Work in progess. I don't like pure damage...utility skills make for more interesting gameplay. Otherwise it's caveman like: whoever has the bigger spike/club/hammer wins.
- 1 Damage
- 2 Overview
- 3 Method of weapon / skill selection
- 4 Infusion
- 5 Life Infusion
- 6 Vital Infusion
- 7 Unchosen Adventurer to complete Heavy+Medium+Light Armor class
- 8 Confusion Infusion
- 9 Aesthetics
- 10 Credits
- Human most likely just for the nostalgia of the areas.
- Sylvari because of the amount of aesthetic detail, even if the Grasping Roots racial skill is not impressive
- Norn for Guardian to make up for low HP. Also it's much more convincing to be a Guardian if you're a hulking Norn rather than a small Asura or Sylvari...Charr don't seem the "protective" type. Logan Thackarey (i.e. Human) isn't as convincing as a Norn with a mace. He'd probably cry if he got a scar from front-lining: he looks like a Calvin Klein model and not a battle-hardened warrior (even if Edge of Destiny depicts him as a gladiator). Right now the aesthetic difference between humans and Norn is "Norn are big [larger, rather] and have a tattoo".
- Asuran Necro for Golems and "colleges" ; Asuran Thief looks more deadly than Charr.
- Not a big fan of charr (both lore and racial skill-wise). Unlikely to make a warrior.
Seems that there is 5 slots to begin with (enough for one of each race) according to Beta coverage.
- Elementalist* - Human --> Prayer to Dwayna racial skill (makes up for Ele heals)
- Necromancer* - Sylvari/ Asura --> Golem Battlesuit
- Guardian* - Norn / Human ? --> Bear increases HP , Hounds of Balthazar adds damage and more bodies on the field; probably won't be worth taking over Sanctuary
- Warrior - Charr --> Battle Roar?
- Engineer* - Asura / Charr
- Thief* - Asura / Sylvari --> Grasping Roots?
- Ranger - Sylvari / Charr / Norn ... Human + Asura value civilization and buildings
Method of weapon / skill selection
In an attempt to make each class choice more "flavorful" I will elect to use whatever weapon and utility skills will grant the most significant effects not replicated by other classes (i.e. abilities/effects unique to that class).
For example, Death Shroud and minions are unique to Necromancers. Spot heals are and spell-based launch are unique to Elementalists. Blocking/stability (i.e. anti-knockdown) is unique to Guardians.
| char-name = Infusion | char-race = Human | char-gender = Male | char-profession = Elementalist | profession-q = Water | personality-q = Dignity | race-q1 = Commoner | race-q2 = Dead Sister | race-q3 = Dwayna | char-birth = | char-guild = | char-craft-1 = | char-craft-2 = | char-info = A descendant of my Ether Renewal ER protter / Ether Prodigy GvG Heal Party spammer. Eles have no weapon swaps so it will probably be cheaper to start with... | weapon-skill-1 = Vapor Blade | weapon-skill-2 = Shatterstone | weapon-skill-3 = Frozen Ground | weapon-skill-4 = Frozen Burst | weapon-skill-5 = Geyser | healing-skill = Signet of Restoration | utility-skill-1 = Conjure Frost | utility-skill-2 = | utility-skill-3 = Signet of Earth | elite-skill = Tornado
Full dagger+focus skills:
Geyser is a powerful skill offensively and defensively. Launch is only available to warriors.
Frozen Burst / Signet of earth provide immobilize, which is hard to come by. However, Glyph of concentration's counter to most negative conditions (stun, daze, immobilize) may be worth consideration over Signet of Earth's passive protection boon. Energy Shield/Mist Form are also contenders for the utility slot but neither provide any offensive bonuses.
Vaporblade is inferior to Water Blast unless you spec into Improved Vapor Blade trait which makes it into a line of heals between you and the target much like Phoenix ("Form a vaporblade that strikes all enemies along its line.". See Healing.
Unlike with a Staff, Dagger + Focus allows for quicker recharges and more offense. Shatterstone is on 4 cooldown right now and Windborne Speed grants Swiftness to allies on 15 cooldown. The difference is targeting and offensive power (Water Blast + Healing Rain + Water Trident with trait versus Vaporblade with trait + Geyser). However, Water Trident is on 20 cooldown and is not going to be use as a ally heal skill, whereas Geyser doubles as damage and area control via launch. If we factor in Glyph of Elemental Storage, Dagger + Focus is more offensive simply because you're allowed one skill stored from another element. That would be Windborne Speed, Flamewall, or Geyser.
If we opt for Staff (i.e. before Vaporblade's heal trait is obtained), Ice Shards needs to be "held" and released (i.e. standing there casting). That means if things get close Water Trident must be used for Knockback. If we store Phoenix,Water Blast + Water Trident (with trait)+ Healing Rain+ Phoenix (Glyph of Elemental Storage) results in a slow, mediocre heal bar. We know healing isn't very strong so why build a bar just for healing? We can opt to go air, which in my opinion is probably the fastest Staff element. Static Field allows for stun (with trait), Lightning Surge allows for blind, Gust emulates Geyser by pushing enemies away.
Scepter isn't every impressive thus far. The utility consists of Healing Wave (PBAOE heal) and Armor of Frost (gives protection), Shocking Aura (PBAOE stun to attackers akin to Static Field but not controlled). Heal-wise Healing Wave will probably be better than Vaporblade, but the line has nothing other than that support-wise. Frozen Ground and Flamewall are probably more powerful effects.
From the videos, Ether Renewal requires standing around casting it to heal (i.e. not doing damage or dodging... thank the "hold and release" usage) so I think Aura of restoration is the better option unless Glyph of Elemental Harmony is going to be impressive (it does have a buff).
Power (might boon) versus Precision. Power seems to be the way to go at the moment, Ele spells don't have additional effects on critical.
"1 major and 2 minor on the main-hand and 2 minor on the off-hand, a staff equips 1 major and 4 minor traits" ... so staff has less traits.
- Scepter: Improved Armor of Frost
- Dagger: Improved Vapor Blade
- Staff: Improved Ice Shards
| char-name = Life Infusion | char-race = Sylvari | char-gender = Female (male if the character aesthetic lends to it) | char-profession = Necromancer | profession-q = Ghostly Wraith | personality-q = Charm | race-q1 = The Shield of the Moon | race-q2 = Where Life Goes. | race-q3 = Dawn | char-birth = | char-guild = | char-craft-1 = | char-craft-2 = | char-info = ... Dagger + Dagger MM Utility Bar | weapon-skill-1 = Necrotic Bite | weapon-skill-2 = Life Siphon | weapon-skill-3 = Dark Pact | weapon-skill-4 = Enfeebling Blood | weapon-skill-5 = Mark of Blood | healing-skill = Summon Blood Fiend | utility-skill-1 = Corrupt Boon | utility-skill-2 = Bone Fiend | utility-skill-3 = Shadow Fiend | elite-skill = Plaguelands
Staff MM Utility Bar
Dagger allows collection of Life Force to get the most mileage of Death Shroud. Necrotic Bite when equipped with Necrotic Dagger trait becomes ranged. Dagger allows for Bleeding (Dark Pact).
Bleeding is easily obtained with axe's "autoattack" skill (0 recharge), Unholy feast is easy cripple
Offhand dagger allows for Mark of Blood, which is offensive (damage) and defensive (regeneration boon). Enfeebling Blood also supplies weakness that can be gotten from staff.
It's a tradeoff between party support (Mark of Blood) versus Wail of Doom (daze) + Locust Swarm (self defense life steal) via Warhorn. Focus isn't impressive to me: Life Blast is damage...Spinal Shivers just gives Vulnerability on a long 50sec recharge.
Staff has Vulnerability (Reaper's Mark with Reaper's Embrace trait), Weakness + Swiftness Boon (Reaper's Touch), Chill and Poison (Chilblains ...also Weakness if Winter's Atrophy trait but that's redundant with Reaper's Touch), condition transfer (Putrid Mark). There's a damage versus reliability trade-off in Soul Vision (Your staff attacks will track their targets.) versus Staff Mastery (Your staff attacks do more damage). I don't know about you, but Soul Vision sounds more necro flavored and unless that Staff Mastery adds huge damage (listed at 10% currently) I'd pick Soul Vision.
Scepter gives Poison, rip effects (Feast of corruption) with more consistency than the Corrupt Boon utility skill, cripple (Grasping dead).
The oddity is Plague Signet. Sure it has a passive, but why bother when you have Putrid Mark to transfer conditions?
Bone Fiends' immobilize is less effective against warriors with Unyielding Pace trait (-50% immobilize).
Poison and bleeding both stack, but their effectiveness cannot be determined right now. For this reason, I cannot cast an effective preliminary judgment on Scepters and Axes. I have a feeling Axes are out of the question for my playstyle though.
"Main-hand weapon has the major and a minor trait, the off-hand item the other minor trait"
- Soul Stealer
- Plague Signet instead of Shadow Fiend for condition heavy areas, in conjunction with Death Shroud's Deathly Swarm/Plague Strike
- Inspired by Killeen
- Going off http://www.guildwars2guru.com/forum/pax-east-base-armor-health-t17906.html?t=17906 , added armor is a good thing
| char-name = Vital Infusion | char-race = Norn | char-gender = Undecided | char-profession = Guardian | profession-q = Visionary's scarf | personality-q = Dignity | race-q1 = Instinct | race-q2 = Revenge | race-q3 = Bear | char-birth = | char-guild = | char-craft-1 = | char-craft-2 = | char-info = Descendent of Monk ; contemplated Mace & Shield set (see Penitent Reward with Faithful Strike on True Strike -> Pure Strike->Faithful Strike combo + Protector's Strike / Protector's Smash with Devout's Protection) but aesthetically inferior... | weapon-skill-1 = True Strike | weapon-skill-2 = Symbol of Wrath | weapon-skill-3 = Protector's Strike | weapon-skill-4 = Shield of Judgment | weapon-skill-5 = Shield of Absorption | healing-skill = Shelter | utility-skill-1 = Hammer of Wisdom | utility-skill-2 = "Stand Your Ground!" | utility-skill-3 = Smite Condition | elite-skill = Sanctuary
Mace would be superior if Protector's Strike has a profound effect. Sword is more defensive via Zealot's Defense + blind from Flashing Blade. However, since blind only affects one attack and Flashing Blade is on 15 cooldown, Mace will probably be the superior weapon offensively and utility-wise.
Compare mace and sword here: Skill bar maker
The only real motivation to use staff is Symbol of Protection and Line of warding along with the Staff Expertise trait that reduces cooldown. Wave of Wrath with a Mending Wave trait turns into a line of condition removal with 0 recharge. Martyr isn't "wow" when Necromancers have Plague Signet and Putrid Mark for condition control that makes them flip damage onto the opposition rather than plowing through it. Also, I feel it looks dumb when you have a huge armored guy wielding a staff. It's an off-putting aesthetic.
A Hammer guy with no shield might be decent if Symbol of faith did more than regeneration. We know that necros can mess up Boons, err "Corrupt Boon"(s).
- General: Bond of Devotion (You and your allies gain Aegis and Protection.)
- Staff: Mending Wave?
- Sword: Flashing Quickness, Protector's Form
- Mace: Penitent Reward , Devout's Protection
Unchosen Adventurer to complete Heavy+Medium+Light Armor class
Probably Asuran/Sylvari Thief: stealth is pretty interesting and the front-loaded initiative mechanic makes for advanced play. Even if the Asuran are vile and distasteful , making them ideal for necros... learning assassination and thievery via a "college" isn't exactly convincing.
Engineer, because explosives are awesome and so is absorb. Plus it resonates with asuran lore very well. Like the elementalist, it saves on equipment due to having one weaponset in combat and also like the elementalist it has versatility.
| char-name = Unknown at this time | char-race = Asura | char-gender = Male | char-profession = Engineer | profession-q = Multitool | personality-q = Charm | race-q1 = | race-q2 = VALET-123 Golem | race-q3 = Blipp | char-birth = | char-guild = | char-craft-1 = | char-craft-2 = | char-info = College of Synergetics (Synergy > Dynamics and Statics) ... | weapon-skill-1 = Explosive Shot | weapon-skill-2 = Dart Volley | weapon-skill-3 = Static Shot | weapon-skill-4 = Absorb | weapon-skill-5 = Deploy Ballistic Barrier | healing-skill = Med Kit | utility-skill-1 = Slick Shoes | utility-skill-2 = Flamethrower | utility-skill-3 = Mine Field | elite-skill = Summon Power Suit
- Weapon:Pistol+Shield? ... Absorb
- Healing: Med Kit (because turret is regen-like)
- Weapon kit: Weapon kits can be toggled. Flamethrower's Air Blast seems to have potential, considering Guardians' Wall of Deflection needs a utility slot; Zealot's Defense and Shield of Wrath/Shield of absorption may still be much better.
- Backpack kit: "Backpack kits can be toggled, allowing characters to switch back to their original weapon."
- Flamethrower has burn, blind, exploding napalm (AoE), knockback+interrupt, pull for making mines more effective
- Bomb Kit (burning, daze, blind, immobilize, launch using tool belt ability) and Grenade Satchel (blind, bleed, chill, poison) give AoEs
- Mine Kit allows for Flamethrower/Bomb/Mine/Grenade to be used with minimal switching
- Turrets may be more useful than mines for area control since you set it and then leave it
- This may turn out not an asura if I can't stand the look of them.
- originally my GW1 hex necro's name
- Scepter is a must , probably with Pistol or Sword but torch is another option
- Greatsword is also a possibility but it's more of a might boosting weapon
- Mirror - reflect projectiles + heal
- Null Field - Guardians and Necros beware.
- Blink - stun breaker
- Mimic - redirect incoming projectileSignet of domination - stun
- Mantra of Distraction is also appealing , but not so much when using Sword which has Counter Blade , like all Mantras it is precast for about 3 seconds
- Moa Morph is probably not as strong as Time Warp in WvW and PvE, simply because of the amount of enemies
I suspect Domination (Power) will be the main trait for Greatsword users and people relying on anything stun/daze (condition duration), while Illusions will be paramount for condition users (staff/scepter). Malicious Sorcery is a Inspiration trait that I don't find to be very strong since it gives the equivalent of 5 points in Illusions.
Confusion is a reactive condition that is similar to Empathy/VoR in GW1 so relying on it as the sole condition is gimmicky /weak and it benefits most from Illusion's malice boost as well as Signet of Domination
- Norn: Guardian (male), although the spikey things look odd
- Norn: engineer (female)
- Charr: just not feeling them... hunchback posture and all but the male warrior is pretty well designed
- Human: thief (male), engineer which looks more like ranger (male) , guardian (male)
- Human: engineer which looks more like ranger (female), guardian (female)
- Asura: thief
Things that look absolutely ridiculous: male Norn thief, Norn mesmer, male Norn Ranger, Charr Guardian, every mesmer, every elementalist
I feel like I will be rolling Sylvari elementalist now and substituting the Guardian or Engineer for human instead of Asura.
Beta has 5 slots so it is easy for me profession wise: Sylvari, Human, Norn and omitting Asura, Charr allows an overlap of 2 races (only 1 if I go by the 4 professions I pick). My necro must be Sylvari though.