damage when that mob uses a skill. Try both of them out and get a feel for how much damage they do with a single clone. When you unlock your second skill, Illusionary Counter, you can use it to block an attack and generate a clone or tap it twice to blind your foe instead. Test out both of your shatters with two clones and see how they've improved. If you find yourself taking too much damage, use skill #6 to heal yourself. You may even unlock your third weapon skill which is a hard hitting channelled attack that applies several stacks of confusion.
Eventually you'll get to an epic cinematic and huge boss mob. Look out for red circles or big attack animations and dodge out of the way. If you happen to get hit, don't panic -- you're not dead yet. Start to use the #1 attack in the downed state on one of the low level mobs in the area. You can also use the #2 skill to create a decoy, the #3 skill to summon a phantasm to lay some extra hurt your target, or the #4 skill to heal yourself if you're close to bleeding out. Keep it up until you score a kill and rally. Go back to working on the boss mob until you finish it off and save the day!
After killing the boss, you get another nice cut scene and a quest reward. This includes a bag, some XP, some coin, and your choice of two off-hand weapons. I’d highly recommend choosing the focus from the first quest reward. Not only is Temporal Curtain great for travelling, but it’s also great for snaring melee attackers so you avoid getting hit and acts as a light field. The Illusionary Warden gives you some AoE damage -- which the scepter is lacking, provides defense against projectiles and doubles as a whirl finisher. This means that once you've unlocked both of the focus skills you can do your own skill combos! Start with using Illusionary Warden on a mob then place a Temporal Curtain on top of him. The resulting combo shoots Cleansing Bolts in different directions and remove conditions from allies that they hit. While testing this out, you may observe that the Illusionary Warden is a stationary phantasm, and won’t move until you use a shatter skill. I’d also recommend that you have at least one clone up before summoning the Warden so he doesn’t get killed right away.
Against melee attackers, you want to open with the scepter auto attack and use Temporal Curtain to cripple them. Your goal is to get at least two clones up before the mob gets close to you. When the mob starts to get close, use Confusion Images. While channeling, use Cry of Frustration. Depending on how many clones you had up, the mob should have 8-9 stacks of confusion. and should be just about to swing at you. Use Illusionary Counter to block the attack, and watch the mob take massive confusion damage while you get away scratch free! If that didn’t kill it, go back to auto-attacking, use the dodge roll to avoid the next two attacks, then use Mind Wrack when you get enough clones.
In dynamic events with lots of people, don’t be stingy with your shatters. The odds of you getting 3 illusions up in such a situation are pretty slim unless you're fighting a champion, so don't hestitate to do a single illusion shatter if that's all you can get off before the mob dies. If possible, try to summon your Warden on a target in the middle of a group with high health, let him do his attack once, then shatter him. He’s going to die when your target dies anyways, so you may as well get the most out of it.
Once you've reached level 5, you'll unlock your first utility skill. There's a lot of really great skills to choose from here, but the one I would recommend picking up first is Blink. This is a ground targeted skill that teleports you to the selected location while breaking stuns. The reason I suggest this skill first is that it will help you get around the map a little bit faster when out of combat, while also helping you keep your distance from melee mobs. Look for skill challenges on the map, marked with the blue chevron, and complete them to unlock some other utility skills of your choice. My personal favorites on the 1st tier are Null Field and Signet of Domination. If you're unsure of how a particular skill works, you can always use the PvP menu to go to the Mists and test it out on the target dummies there.
Eventually you'll start to encounter some ranged attackers. Against these mobs you can open with Confusing Images and Illusionary Counter since they’ll generally start attacking right away. Since you get a clone on counter, this will give you a distraction to summon an Illusionary Warden on them and block their projectiles. Once you get a few more skill points, you can combine confusion with the Feedback utility skill to quickly take down ranged attackers.
I’d recommend sticking with scepter/focus until at least level 7 when you unlock weapon swapping. Weapon swapping really opens up a lot of play-style options for the mesmer. It’s much easier to survive as sword mesmer when you can weapon swap to a staff for Phase Retreat after blowing your defensive cool-downs. Likewise, the greatsword benefits from a weapon swap once enemies get close. You may want to keep the scepter/focus on a weapon swap until you unlock all the skills on your weapon of choice. These are just my opinions of course, so if there’s a weapon combination you really want to play with go right ahead! Regardless of what you choose, you should always keep a focus in your bag so that you can switch to it when you're not in combat for the swiftness buff.
I just hope that these tips help some newcomers who might be turned off by the scepter after hearing horror stories from the first two BWEs. The scepter was vastly improved in BWE3 and I expect it to be even more polished by release. Overall, I think that using the scepter/focus will help you learn how to effectively utilize the core mesmer mechanics. There’s a lot to learn about playing a mesmer, but the class has a nice rhythm once you get used to it. Stick it out for a while and you might be pleasantly surprised!
If you have any other tips for new mesmers, please share them below!
Posted Symbiont on 21 August 2012 - 11:06 PM
and the Poplocking on the asura is quite good.