User:Binary/guidedrafts

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Just a page where I put any guides I'm working on until they're polished enough and I find somewhere to put them.


Auramancer Kiting Build/Rotation for Deimos[edit]

Weapon: Staff Stats: Magi/Clerics (Toughness high but below tank) or Minstrels Food: Rice Ball/Magnanimous Tuning Crystal or Mussels Gnashblade/Magnanimous Tuning Crystal (More durable) Runes: Monk Runes or Durability/Scrapper Runes (More durable) Sigils: Sigil of Renewal, Sigil of Transference

Heal: Glyph of Elemental Harmony Utilities: "Flash-Freeze!", Mist Form, Arcane Shield Elite: Rebound

Traits: Water 133 Earth 333 Tempest 323


Skills: Beginning: Help hold prides at the start with Earth #5, Earth Overload, Water #4 and Flash-Freeze. When chains are close to breaking, save earth overload.

Kiting: While in earth, walk backwards away from hands when they're spawning. While in water, strafe away. If weak, strafe or run away to minimize damage.

Rotation: Earth Overload As soon as you've taken some damage, Flash-Freeze As soon as you've taken a little more damage, Magnetic Aura If Arcane Shield/Mistform is up, you may use your heal anytime as needed When Earth Attunement has ~10 seconds left, cast Eruption at your feet and swap to Water Cast Water #4 on the Eruption Cast Water #3 and #5 if additional healing is needed When Earth Attunement is available, switch back to Earth Repeat

Blasts (Mind crush): Soon after you hear Saul shout, "Stand in the ward, quickly!" activate either: Arcane Shield then Mist Form, or Rebound! If you used Rebound, be ready as soon as the blast hits to use your heal and Eruption/Swap to water if needed Try to activate these skills early in the charge-up so that they'll be properly recharged by the next one You can tell when the next blast is coming because arcane shield or rebound will be nearly recharged, try to be in earth for the blast This is so that your heal will grant prot and you can swap to water for another big heal

Generally I was able to autoattack Deimos with water to help provide a little support healing, but autoattacking the ground in case of emergency is viable. The goal of sitting in earth so much is that you can't be critically hit, so the incoming damage is much more steady and you won't get suddenly burst down. If you do get downed, wait for hands to finish spawning and just as they're about to stop mist form in to get rezzed.


Rev Healer Kiting Build/Rotation[edit]

Note that the strategy described here is to get stacks of all five hands. To make it easier, you can use the block skills earlier and only stack 3-4 hands, then step to the side for the last ones.

  • Weapons: Sword/Sword Staff
  • Equipment Stats: Magi/Clerics (Toughness high but below tank) or Minstrels
  • Food: Rice Ball/Magnanimous Tuning Crystal or Mussels Gnashblade/Magnanimous Tuning Crystal (More durable)
  • Runes: Monk Runes or Scrapper Runes (More durable)
  • Sigils: Sigil of Renewal, Sigil of Transference (Or Superior Sigil of Transference/Major Sigil of Transference for more group healing)
  • Legends: Dragon/Centaur
  • Traits: Salvation 331 Retribution 233 Herald 212

Skills: Beginning: If you want to contribute, can spam Centaur's Natural Harmony for ally alacrity and use sword #2 to help slow Prides

When hands spawn and you have no block, strafe around the edge to avoid them. Note that hands spawn at the same rate that they deal damage, so you can track the spawns by the hits/Block messages.

Here's my recommended rotation for hands:

  • If you think you might forget to hold a direction while dodging, face so your back is along the edge (Then when you dodge you won't go over the edge)
  • Start on sword/sword, wait for just before the third stack spawns and then use Duelist's Preparation. Right before the fifth stack spawns, dodge.
  • Swap to staff, wait for just before the third stack spawns and then use Warding Rift. Use Renewing Wave if needed for a small heal (If your tablet isn't on you)
  • Repeat for each set of hands.

When mind crush begins:

  • Swap to Glint
  • Activate Facet of Light, Facet of Chaos and Facet of Nature
  • Wait a few seconds, then activate Infuse Light for a full heal
  • Swap back to Centaur when you can
  • Activate One with Nature (F2) to stop its drain on your energy

Keep moving the tablet back and forth across yourself for free healing and prot, use Natural Harmony to get blocks back faster and provide larger heals.

  • Advanced strategy: Put the tablet on the group and use Natural Harmony (They benefit more from alacrity) and get topped up from the druids using CA #3 on you

Be careful if you get weak, Soothing Bastion will interrupt whatever you're doing. Generally will save you, but could cause problems if you're not ready for it.

Note that your tablet is a large heal, if Saul starts to get weak near the end of the fight you can park it on him and then just move off hands sooner (Rather than trying to stack them) to heal Saul from the Prides.


Raid Squad Composition[edit]

First, bear in mind that everything is optional, especially for initial runs. Otherwise, the buffs that add the most value are noted as being important.

This guide is divided into three sections: Buffs, Boons, and what each class/spec can bring.

The primary thing to keep in mind when putting together a squad is the target cap of skills. Most ally-affecting skills only hit five targets, which is why the 5/5 squad became so popular - boon applications prioritize allies within your squad first, then allies outside of it based on proximity, so a leader should make sure there's good boon coverage based on those rules.

Key Buffs[edit]

These are the raid relevant skills that have been updated to have a 10 target cap, so it doesn't matter which squad the user is in:

These skills come from two classes: Rangers and Warriors. Because of the ability to boost the entire raid with just one skill, these are all considered important - though Grace of the Land simply provides Might so can be optional, which will be discussed below.

Any type of Ranger can bring the spirits, and any type of Warrior can bring the two banners. Stone Spirit is only important if protection is needed. It's common to have one healing druid who focuses on GotL for Might and sacrifices two utilities to bring Frost and Sun Spirit, so other Rangers can run dps utilities.

These are the raid relevant buffs that have a 5 target cap:

Key Boons[edit]

Quickness The primary source of Quickness is usually the Chronomancer. Most fights benefit from having two in the group, but some don't benefit very much. To determine how many you want, identify how often the full group is receiving the buffs. If they're often scattered (Vale Guardian, Cairn, Sabetha) then bringing only one Chronomancer doesn't reduce the effectiveness of the group much. In general, if only one Chronomancer is along they should run Time Warp to greatly increase the raid-wide Quickness. Note that Firebrands can also supplement Quickness, and certain Revenants can support alacrity.

Might Grace of the Land from a boon duration Druid can cover Might for an entire raid, but since it's on a fairly small radius it's good to have supplementary Might available. DeadEye is another build that can be run to provide Might for the full raid. Keep an eye on Might levels across the raid, and if needed ask some of the other classes that can provide the boon to add it to their setups.

Fury There's no source of Fury that will cover the entire group from one source, but there are many sources available. Druid is able to provide permanent fury within a squad, and Chronomancers using Signet of Illusions often help maintain it once it gets started. Other sources are discussed below.

Protection It's often valuable to have a source of Protection along. For permanent coverage on the group the only option is a Stone Spirit from a Ranger. There's many sources that can be used within squads though, noted below.

Classes[edit]

These are the boons (and support) available to different classes that a leader should be aware of. Note that "no boons" means "no relevant shared boons", it does not mean the class has no boons available.

  • Chronomancer: All boons due to Signet of Inspiration, high CC with Signet of Humility and Tides of Time, high Alacrity, has to choose between the CC and Quickness if running Time Warp. Temporal Curtain should be used to group trash or help with other pulls as needed. Distort is a key defensive ability that is shared with the group.
  • Mesmer (Power/Condi or Mirage): DPS, low CC. Could be asked to run Signet of Inspiration to help with squad boons at a small loss of damage, can run Signet of Humility for a very long CD burst of high CC.
  • Engineer (All builds): DPS, medium CC, Pinpoint Distribution is available in all setups. Immobilize generally available.
  • Necromancer Power (All builds): DPS, high CC (Flesh Golem). Can sacrifice some DPS to trait blood for rez support with Transfusion.
  • Necromancer Power: DPS, low Might, medium CC. Can sacrifice DPS for very high CC by running Flesh Golem. Can sacrifice some DPS to trait blood for rez support with Transfusion.
  • Support Scourge: Medium healing (Additional Barrier), high Might (If set up for boon duration, can be more dps focused), very high CC (Flesh Golem), always runs Transfusion
  • Support Auramancer (Tempest): high healing, depending on group needs can run one of Arcane Resurrection (Very strong revive support), Elemental Shielding (Medium Protection) or Zephyr's Boon (Medium Fury). Has some Immobilize available in Earth.
  • Support Druid: Medium healing, if set up with boon duration can provide 25 Might to the entire group, very high Fury within their squad from offhand Warhorn and/or Juvenile Tiger, high CC (Celestial avatar, pet swap), Glyph of Empowerment, often has space to bring Frost, Sun or Earth Spirits. Immobilize available.
  • Healing Revenant (Glint): High healing (Radius is small so it can be hard to maintain it), high CC (Surge of the Mists, Chaotic Release), Assassin's Presence, can bring Fury/Might within squad from Glint skills, can run Natural Resonance for small loss in effectiveness
  • Healing Renegade: High healing (Higher than Glint rev), high CC, high Alacrity
  • Power Revenant (Glint): DPS, high CC (Same options as Healing Revenant, loses DPS on weapon swap but no DPS loss to have it available), can run Natural Resonance for small loss in effectiveness, can bring Fury/Might within squad from Glint skills
  • Condi Renegade: DPS, can bring medium alacrity at a loss of dps, medium CC
  • Condi Firebrand: DPS, high quickness, medium CC
  • DPS DH: DPS, medium CC, can lower DPS to bring more CC
  • Thief (Any role): DPS, high CC (Basilisk Venom, some have more). Deadeye provides full group Might, can trait to provide Fury on steal at a loss of personal DPS.
  • Warrior (Any role): DPS, medium CC (Power can reach high CC at the loss of dps), full group Banners, Empower Allies, if PS provides medium Might. Berserker has Immobilize available from mainhand sword burst.
  • Condi Soulbeast: DPS, low CC, can run Spirits for a loss of DPS, Immobilize available.
  • DPS Ele (Weaver, Tempest): DPS, low CC, can get higher CC but loses a lot of DPS or has to run Ice Bow.