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castillle.5248

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Posts posted by castillle.5248

  1. > @"RabbitUp.8294" said:

    > I, for one, am really happy that healer mesmer got a new toy to play with. You could already have some very good healing output as chrono with Restorative Mantras, All's Well and Well of Eternity. Now I want to try a scepter/shield + staff clone spamming build, each one of which heals for ~900 on top of all the other stuff.

     

    Tried it in fractals. Was healing for ~6k hp/s at one point but the loss of 25 might is a big ouch in my build.

     

  2. Axe 5 doesnt group stuff well. its a line where enemies get pulled tot the middle. Id be more understanding if it was a circle pull.

     

    Sword 5 does significantly more damage than axe 4.

     

    As for sword 4, it deals quite a bit of damage and nothing really can compare to it from axe line.

  3. > @"castillle.5248" water runes and food on a heal / condi build is questionable still. You won't get 100% quickness uptime on groups. Better to go for firebrand or leadership runes for boon duration, or baltazar runes for condi, or something that's somehow effective. Rest this build is better htan half the options that have been thrown around.

    The water runes are mostly for additional healing but its really not that much of a requirement. Also, you can get 100% uptime on groups with Firebrand at 50% boon duration.

     

    (for ~57% boon duration) In 48 seconds, you have 9 seconds of downtime of quickness if you only rely on potent haste, stalwart speed, and liberators vow. The shout and 2nd cast of potent haste will give you an initial 4 second buffer and 1 sec quickness buffer everytime you cast the shout. If that 1 second is too small of a window, you can just take improved shout which will give you about ~18 seconds of extra quickness time every ~36 secs.

     

    If you were to remove water runes you need to either get improved shouts, give enough buffer time of quickness through doublebuffing at mistlock, have someone give you alacrity, or figure out a way to get to 57% boon duration for the increase to reflect on potent haste, stalwart speed, and liberators vow and make the whole thing easier.

  4. This is what I suggest if you want to support.

     

    http://gw2skills.net/editor/?vVAQRAne3fnsADdBjNDBGBDEEhF+BbPj+RPpZNhMUHCLAMDKCA-jxRXABFr8rU9DbrE0uTCAA7Ps7TAoW1fIFgf7qA-e

     

    All you need to perma quickness with ease is 50% boon duration. You wont be able to heal stupid but itll give a decent amount of sustain and tankiness due to protection and all the aegis you bring. Ofc if you do get paired with a druid or chrono, you can just as easilly switch out honor for radiance. Feel free to switch to mace/shield+ staff if you need more healing.

     

    Giving up most of your damage is the worst way to go as a support rev/ support firebrand in pve imo.

  5. As someone who has 0 experience with raids, has not done cms, does a whopping 3-5k dps on both daredevil and holosmith in t4s, gets carried every single time, is a certified silver rank in pvp with a 3-1 loss-win ratio, and gets gifts of battle in wvw by flipping camps no one defends before semi afk-ing with turrets in the path of dolyaks, this is what I would do.

     

    Engineer, Tempest, Herald, and Necromancer get access to storm and frost spirit aura replacements

    Rangers and Warriors get banners

    Chronos can choose between some alacrity and quickness, a lot of alacrity and a little quickness, or a lot of quickness and little alacrity for the team. They can maintain perma quickness and alacrity on themselves regardless.

    Renegade can choose to provide alacrity permanently.

    Firebrand can choose to provide quickness permanently.

     

    For raids you still need 4 support type characters - Banners (Ranger or Warrior), Quickness (Chrono or Firebrand), Alacrity (2nd Chrono or Renegade), Frost Spirit, Storm Spirit, Heals, and Might (Engineer, Herald, Tempest, or Necromancer).

     

     

    >! Auras

    >! All stat boosting auras now provide 200 of their stat at level 80

    >! Spotter, Pinpoint Distribution, Strength in Numbers, Empower Allies, and Assasins Presence now grants 200 for their respective stat at level 80.

    >! Frost Spirit Aura now provides Precision and Ferocity. Does not stack with Banner of Discipline, Spotter, or Assassins Presence.

    >! Storm Spirit Aura now provides Power and Condition Damage. Does not stack with Banner of Strength, Empower Allies or Pinpoint Distribution.

    >! Stone Spirit Aura now provides Toughness and Vitality. Does not stack with Banner of Defense or Strength in Numbers.

    >!

    >! Buffs -

    >! Empowered - Increase damage dealt by 5%.

    >! Armor Piercing - Attacks Apply Vulnerability(3 stacks, 10 sec duration) on hit.

    >!

    >! Engineer

    >! HIGH - Elixir Throw & Aoe Elixirs now affect 10 players and grant the empowered boon. Elixirs have 20% longer duration, 20% shorter recharge, and grant might.

    >! ~~Iron Blooded~~ Potion Mists - Reduce Physical and condition damage for each boon you have. If you have more than 3 boons, Elixir H, B, U, and R will also affect 4 nearby players with 50% efficiency and grant empowered

    >!

    >! Acid Bomb - No longer an elixir skill. Grants Armor Piercing to allies in a radius.

    >! Infusion Bomb - Now considered an elixir skill

    >!

    >! Elementalist

    >! Tempestuous Aria - Grants Armor Piercing to allies when using shouts.

    >! Switch position of Harmonious Conduit and Unstable Conduit

    >! Harmonious Conduit - Grant empowered to allies when an overload becomes available.

    >! Imbued Melodies - Warhorn skills now affect 10 allies. Boons granted by warhorn lasts 50% longer.

    >! Unstable conduit - Grants Stability and a random boon at the start of overload and 3 random boons at the end. Deal 2% more damage for each boon.

    >! Lucid Singularity - Overloads grant you Quickness and Alacrity while removing movement impairing effects. Damage increased by 10% when under quickness or alacrity.

    >!

    >!

    >! Feel The Burn - CD reduced to 15 seconds. Grants fury and might instead of fire aura.

    >! Heat Sync - Boons shared is standardized with Signet of Inspiration.

    >!

    >! Guardian

    >! Potent Haste - Quickness granted is now 3 seconds. Might removed.

    >! Pure of Voice - Shouts now grant boons to 10 allies. Recharge reduction removed.

    >! Stalwart Speed - Granting quickness gives aegis(8 sec cd). Mantras now provide boons to 10 allies in a radius and effects provided by mantras last 20% longer.

    >! Altruistic Healing - Now has an internal cooldown of 1 second per ally and heals both the ally and the firebrand

    >! Weighted Terms - Mantra cast time reduced from 2 3/4th secs to 1 1/2 sec. Final Charge now inflicts Immobilize to nearby enemies and armor piercing to nearby allies.

    >!

    >! Overwhelming Celerity - Now grants 10 stacks of might

    >!

    >! Mesmer

    >! Lost Time - Wells now affect 10 allies

    >! Improved Alacrity - Well of recall will now grant 1 sec of alacrity per pulse

    >! ~~Illusionary Reversion~~Improved Quickness - Well of action will now grant 1 sec of quickness per pulse

    >! Switch the position of Danger Time and All's Well that Ends Well

    >! All's Well that Ends Well - Recharge time of wells is also reduced by 20%. Wells now heal per interval

    >! Chronophantasma - The first time a phantasm would become a clone, it also resummons itself and attacks again

    >! Flow of Time - Alacrity you grant yourself lasts 2x longer

    >! Seize the Moment - Quickness you grant yourself lasts 2x longer. +10% more damage when under the effects of quickness

    >! Time Catches Up - Gain 1 sec of Quickness and Alacrity per clone when shattering. Shatters do 10% more damage to movement impaired foes

    >!

    >! Well of Action - CD Increased to 35 seconds

    >! Well of Recall - Alacrity Duration reduced to 2 seconds

    >! Lesser Signet of Inspiration - Boon duration no longer affects boons shared by lesser signet of inspiration.

    >! Tides of Time - Grants alacrity and quickness for 1 second and aegis for 5 seconds to allies it passes through. Touching the returning wave reduces cooldown of shatter abilities by 10 seconds

    >!

    >! Necromancer

    >! Augury of Death - Shouts will also grant armor piercing to allies.

    >! Abrasive Gift - Granting Barier now provides Armor Piercing to allies.

    >! Vampiric Rituals - Wells gain reduced recharge time. They now grant protection to allies when cast, and Fury with every pulse. Siphoning health grants allies empowered.

    >! Sand Savant - Barriers fading in the sand shade causes it to erupt into flames and grant might.

    >!

    >! Signet of Vampirism - Increased duration to 10 seconds and no longer has a 25 stack limit. Active siphon heal will now use the lesser passive siphon heal amounts.

    >!

    >! Ranger

    >! Grace of the Land - Grant 2 stacks of might and the Empowered boon

    >! Predators Cunning - Attacking from behind or the side now grants armor piercing to allies.

    >!

    >! Spirits are now considered objects and are untargettable. Spirits have no cooldown unless it is sacrificed before its timer expires. Sacrificing a spirit refreshes their aura/boons as they fade

    >! Cold Snap now provides slow in addition to chills

    >! Call lightning is now a 3 second stun

    >! Quicksand now grants Barrier to allies with each pulse in addition to the cripple & Immobilize

    >! Solar Flare - Radius increased to 400

    >! Call of the Wild & Lesser Call of the Wild - Number of targets increased to 10

    >!

    >!

    >! Revenant

    >! Lasting Legacy - Kalla's Fervor you inspire lasts longer and is more potent. Heroic Command grants more might per stack of Kalla's Fervor and empowered

    >! Serene Rejuvenation - Natural Harmony grants aegis for 5s when it starts charging

    >! Soothing Bastion - Shield skills now prevent the next skill from using energy. No longer increases duration of boons for nearby allies.

    >!

    >! Renegade legends are now invulnerable to damage but maintains a defiance bar

    >! Facet boons now affect 10 players

    >! Consuming a facet applies Armor Piercing to allies.

    >! Facet of Nature - Now pr! ovides the empowered boon instead of 33% increased boon duration

    >! Righteous Rebel - Now also increases the number of targets affected by Orders from Above to 10 allies

    >!

    >! Warrior

    >! Phalanx Strength - Grants allies empowered when you grant yourself might.

    >!

  6. The biggest problem for renegade and firebrand as a support is chrono, not druid. Renegade or firebrand vs druid without taking quickness or alacrity into consideration is a very easy choice.

     

    Id also say that Engineer would be easier to carry a bad group with. Scrapper if constant condi isnt an issue so you can protect + watchful eye away the big hitters and Holosmith will make toxic trails + afflicted a complete non-issue while keeping perma protect.

  7. Deadeye is the most fun, trolly pvp build ever. You just save all your initiative for the backdash and just stealth and poke repeatedly with regular AA. If you let the stealth naturally fade, you can just harrass the ever living hell out of people and dodge to stealth whenever they try to go near. It quickly gets to the point where they start raging and doing stupid stuff like trying to chase you when you have a full set of initiative to shadowstep halfway across the map.

  8. Playing condi pistol/dagger through HOT. You have no damage, your dodges are used for damage, and you cant rely on either heal on crit or death blossom. Life was hard but at least I learned how to dodge. Then I switched to dagger/dagger and eventually staff and I was like "The coolness factor of p/d is nowhere near good enough to ditch these strong damage options".

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