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Mai Chou.7165

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> @"Dawdler.8521" said:

> > @"Kovu.7560" said:

> > Mesmer, Thief, Warrior, Ranger, Engineer.

> > You'll note that 4/5 of those have stealth access and the fifth is basically a truck.

> > They're all mobile and all have access to solid options for at least 900 range attacks.

> >

> > While four are interchangeable, the mirage spec is basically in a league of its own right now.

> >

> > ~ Kovu

> And yet when you pair that mesmer in a league on his own against that 5th class without stealth, that later one will most likely win. Immortal spellbreakers totally dominate 1v1 fights. And 1v2. And probably 1v3 too. Better hope all 3 are super tanky dps healbots.

>

 

Fight a spellbreaker just like you would a core warrior, except don't shatter when his FC is up. Also, move away from him when his FC is up because your clones are going to pop it.

 

If you're playing power shatter and you know what you're doing, you should have his lunch unless he's more skilled than you.

 

If you're playing a condi mesmer, generally stay away from him and let your clones and range do the rest. Use your mobility, stealth, evades, etc. to keep distance and make him waste his high damage gap closers just to get to you. This will also force him to use his bursts against your clones to keep his Adrenal Health flowing, which is better than using them on you.

 

Alternatively, you could load your build up with cc. Balanced Stance got cut in half a few patches ago, as did Berserker Stance (although the cd for the latter did too).

 

Honestly, spellbreakers are almost as uncomplicated as core warrior. Sure, they hit hard and are durable, but they have to be. The trade off is that it's relatively easy to figure out a strategy to counter them.

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> @"Roxanne.6140" said:

> sb. i'm so sick of this class, it;s got everything, speed, mobility, tankiness, damage, stuns and stun-breaks. you can't even run away from them unless you sacrifice all your slots for mobility skills. when is this class going to get nerfed?

 

you want to know a secret. the weakness to all thieves?

 

they got 3 weaknesses.

 

the first, and a MAJOR one at that. is they have NO source of stability. well....they got dagger storm but if they use that, enjoy eating them alive.

this lack of stability mean they are entirely reliant on stun breaks, which have cooldowns. so multiple stuns/dazes will quickly turn the class into swiss cheese, as they just don't have stablity to resist them. (And stuns/dazes will break a thief's combo)

-hammer warrior absolutely wrecks them therefore.

-classes that have knockbacks will similarly break a thief's combo and force them to waste initative, leading to the thief prefering to run.

-classes with multiple fears will not only break the thief's combo, but interupt their attempts to stealth up.

 

2nd one, is condition cleanse. it used to be that a theif would stealth and poof, conditions start melting away. but no longer. now, stealth can only remove specific conditions. and only 1 per 3 secounds (though they do have 1 heal skill that removes all damage conditions and stealths)

Chilled, immoblize, cripple. are not included here. which means while damage conditions will be removed. a massive cripple spam can really hurt them.

-Warning: Daredevil has an evade that will get rid of movement debuffs. but this is the only reliable way to get rid of them. and requries movement(Aka to use it they will be moved away from you).

**any thief that is not a daredevil with this specific evade, will be extremely vulnerable to spammed cripple, chilled, and immoblizes.

 

3rd, a thief HAS to spec for dmg. you will never find a thief that is specced for survival that is taken as a serious threat. this means they are always glass cannons reliant on evasion and stealth.

AoEs therefore are slaughter houses. the elementalist's meteor shower will force any thief to gtfo or die.

and having a friend with you will also prevent a thief from KOing you easily.

 

 

 

-----------------------------------

 

its true theives are the ultimate in running away. and are extremely hard to chase down and finish off if they decide not to fight to the end. (only a few classes have abilities that can force a reveal. including Engineer and ranger)

 

but they can be countered easily enough with multiple stun/daze. knockbacks. fears. AoEs. Mobility debuff spams.

or....simply being a Soldier or Knight build (aka having toughness and vitality. rather than pure power/prec. soldier has power, but lacks prec. knight lacks vitality...but has power and prec. with a focus on extreme toughness)

 

to many people focus on "dmg dmg dmg", and don't realize that tank builds still work. sure they not as flashy or glamorous. but they can survive bursts with ease

 

 

if you can survive the initial attack routine, a thief will either run or die.

if you can break the thief's combo, they'll run or be forced to fight with a much reduced dps.

and if you have access to AoES, you can drive them off like insects.

 

 

you might not be able to catch them if they run for it. but you can prevent them from killing you and thus ruin their fun.

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Real list as someone who does 98%+ solo roam in WvW as of today's mix since I got bored of zerg play a year ago:

 

1. Spellbreaker - must be GS + Axe (or Dagger)/Shield. Freekin' broken in both playing and against. The only downside is really telegraphed skills but still works 95% of the time against any similar situation that would be a loss.

2. Condi Mirage - it's a lot like Chrono Condi to be honest but more frequent pressure burst

3. DD Thief

4. Soulbeast - two variants/both solid in solo roaming

5. Close is Druid and Power Mirage (for different reasons)

6. Firebrand (and DH) is #1 or 2 if defending camps/opponent is committed.

7. Scourge/Power Reaper is fine if full life force - otherwise ...

 

Nearly no one plays Weaver (cause it falls over with any boon strip) and honestly isn't fun to play (for me), very rarely you'll see a Holosmith stealth/burst PvP build, Rev is a team build type and basically only works against condi spam because of Mallyx counter. Of these 3, you'll see more Zerg based Guardians doing solo which means they are all extremely rare.

 

Engineer/Holosmith isn't as horrible as people make it out to be. It's not bad - it's just Spellbreaker/Scourge/Firebrand/Mirage/etc. outperform it.

 

DD Thief D/P is still my favorite from a challenge/counterplay standpoint. Plus it's the most active feeling and spends the least amount of time getting from point A to B. This also means you pick 90% of the fights you are in or out of.

 

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> @"arenta.2953" said:

> > @"Roxanne.6140" said:

> > sb. i'm so sick of this class, it;s got everything, speed, mobility, tankiness, damage, stuns and stun-breaks. you can't even run away from them unless you sacrifice all your slots for mobility skills. when is this class going to get nerfed?

>

> you want to know a secret. the weakness to all thieves?

>

> they got 3 weaknesses.

>! > the first, and a MAJOR one at that. is they have NO source of stability. well....they got dagger storm but if they use that, enjoy eating them alive.

>! > this lack of stability mean they are entirely reliant on stun breaks, which have cooldowns. so multiple stuns/dazes will quickly turn the class into swiss cheese, as they just don't have stablity to resist them. (And stuns/dazes will break a thief's combo)

>! > -hammer warrior absolutely wrecks them therefore.

>! > -classes that have knockbacks will similarly break a thief's combo and force them to waste initative, leading to the thief prefering to run.

>! > -classes with multiple fears will not only break the thief's combo, but interupt their attempts to stealth up.

>! >

>! > 2nd one, is condition cleanse. it used to be that a theif would stealth and poof, conditions start melting away. but no longer. now, stealth can only remove specific conditions. and only 1 per 3 secounds (though they do have 1 heal skill that removes all damage conditions and stealths)

>! > Chilled, immoblize, cripple. are not included here. which means while damage conditions will be removed. a massive cripple spam can really hurt them.

>! > -Warning: Daredevil has an evade that will get rid of movement debuffs. but this is the only reliable way to get rid of them. and requries movement(Aka to use it they will be moved away from you).

>! > **any thief that is not a daredevil with this specific evade, will be extremely vulnerable to spammed cripple, chilled, and immoblizes.

>! >

>! > 3rd, a thief HAS to spec for dmg. you will never find a thief that is specced for survival that is taken as a serious threat. this means they are always glass cannons reliant on evasion and stealth.

>! > AoEs therefore are slaughter houses. the elementalist's meteor shower will force any thief to gtfo or die.

>! > and having a friend with you will also prevent a thief from KOing you easily.

>! >

>! >

>! >

>! > -----------------------------------

>! >

>! > its true theives are the ultimate in running away. and are extremely hard to chase down and finish off if they decide not to fight to the end. (only a few classes have abilities that can force a reveal. including Engineer and ranger)

>! >

>! > but they can be countered easily enough with multiple stun/daze. knockbacks. fears. AoEs. Mobility debuff spams.

>! > or....simply being a Soldier or Knight build (aka having toughness and vitality. rather than pure power/prec. soldier has power, but lacks prec. knight lacks vitality...but has power and prec. with a focus on extreme toughness)

>! >

>! > to many people focus on "dmg dmg dmg", and don't realize that tank builds still work. sure they not as flashy or glamorous. but they can survive bursts with ease

>! >

>! >

>! > if you can survive the initial attack routine, a thief will either run or die.

>! > if you can break the thief's combo, they'll run or be forced to fight with a much reduced dps.

>! > and if you have access to AoES, you can drive them off like insects.

>! >

>! >

>! > you might not be able to catch them if they run for it. but you can prevent them from killing you and thus ruin their fun.

 

 

SB means Spellbreaker ;)

 

 

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> @"Artaz.3819" said:

> 4. Soulbeast - two variants/both solid in solo roaming

They are? From what I have seen when roaming, soulbeasts are nearly nonexistant. I mean sure there are soulbeasts running around in random builds but they dont stand a chance against the top roaming specs IMO. I havent even been able to pick out any particular variants. Druids seem more common and become far more dangerous when you reach small scale/random group of people sizes due to their insane tankiness and support.

 

Hell I would put a condi scourge in full zerg gear as better for roaming above a soulbeast.

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> @"arenta.2953" said:

> > @"Roxanne.6140" said:

> > sb. i'm so sick of this class, it;s got everything, speed, mobility, tankiness, damage, stuns and stun-breaks. you can't even run away from them unless you sacrifice all your slots for mobility skills. when is this class going to get nerfed?

>

> you want to know a secret. the weakness to all thieves?

>

what has roxanne's quote to do with thieves?

> they got 3 weaknesses.

>

> the first, and a MAJOR one at that. is they have NO source of stability. well....they got dagger storm but if they use that, enjoy eating them alive.

> this lack of stability mean they are entirely reliant on stun breaks, which have cooldowns. so multiple stuns/dazes will quickly turn the class into swiss cheese, as they just don't have stablity to resist them. (And stuns/dazes will break a thief's combo)

> -hammer warrior absolutely wrecks them therefore.

> -classes that have knockbacks will similarly break a thief's combo and force them to waste initative, leading to the thief prefering to run.

> -classes with multiple fears will not only break the thief's combo, but interupt their attempts to stealth up.

>

yes absolutly! cause we thieves allways leave ourselves prone to attack by highly telegraphed skills!

> 2nd one, is condition cleanse. it used to be that a theif would stealth and poof, conditions start melting away. but no longer. now, stealth can only remove specific conditions. and only 1 per 3 secounds (though they do have 1 heal skill that removes all damage conditions and stealths)

> Chilled, immoblize, cripple. are not included here. which means while damage conditions will be removed. a massive cripple spam can really hurt them.

> -Warning: Daredevil has an evade that will get rid of movement debuffs. but this is the only reliable way to get rid of them. and requries movement(Aka to use it they will be moved away from you).

> **any thief that is not a daredevil with this specific evade, will be extremely vulnerable to spammed cripple, chilled, and immoblizes.

>

you do realize that SE only removing damaging conditions is good for the thief right? this makes the trait one of the best condi cleanse traits in the game IMO. but they really should nerf those insane 3k cripple ticks...

 

> 3rd, a thief HAS to spec for dmg. you will never find a thief that is specced for survival that is taken as a serious threat. this means they are always glass cannons reliant on evasion and stealth.

> AoEs therefore are slaughter houses. the elementalist's meteor shower will force any thief to gtfo or die.

> and having a friend with you will also prevent a thief from KOing you easily.

>

an elementalist with a meteor shower to threat the thief, will most likely be dead before he is done casting. and having a friend with you is something that works against any class/build.

> if you can survive the initial attack routine, a thief will either run or die.

why would he die only cause you did survive a few hits? he wont die without you being able to put up some preassure.

> if you can break the thief's combo, they'll run or be forced to fight with a much reduced dps.

i would really like to know what combo you are talking about that will reduce my dps if interrupted? not that dps would matter in pvp but anyways.

> and if you have access to AoES, you can drive them off like insects.

oh yes while i hide in keep those minstel guards spamming staff 1 are really dangerous and i keep dying to them!

> you might not be able to catch them if they run for it. but you can prevent them from killing you and thus ruin their fun.

a challanging target is more fun than a running bag.

 

you are right tho that there is no reason to be a free kill to a thief, but there are so many different thief builds out there in WvW.. your generalisation doesnt work. basically you got to fight em as any other class, figure what he has build, what traits/utilities/weapons ets he is running and wich ones he lack, then use that knowledge against him. thats the only general statement you can give for fighting thieves. to get more detailed you need to tell wich thief build you are talking about. best way to quickly figure the opponent thieves build and know its weaknesses is ofc to play thief yourself a bit in different builds and see what other people randomly thorw at you is giving you a hard time in wich build.

 

for solo roaming thief is king and for group roaming you should have if possible everything: boons, healing, damage, boonhate, projectile hate, stealth - but it doesnt really matter wich class you bring to provide those considering the people you will currently face in wvw.

 

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> @"Dawdler.8521" said:

> > @"Artaz.3819" said:

> > 4. Soulbeast - two variants/both solid in solo roaming

> They are? From what I have seen when roaming, soulbeasts are nearly nonexistant. I mean sure there are soulbeasts running around in random builds but they dont stand a chance against the top roaming specs IMO. I havent even been able to pick out any particular variants. Druids seem more common and become far more dangerous when you reach small scale/random group of people sizes due to their insane tankiness and support.

>

> Hell I would put a condi scourge in full zerg gear as better for roaming above a soulbeast.

 

Soulbeasts delete scourges at a 1500 range.

 

I'd put soulbeast above druid for roaming. The soulbeast (if running gazelle) has superior mobility to a druid and higher damage output. A soulbeast is also deadly to stealth-reliant roamers with the way the shouts function in beastmode (the shout Sic 'Em applies reveal at a 2,000 range with the effect originating from the soulbeast itself and the damage buff from Sic 'Em gets applied to the soulbeast).

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> @"arenta.2953" said:

>

> you want to know a secret. the weakness to all thieves?

>

> they got 3 weaknesses.

>

> the first, and a MAJOR one at that. is they have NO source of stability. well....they got dagger storm but if they use that, enjoy eating them alive.

> this lack of stability mean they are entirely reliant on stun breaks, which have cooldowns. so multiple stuns/dazes will quickly turn the class into swiss cheese, as they just don't have stablity to resist them. (And stuns/dazes will break a thief's combo)

> -hammer warrior absolutely wrecks them therefore.

> -classes that have knockbacks will similarly break a thief's combo and force them to waste initative, leading to the thief prefering to run.

> -classes with multiple fears will not only break the thief's combo, but interupt their attempts to stealth up.

>

> 2nd one, is condition cleanse. it used to be that a theif would stealth and poof, conditions start melting away. but no longer. now, stealth can only remove specific conditions. and only 1 per 3 secounds (though they do have 1 heal skill that removes all damage conditions and stealths)

> Chilled, immoblize, cripple. are not included here. which means while damage conditions will be removed. a massive cripple spam can really hurt them.

> -Warning: Daredevil has an evade that will get rid of movement debuffs. but this is the only reliable way to get rid of them. and requries movement(Aka to use it they will be moved away from you).

> **any thief that is not a daredevil with this specific evade, will be extremely vulnerable to spammed cripple, chilled, and immoblizes.

>

> 3rd, a thief HAS to spec for dmg. you will never find a thief that is specced for survival that is taken as a serious threat. this means they are always glass cannons reliant on evasion and stealth.

> AoEs therefore are slaughter houses. the elementalist's meteor shower will force any thief to gtfo or die.

> and having a friend with you will also prevent a thief from KOing you easily.

>

>

>

> -----------------------------------

>

> its true theives are the ultimate in running away. and are extremely hard to chase down and finish off if they decide not to fight to the end. (only a few classes have abilities that can force a reveal. including Engineer and ranger)

>

> but they can be countered easily enough with multiple stun/daze. knockbacks. fears. AoEs. Mobility debuff spams.

> or....simply being a Soldier or Knight build (aka having toughness and vitality. rather than pure power/prec. soldier has power, but lacks prec. knight lacks vitality...but has power and prec. with a focus on extreme toughness)

>

> to many people focus on "dmg dmg dmg", and don't realize that tank builds still work. sure they not as flashy or glamorous. but they can survive bursts with ease

>

>

> if you can survive the initial attack routine, a thief will either run or die.

> if you can break the thief's combo, they'll run or be forced to fight with a much reduced dps.

> and if you have access to AoES, you can drive them off like insects.

>

>

> you might not be able to catch them if they run for it. but you can prevent them from killing you and thus ruin their fun.

 

 

I read so many stupid stuff on forums, but this one is really on top of the pile. Can we get a vote up for worst post of the year?

 

 

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dont fall for the stealth bullshit people say..

 

engi is good solo ranger is good solo even fucking condi necro can wreck solo.

i roam with warrior i roam with thief i room with ele.

 

i roam with every class fact that thief is easier to room is because u dont have to lure people towards you.

for example on my ele i wont chase people ill just cap camps/sentry and lure them towards me if they dont wanna come ill just cap stuff, if they do come i have my roaming small scale fights started..

 

 

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> @"shagwell.1349" said:

> > @"arenta.2953" said:

> >

> > you want to know a secret. the weakness to all thieves?

> >

> > they got 3 weaknesses.

> >

> > the first, and a MAJOR one at that. is they have NO source of stability. well....they got dagger storm but if they use that, enjoy eating them alive.

> > this lack of stability mean they are entirely reliant on stun breaks, which have cooldowns. so multiple stuns/dazes will quickly turn the class into swiss cheese, as they just don't have stablity to resist them. (And stuns/dazes will break a thief's combo)

> > -hammer warrior absolutely wrecks them therefore.

> > -classes that have knockbacks will similarly break a thief's combo and force them to waste initative, leading to the thief prefering to run.

> > -classes with multiple fears will not only break the thief's combo, but interupt their attempts to stealth up.

> >

> > 2nd one, is condition cleanse. it used to be that a theif would stealth and poof, conditions start melting away. but no longer. now, stealth can only remove specific conditions. and only 1 per 3 secounds (though they do have 1 heal skill that removes all damage conditions and stealths)

> > Chilled, immoblize, cripple. are not included here. which means while damage conditions will be removed. a massive cripple spam can really hurt them.

> > -Warning: Daredevil has an evade that will get rid of movement debuffs. but this is the only reliable way to get rid of them. and requries movement(Aka to use it they will be moved away from you).

> > **any thief that is not a daredevil with this specific evade, will be extremely vulnerable to spammed cripple, chilled, and immoblizes.

> >

> > 3rd, a thief HAS to spec for dmg. you will never find a thief that is specced for survival that is taken as a serious threat. this means they are always glass cannons reliant on evasion and stealth.

> > AoEs therefore are slaughter houses. the elementalist's meteor shower will force any thief to gtfo or die.

> > and having a friend with you will also prevent a thief from KOing you easily.

> >

> >

> >

> > -----------------------------------

> >

> > its true theives are the ultimate in running away. and are extremely hard to chase down and finish off if they decide not to fight to the end. (only a few classes have abilities that can force a reveal. including Engineer and ranger)

> >

> > but they can be countered easily enough with multiple stun/daze. knockbacks. fears. AoEs. Mobility debuff spams.

> > or....simply being a Soldier or Knight build (aka having toughness and vitality. rather than pure power/prec. soldier has power, but lacks prec. knight lacks vitality...but has power and prec. with a focus on extreme toughness)

> >

> > to many people focus on "dmg dmg dmg", and don't realize that tank builds still work. sure they not as flashy or glamorous. but they can survive bursts with ease

> >

> >

> > if you can survive the initial attack routine, a thief will either run or die.

> > if you can break the thief's combo, they'll run or be forced to fight with a much reduced dps.

> > and if you have access to AoES, you can drive them off like insects.

> >

> >

> > you might not be able to catch them if they run for it. but you can prevent them from killing you and thus ruin their fun.

>

>

> I read so many stupid stuff on forums, but this one is really on top of the pile. Can we get a vote up for worst post of the year?

>

>

 

whats so stupid about this ?

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It starts with "thief is lacking" stability. That never was a problem in wvw except for zergs in the hammer train meta. Arguing with being countered by hammer warrior in 2018 makes this even more ridiculous. Thieves never needed stability in roaming, they have a large toolkit to not rely on stability. The condi meta of todays roaming still favors thieves over many classes, because thieves condi cleanse is great in comparison to other roaming classes.

And calling "tank builds" for counter is the next stupid step of this text. Try playing on a tank build and having fun. In the end you kill nothing and still die due to 90% of the builds that roam today, because they still have the option to kill you with condi or burst, but you don't have.

 

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the only class which is comparable to thief in roaming is mesmer imho, they are at top level, both everyone with their strenght and their vulnerability . Any class can roam but thief and mesmer 're the ones built for that . Ranger can be a great roamer, also warrior , but the design of thief and mesmer makes them the best classes for that . Obviously there are other factors like class confidence, skill level of the player, map knoledge and so on and roaming is different from pure dueling. Roaming is killing but it is also capping, moving within map fast , escaping , killing dolyak and taking camps and so on so , imho , for the overall of the tasks to do thief and mesmer are the best class for roaming . roaming is not only killing 1 vs1 .. but it is also ... escaping when you can not win ...

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I'm currently having fun and being very successful as a survivalist Trap Druid focused into healing/condition/vit/toughness...

 

Can beat most classes easily, resistance spam warrior on the other hand is a little tough but can be kited with staff. The key is getting someones attention, running away and getting them to hit your traps then coming back to lay out the stuns and fears before they can cleanse or react properly.

 

You can also play games with people, pull out a merchant and pretend to afk on your traps. Someone always comes and attacks or laying traps on route to a sentry near a sentry, the traps hit someone and down them, the npc gets the kill and you're on the other side of the map

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> @"sephiroth.4217" said:

> I'm currently having fun and being very successful as a survivalist Trap Druid focused into healing/condition/vit/toughness...

>

> Can beat most classes easily, resistance spam warrior on the other hand is a little tough but can be kited with staff. The key is getting someones attention, running away and getting them to hit your traps then coming back to lay out the stuns and fears before they can cleanse or react properly.

>

> You can also play games with people, pull out a merchant and pretend to afk on your traps. Someone always comes and attacks or laying traps on route to a sentry near a sentry, the traps hit someone and down them, the npc gets the kill and you're on the other side of the map

 

Hah. Hilarious! [i did stuff like that years ago.](http://s10.postimg.org/k6sue4ivt/stalkingprey.jpg "s10.postimg.org/k6sue4ivt/stalkingprey.jpg")

Not so much since the expansions came out and ranger traps are actually _worse_ than they were (trap-throw nerf, spike trap nerf, trapper rune nerf, general power creep etc).

 

~ Kovu

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> @"Kovu.7560" said:

> > @"sephiroth.4217" said:

> > I'm currently having fun and being very successful as a survivalist Trap Druid focused into healing/condition/vit/toughness...

> >

> > Can beat most classes easily, resistance spam warrior on the other hand is a little tough but can be kited with staff. The key is getting someones attention, running away and getting them to hit your traps then coming back to lay out the stuns and fears before they can cleanse or react properly.

> >

> > You can also play games with people, pull out a merchant and pretend to afk on your traps. Someone always comes and attacks or laying traps on route to a sentry near a sentry, the traps hit someone and down them, the npc gets the kill and you're on the other side of the map

>

> Hah. Hilarious! [i did stuff like that years ago.](http://s10.postimg.org/k6sue4ivt/stalkingprey.jpg "s10.postimg.org/k6sue4ivt/stalkingprey.jpg")

> Not so much since the expansions came out and ranger traps are actually _worse_ than they were (trap-throw nerf, spike trap nerf, trapper rune nerf, general power creep etc).

>

> ~ Kovu

 

You should give it another shot, I was doing the same thing, laying traps and waiting around the corners for ganks... Ancient seeds combined with spike trap, flame trap and sharpening stone is almost cruel :lol:

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Perhaps I will. They have buffed sharpening stone, like, 3 times since I last played a condi ranger. Perhaps its viable.

I'll have to invest in a new set of armor though, all of my legendary stuff is on my necro as I'm pretty committed to power specs on my ranger.

I'm going to assume Skirmish 3-3-1, WS 1-2-2, Druid 1-1-3?

 

~ Kovu

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> @"Kovu.7560" said:

> Perhaps I will. They have buffed sharpening stone, like, 3 times since I last played a condi ranger. Perhaps its viable.

> I'll have to invest in a new set of armor though, all of my legendary stuff is on my necro as I'm pretty committed to power specs on my ranger.

> I'm going to assume Skirmish 3-3-1, WS 1-2-2, Druid 1-1-3?

>

> ~ Kovu

 

http://gw2skills.net/editor/?vNAQJAVWjEqQNLWuCurAVLWcEsmGQmrDwEAmcVO4k6TNrC

that has the traits, utilities and weapons that I've been using... Not sure what viability means now in WvW but I can get kills and run away like a pro for a fast refresh with troll heal and rejuvenating tides lmao

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> @"Artaz.3819" said:

> Real list as someone who does 98%+ solo roam in WvW as of today's mix since I got bored of zerg play a year ago:

>

> 1. Spellbreaker - must be GS + Axe (or Dagger)/Shield. Freekin' broken in both playing and against. The only downside is really telegraphed skills but still works 95% of the time against any similar situation that would be a loss.

> 2. Condi Mirage - it's a lot like Chrono Condi to be honest but more frequent pressure burst

> 3. DD Thief

> 4. Soulbeast - two variants/both solid in solo roaming

> 5. Close is Druid and Power Mirage (for different reasons)

> 6. Firebrand (and DH) is #1 or 2 if defending camps/opponent is committed.

> 7. Scourge/Power Reaper is fine if full life force - otherwise ...

>

> Nearly no one plays Weaver (cause it falls over with any boon strip) and honestly isn't fun to play (for me), very rarely you'll see a Holosmith stealth/burst PvP build, Rev is a team build type and basically only works against condi spam because of Mallyx counter. Of these 3, you'll see more Zerg based Guardians doing solo which means they are all extremely rare.

>

> Engineer/Holosmith isn't as horrible as people make it out to be. It's not bad - it's just Spellbreaker/Scourge/Firebrand/Mirage/etc. outperform it.

>

> DD Thief D/P is still my favorite from a challenge/counterplay standpoint. Plus it's the most active feeling and spends the least amount of time getting from point A to B. This also means you pick 90% of the fights you are in or out of.

>

 

For **solo **raoming. Spellbreaker cannot be number 1 for sure, too ez to kite as a ranger/engi/mirage.

The real ranking should be:

1. Mirage, both condi and power, no argue. This class is just broken, evade breaks stun wtf. Maybe next elite will have evade healing + stealth + confi removal and 2000 dmg.

2. Soulbeast, needs to be skilled. A skilled SB is nearly god, but cannot beat Mirage at the same skill level.

3. Holo

4. Skilled thief, all major builds are ok

5. Spellbreaker

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> @"Demon.6743" said:

> > @"Artaz.3819" said:

> > Real list as someone who does 98%+ solo roam in WvW as of today's mix since I got bored of zerg play a year ago:

> >

> > 1. Spellbreaker - must be GS + Axe (or Dagger)/Shield. Freekin' broken in both playing and against. The only downside is really telegraphed skills but still works 95% of the time against any similar situation that would be a loss.

> > 2. Condi Mirage - it's a lot like Chrono Condi to be honest but more frequent pressure burst

> > 3. DD Thief

> > 4. Soulbeast - two variants/both solid in solo roaming

> > 5. Close is Druid and Power Mirage (for different reasons)

> > 6. Firebrand (and DH) is #1 or 2 if defending camps/opponent is committed.

> > 7. Scourge/Power Reaper is fine if full life force - otherwise ...

> >

> > Nearly no one plays Weaver (cause it falls over with any boon strip) and honestly isn't fun to play (for me), very rarely you'll see a Holosmith stealth/burst PvP build, Rev is a team build type and basically only works against condi spam because of Mallyx counter. Of these 3, you'll see more Zerg based Guardians doing solo which means they are all extremely rare.

> >

> > Engineer/Holosmith isn't as horrible as people make it out to be. It's not bad - it's just Spellbreaker/Scourge/Firebrand/Mirage/etc. outperform it.

> >

> > DD Thief D/P is still my favorite from a challenge/counterplay standpoint. Plus it's the most active feeling and spends the least amount of time getting from point A to B. This also means you pick 90% of the fights you are in or out of.

> >

>

> For **solo **raoming. Spellbreaker cannot be number 1 for sure, too ez to kite as a ranger/engi/mirage.

> The real ranking should be:

> 1. Mirage, both condi and power, no argue. This class is just broken, evade breaks stun kitten. Maybe next elite will have evade healing + stealth + confi removal and 2000 dmg.

> 2. Soulbeast, needs to be skilled. A skilled SB is nearly god, but cannot beat Mirage at the same skill level.

> 3. Holo

> 4. Skilled thief, all major builds are ok

> 5. Spellbreaker

 

what aspect of roaming is your list made about? 1 on 1 encounter/1vs X encounters/flipping stuff/ binding opponents ? cause i dont understand how thief is on 4th place, especially behind a holo..

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> @"MUDse.7623" said:

> > @"Demon.6743" said:

> > > @"Artaz.3819" said:

> > > Real list as someone who does 98%+ solo roam in WvW as of today's mix since I got bored of zerg play a year ago:

> > >

> > > 1. Spellbreaker - must be GS + Axe (or Dagger)/Shield. Freekin' broken in both playing and against. The only downside is really telegraphed skills but still works 95% of the time against any similar situation that would be a loss.

> > > 2. Condi Mirage - it's a lot like Chrono Condi to be honest but more frequent pressure burst

> > > 3. DD Thief

> > > 4. Soulbeast - two variants/both solid in solo roaming

> > > 5. Close is Druid and Power Mirage (for different reasons)

> > > 6. Firebrand (and DH) is #1 or 2 if defending camps/opponent is committed.

> > > 7. Scourge/Power Reaper is fine if full life force - otherwise ...

> > >

> > > Nearly no one plays Weaver (cause it falls over with any boon strip) and honestly isn't fun to play (for me), very rarely you'll see a Holosmith stealth/burst PvP build, Rev is a team build type and basically only works against condi spam because of Mallyx counter. Of these 3, you'll see more Zerg based Guardians doing solo which means they are all extremely rare.

> > >

> > > Engineer/Holosmith isn't as horrible as people make it out to be. It's not bad - it's just Spellbreaker/Scourge/Firebrand/Mirage/etc. outperform it.

> > >

> > > DD Thief D/P is still my favorite from a challenge/counterplay standpoint. Plus it's the most active feeling and spends the least amount of time getting from point A to B. This also means you pick 90% of the fights you are in or out of.

> > >

> >

> > For **solo **raoming. Spellbreaker cannot be number 1 for sure, too ez to kite as a ranger/engi/mirage.

> > The real ranking should be:

> > 1. Mirage, both condi and power, no argue. This class is just broken, evade breaks stun kitten. Maybe next elite will have evade healing + stealth + confi removal and 2000 dmg.

> > 2. Soulbeast, needs to be skilled. A skilled SB is nearly god, but cannot beat Mirage at the same skill level.

> > 3. Holo

> > 4. Skilled thief, all major builds are ok

> > 5. Spellbreaker

>

> what aspect of roaming is your list made about? 1 on 1 encounter/1vs X encounters/flipping stuff/ binding opponents ? cause i dont understand how thief is on 4th place, especially behind a holo..

 

1 on 1 encounter

1vs X encounters

mostly.

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> @"Demon.6743" said:

> > @"MUDse.7623" said:

> > > @"Demon.6743" said:

> > > > @"Artaz.3819" said:

> > > > Real list as someone who does 98%+ solo roam in WvW as of today's mix since I got bored of zerg play a year ago:

> > > >

> > > > 1. Spellbreaker - must be GS + Axe (or Dagger)/Shield. Freekin' broken in both playing and against. The only downside is really telegraphed skills but still works 95% of the time against any similar situation that would be a loss.

> > > > 2. Condi Mirage - it's a lot like Chrono Condi to be honest but more frequent pressure burst

> > > > 3. DD Thief

> > > > 4. Soulbeast - two variants/both solid in solo roaming

> > > > 5. Close is Druid and Power Mirage (for different reasons)

> > > > 6. Firebrand (and DH) is #1 or 2 if defending camps/opponent is committed.

> > > > 7. Scourge/Power Reaper is fine if full life force - otherwise ...

> > > >

> > > > Nearly no one plays Weaver (cause it falls over with any boon strip) and honestly isn't fun to play (for me), very rarely you'll see a Holosmith stealth/burst PvP build, Rev is a team build type and basically only works against condi spam because of Mallyx counter. Of these 3, you'll see more Zerg based Guardians doing solo which means they are all extremely rare.

> > > >

> > > > Engineer/Holosmith isn't as horrible as people make it out to be. It's not bad - it's just Spellbreaker/Scourge/Firebrand/Mirage/etc. outperform it.

> > > >

> > > > DD Thief D/P is still my favorite from a challenge/counterplay standpoint. Plus it's the most active feeling and spends the least amount of time getting from point A to B. This also means you pick 90% of the fights you are in or out of.

> > > >

> > >

> > > For **solo **raoming. Spellbreaker cannot be number 1 for sure, too ez to kite as a ranger/engi/mirage.

> > > The real ranking should be:

> > > 1. Mirage, both condi and power, no argue. This class is just broken, evade breaks stun kitten. Maybe next elite will have evade healing + stealth + confi removal and 2000 dmg.

> > > 2. Soulbeast, needs to be skilled. A skilled SB is nearly god, but cannot beat Mirage at the same skill level.

> > > 3. Holo

> > > 4. Skilled thief, all major builds are ok

> > > 5. Spellbreaker

> >

> > what aspect of roaming is your list made about? 1 on 1 encounter/1vs X encounters/flipping stuff/ binding opponents ? cause i dont understand how thief is on 4th place, especially behind a holo..

>

> 1 on 1 encounter

> 1vs X encounters

> mostly.

 

well yes in 1 on 1 ecounters depending on opponent thief is not allways the fastest, 1 vs 2-3 thief would need more aoe preassure to finish them faster. but against more opponents thiefs stealth and execute skill will make him stronger. and thief is the class that can escape the best i think, wich is also very important and basically due to that a thief will only die if he fails. that is mostly the reason why i every time i try to go roaming on another class will go back to thief after a short time. because there will be the time i face 6-7 noobs and i know i would have killed some of them and escaped or killed all of them on thief, while i struggled with other class.

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> @"MUDse.7623" said:

> that is mostly the reason why i every time i try to go roaming on another class will go back to thief after a short time. because there will be the time i face 6-7 noobs and i know i would have killed some of them and escaped or killed all of them on thief, while i struggled with other class.

 

I think that's more because you're not as good with other classes. I'd rate both engy and war WAAAAY better than thief in 1vX situations.

 

The only thing thief has going for it in every roaming situation is the ability to flee.

 

 

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> @"Fluffball.8307" said:

> > @"MUDse.7623" said:

> > that is mostly the reason why i every time i try to go roaming on another class will go back to thief after a short time. because there will be the time i face 6-7 noobs and i know i would have killed some of them and escaped or killed all of them on thief, while i struggled with other class.

>

> I think that's more because you're not as good with other classes. I'd rate both engy and war WAAAAY better than thief in 1vX situations.

>

> The only thing thief has going for it in every roaming situation is the ability to flee.

>

 

i said the superior escape potential of thief is the reason i keep roaming on thief and you talk about my ability to play other classes while you even agree with thief being able to allways escape...

if there are too many opponents, that would actually rez each other, there is no point in attacking them when they are too close to each other , cause even with oneshot they will rez faster than you will stomp. thief can bypass the downstate with final blow or can split the opponents easily with a little stealth play, they dont even have to run far from each other, just enough that they will try to interrupt your stomp instead of rezzing. against little groups of 2-4 a warrior can still kill people, but if he has like 7-8 or more their random spamm is so strong, it will be very unlikely that the warrior escapes. while thief can bypass their spamm with stealth, alot of opponents need quite a while to attack ones you are out of stealth again. 1 vs 2/3/4 bad opponents warrior might be faster in killing them as said above but if it gets more or an opponent with higher skill level joins the fight were you already are outnumbered, then a thief will be able to handle the situation AND get kills better.

 

but hey some say everytime i stealth for more then 2 seconds i lost the fight or when i kill a group of opponents by splitting them and 'kiting' the group with stealth while i focus one target, that this is multiple 1 on 1s chained together. if you see it like that, then yes thief is weaker for such fights. but in the end there is a dead group and a living thief. and i really dont care about won or lost encounters by player definitions only about kills and deaths.

 

oh and people who die 5 vs 1 warrior, would easily die to a evade spamm condi thief aswell..

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> @"MUDse.7623" said:

> > @"Fluffball.8307" said:

> > > @"MUDse.7623" said:

> > > that is mostly the reason why i every time i try to go roaming on another class will go back to thief after a short time. because there will be the time i face 6-7 noobs and i know i would have killed some of them and escaped or killed all of them on thief, while i struggled with other class.

> >

> > I think that's more because you're not as good with other classes. I'd rate both engy and war WAAAAY better than thief in 1vX situations.

> >

> > The only thing thief has going for it in every roaming situation is the ability to flee.

> >

>

> i said the superior escape potential of thief is the reason i keep roaming on thief and you talk about my ability to play other classes while you even agree with thief being able to allways escape...

> if there are too many opponents, that would actually rez each other, there is no point in attacking them when they are too close to each other , cause even with oneshot they will rez faster than you will stomp. thief can bypass the downstate with final blow or can split the opponents easily with a little stealth play, they dont even have to run far from each other, just enough that they will try to interrupt your stomp instead of rezzing. against little groups of 2-4 a warrior can still kill people, but if he has like 7-8 or more their random spamm is so strong, it will be very unlikely that the warrior escapes. while thief can bypass their spamm with stealth, alot of opponents need quite a while to attack ones you are out of stealth again. 1 vs 2/3/4 bad opponents warrior might be faster in killing them as said above but if it gets more or an opponent with higher skill level joins the fight were you already are outnumbered, then a thief will be able to handle the situation AND get kills better.

>

> but hey some say everytime i stealth for more then 2 seconds i lost the fight or when i kill a group of opponents by splitting them and 'kiting' the group with stealth while i focus one target, that this is multiple 1 on 1s chained together. if you see it like that, then yes thief is weaker for such fights. but in the end there is a dead group and a living thief. and i really dont care about won or lost encounters by player definitions only about kills and deaths.

>

> oh and people who die 5 vs 1 warrior, would easily die to a evade spamm condi thief aswell..

 

I agree, chained 1v1 is different from kiting a group apart and kill. Apparently the later needs more tactical thinking. But I still think Mirage and Soulbeast did a little better than thief. The Holo is strong because the elixir s cleave is unstoppable, but it depends on situation. Maybe adjust the list to something like:

1. Mirage

2. Souldbeast

3. Thief = Holo

4. Spellbreaker

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