Guild Wars 2: The Unofficial Profession Guide
Basically doing events in any of the HoT maps, with or without elite spec. I've noticed that many classes are based off of their endgame viability - Warriors great in fractals and dungeons but fairly bad in open-world as their personal ranged options and movement skills are terrible.
I know that Eles, with low defense could be considered fairly bad for open world content, while Revenants could be great with Shiro burst and mobility, Hammer covering a large area, and Herald giving passive buffs. This means no power GS reaper! Warriors can just gracefully leap their way through open world. There's also the Warhorn Swiftness buff. And usually headbutt instead of SoR.
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So you are telling us that you don't make use of the Warrior's mobility cause you don't want to? Unfortunately for me, yes. I have Twilight and I need Longbow because when I use double melee weapon sets, some fights I just cannot do enough damage to get credit on, or make it a huge pain the Inquest Mark golem comes to mind , I have no interest in using any other weapons.
How do you have a legendary but have trouble getting credit on world bosses? Do you even hit the boss? I really don't understand. I don't have trouble, it's just not easy to maneuver around the map or fights. I was hoping I could find a class that makes it much easier. Eh, any class will have poor mobility if you don't bring the skills that make them mobile. A staff ele with shouts is pretty darn slow too, that doesn't make eles a slow class in general. Open world is VERY easy, only 2 things will really make a difference: I'm not a specialist in every class, but thief is great at both with shortbow and daredevil.
Ranged AoE spam, endless swiftness and many blinks. For open-world PvE, all of them work well, the main difference is how much swiftness is easy to maintain while moving around. I'm sure this is the same for other classes as well: My Ele is my main and I go through open world content faster with it than my Rev.
It takes a bit more work to maintain swiftness and it is a bit squishier, but that's not an issue if you avoid getting hit. Ele certainly has less durability but warrior? As someone that played warrior since headstart i can tell you they got no durability issues unless you are trying to solo that mushroom in TD: I play in full zerker gear, so many veterans have a move that will take off at least half my health. Dodge doesn't always work. Sounds like the problem is player skill in a class and not the class in itself being weak in general. I survive extremely well in my staff ele with no problem having even soloed a couple of HoT HPs with it, and yet I can't kill a normal mob on my thief.
Does that mean that thief is bad? Nope, just that I'm a bad thief player. As an Ele main I'm rather surprised you've been having trouble getting through HoT. I don't even bother with staff to stay in ranged to avoid damage. It takes practice more than anything. The more you play the faster you'll get. Whirlwind is an extra dodge too, you can stun anything.
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Most veterans wont be able to play against you. Headbutt - dps - dodge - wildblow and greatsword 5 - hit - dodge - any veteran is dead at this point but lets continue - hundred blades - whirlwind if a big attack is coming to dodge - headbutt is ready again - and so on. Is Wildblow better than For Great Justice?
This is my current Warrior build for non-fractal play: Wildblow used with headbutt right after breaks the bars is the main use, it does decent damage and against a wall is a long enough cc on its own. Fury is a bit problematic as solo warrior and fgs does not really help much. You get fury when you enter berserk mode which is all u need to kill a veteran really. I've not used FGJ in forever.
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You should always use headbutt, it is one of your biggest hitting skills. Fills your bar fully as well. I personallo go frenzy wildblow signet of fury headbutt. Frenzy is to break stun after headbutt. And additional quickness and might. Banner of Disc will be better than signet of fury if you are only going for one specific mob. You are doing it wrong. The easiest way to keep permanent swiftness up on a Tempest is to simply start overloading followed by an immediate attunement swap.
Well dunno about specific tier list but I am pretty sure mesmer would be the worst. They have high sustain sure but their dmg is so bad especially for soloing. I'd presume you are talking more solo running than team or zerg? Outside that it's a question of survivability and mobility which again is subjective as you can build or gear out any class to suit such needs. Both zerg and solo. Which is why I brought up that rev hammer is great for AoE while sword is great for single target.
Yeah good points, most classes have the mechanics or weapon choice for both. I tend to find AoE or cone damage superior in most cases in the HoT content, which some classes are better than others at. Once at least one trait is trained in any specialization you may go into the Build tab and equip it into an empty slot.
Traits may also be selected once equipped. Specializations may be swapped freely when not in combat. Specialization slots are unlocked at levels 21, 45, and Level 80 characters will have exactly enough hero points to train all core skills and specializations—completing hero challenges will allow you to train skills and specializations sooner. Excess hero points may be used to train elite specializations.
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In contrast to core specializations, which merely modify how certain skills and effects work, choosing an elite specialization fundamentally changes the way a given profession plays by altering or expanding on the base profession mechanic and providing access to a new weapon , healing skill , elite skill and a set of utility skills of the same skill type. Training an elite specialization is basically the same as a core specialization, however you must be level 80, own the respective expansion , and all core skills and specializations must be fully trained.
Elite specializations gradually unlock the specialization specific traits and skills at the same time—there is no separation of traits and skills. The first trait costs 30 hero points to train, subsequent traits cost 10 points and skills cost 15 points. Upon training the first trait you will also unlock the respective specialization collection.
It costs hero points to fully unlock an elite specialization and all points can only be obtained through completing hero challenges or purchased from a Heroics Notary. Elite specializations can only be equipped in the bottom third specialization slot in the hero panel, which has a faint golden frame around it. Elite specialization exclusive weapons and skills cannot be equipped unless the respective elite specialization is also equipped.
Reward Tracks and Elite Specializations. Retrieved from " https: Grants access to longbows and traps.
Active effects of dragonhunters' virtues gain a more physical presence in the world. Grants access to axes and mantras. Virtues become tomes , allowing usage of several pages before disappearing. Legend channeling and fury. Grants access to shields and the Legendary Dragon Stance , in addition to Facet of Nature , which can be used at any time. Heralds focus on defense and supporting allies with various boons. Grants access to short bows and the Legendary Renegade Stance. Channel Kalla Scorchrazor 's power in battle, drawing upon her spirit to summon members of her warband.
Grants access to torches , rage skills, and Berserk mode which allows the use of primal burst skills. Berserkers focus on fast attacks, adrenaline gain, and burning damage.
Profession
Grants access to daggers and meditations. Spellbreakers can use their adrenaline to perform a full counter, absorbing the next attack against them and damaging surrounding foes.
Tool belt skills, utility kits, and endurance. Grants access to hammers , gyro skills, and Function Gyro to interact with players at a range to revive allies or finish enemies.
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Scrappers focus on reducing incoming damage, supporting allies, and improving Superspeed and lightning fields. Grants access to swords and exceed skills. Holosmiths specialize by projecting light into a semi-solid form and can activate Photon Forge mode, in which they generate heat as skills are used, causing damage to themselves but also improving their utility skills.
Grants access to staves , glyphs , and Celestial Avatar , which changes your weapon skills and the effects of your equipped glyphs while active.