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GW2 Build Directory

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wrote:
Yah, and kudos for that! A collection of in-character builds would be super cool to see. I just thought I'd make that resource known because:
wrote:
deeply hating to spend hours searching on Google for a decent website about builds
No problem, sharing is caring they say!

Anyway, now I'll introduce:

The Almighty


  • Build theme: Might! Might! MIGHT!!!
  • Class: Warrior
  • Build for: Open World PvE, Dungeons, Fractals
  • Build Type: Original and Efficient
  • Build Main Damage Source: Direct Damage
  • Build difficulty: Easy
  • Build Link: MIGHT!!!
  • Build details: MIGHT!! Okay maybe it's enough. If you have a character that is all based on full strength, this is for you. So basically, this is a warrior build made to provide stacks of Might. But not only to you, but to your whole party, thanks to the Phalanx trait. Basically, the Phalanx trait grants Might to allies every time you grant Might to yourself. So from there, everything is made to grant Might all over the place. Swapping weapons? Might thanks to the trait. Reviving someone? Same. Healing spell? You got it. Because you're The Almighty. MIGHT!!!

    Full zerker gears, because why not: we need critics, so better as well deal damage with them. Greatsword grants a stack of Might on critic, so also to your allies. For Great Justice provides the 3 usual stacks of Might, plus the three you granted to yourself, so 6 stacks of Might for your party with just one shout of 25 secs cooldown. Healing signet grants Might on use, 5 stacks, so it's granted to your team in the process. Signet of Rage? Same deal. Sigil on weapons? Grant Might on critic and Might when swapping weapons. Armor runes? Increase Might Duration, give chances to gain Might, and increases damage dealt under the effect of Might.

    Skill rotation? Easy. Drop your banner (more critics means more Might), use For Great Justice, use Signet of Fury, spam your Greatsword skills (keep 4 for dodging if needed or when stacked against a wall and 5 to cure movement impairing conditions), once the adrenaline bar is full switch to the Axe & Mace (which will grant Might thanks to the sigil), apply vulnerability and use the Burst skill for a burst of damage, then switch back to the Greatsword. Rince and repeat. Easy peasy lemon squeezy. MIGHT!!!
Piken Square
Aelius Brightmane | Cailean Angelonia | Evi Velvetpaw | Growl Bladeskin | Kristopher Lockhart | Demolitionist Lhymm | Maelon Amaryllis | Inquisitor Moltenclaw | Bioenhancer Mukhin | Mikael Shineblood | Ichomancer Zhuliss | Sceledrus Irontail | Sulyenn Nightborn | Tilaw Stainsoul | Chronoanalyst Vekk | Vethorn Ulfkelson | Zehim El Khouri
Posted Sep 5, 15 · OP · Last edited Sep 5, 15
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In response to Malister's "Assassin Herald" I'd like to introduce my:
True Assassin Herald
Oh yeah, baby


  • Build theme (if it has one, not obligatory): Martial Artist
  • Class: Revenant
  • Build for: PvE
  • Build Type: Original and Efficient
  • Build Main Damage Source: CRITS!!!
  • Build difficulty: I'd say Medium to Hard
  • Build Link: This is a critical hit
  • Build details: This build is really rather simple in its theory, using it efficiently is another deal.
    The first rule of True Assassin Herald is "Always keep Facet of Darkness" active.
    The second rule of True Assassin Herald is "Always keep Facet of Darkness" active.
    When you do this, the only type of hits you will see are critical hits.
    Your staff is your main weapon and your main damage skill is "Surge of the Mists"
    For extra kick I run with "Facet of Strength" active too, and I trigger the remaining three facets for their activated effect, thus making sure that I regen at least 1 energy per tick.
    Since I usually find myself in the middle of fights (I forget I have a ranged weapon) I also tend to only use Infuse Light as my heal skill and due to the low toughness of the build, it's almost always a 100% heal and perfect damage mitigation.
Ikata.3750

I've too many characters to even list here..
So here's the names of a few:

Torchclaw Cloudfire
Sheila Braidtail
Shaman Cauldronburn
Kyra Whisperwood
Imus Underboot
Kennis Eveningsong
Posted Sep 5, 15 · Last edited Sep 29, 15
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1,138
Pogs:
+1,592
Consecrated Burns


  • Build theme (if it has one, not obligatory): Melting faces in Pvp (works in PvE too)
  • Class: Guardian
  • Build for: PvP
  • Build Type: Efficient (in your opinion a build that is efficient in what it's supposed to do, be it condition damage, direct damage, critics, boons, etc)
  • Build Main Damage Source: Condition
  • Build difficulty: Easy (can be used efficiently on the first trials)
  • Build Link: Burns
  • Build details: Purging Flames is your main burn. It's sick. Make sure to let the hospital know your enemies are coming to the burn ward. Use Chains of Light to root enemies in it. Smite their ass for extra damage and burns.
    Stay at medium range and stay with a teammate for extra teamwork via glorious Feel my Wrath.
    Judge's Intervention is your stun break. Also works for finishing off those pesky moving thieves. And it burns.
    Scepter is your main weapon, although swapping to sword in some cases will save your ass.
    While wielding sword make sure to use the Zealot's Fire (thrown) every time it procs. Use it normally too. The trait activates even if the skill is on cooldown
Ikata.3750

I've too many characters to even list here..
So here's the names of a few:

Torchclaw Cloudfire
Sheila Braidtail
Shaman Cauldronburn
Kyra Whisperwood
Imus Underboot
Kennis Eveningsong
Posted Sep 8, 15 · Last edited Sep 8, 15
Posts:
746
Pogs:
+1,873
This is a build variation of the typical Necro Backline build. It foregoes Vampiric Wells in favor of Transfusion, in order to Spike Heals on the backline and teleport downed Frontliners to (relative) safety so that they can be quickly rezzed without dying to cleaving. Incidently, this build works pretty well against World Bosses too. The build sacrifices only Ferocity for Healing Power.

Necro Backline Supporter


  • Build theme: Necro Healer/Supporter, perfect for more People-oriented Necros and those who enjoy the thematics of Healers overall.
  • Class: Necromancer
  • Build for: Open World PvE, World Bosses, WvW
  • Build Type: 75% Efficiency, 25% Thematics
  • Build Main Damage Source: Direct Damage
  • Build difficulty: Medium (Lack of Stunbreakers, Toughness or Vitality means you're very squishy and easily overwhelmed by CC, so stick to the backline. However, between Death Shroud and plentiful Heals, you can recover from most of it if given the opportunity.)
  • Build Link: Necro is Necro
  • Build details:

    The build itself centers around 2 Things: Supporting the Frontline and Backline through Regular Spike Heals and Rezzing, while dealing a lot of Damage in the downtime. Zealot gear works wonders for this, but as it's expensive you might find yourself running something else (Such as Celestial, which works about as fine, or Cleric with Zerker trinkets).

    Both your Offensive Wells go straight into the enemy's frontline or the under the Boss, preferably while you're in Death Shroud to pretty much gaurantee that they crit. Chosing between Soul Marks and Unyielding Blast comes down to wether you're facing a single Boss or a Zerg. Against Bosses, Soul Marks will do more good, against Zergs you're better off with Unyielding Blast since Necrotic Grasp will supply you with all the Life Force that you'd ever need.

    Spectral Wall goes in front of the Frontliners, after Veil from nearby Mesmers, in order to grant them Extra Protection as they leap into the Fray. It will also strip Stability like no tomorrow if thrown into the middle of the Enemy Zerg, so it can be used offensively as well. That it's unblockable is merely a bonus. Plague is used either as a Last resort, or to push into the Enemy Zerg if you're winning. The Poison and Blind on-deman will severaly cripple any shot they have at a counterattack.

    As for your Support, you offer up 4 Spike Heals for your Allies: Well of Blood, Ritual of Life (Whenever you rezz a fellow player), Life from Death and Transfusion. Life from Death can be spammed by jumping in and out of Death Shroud (Netting about 1.8k-2k everytime), while Transfusion can save the life of several frontliners by teleporting them back to safety, while also Rezzing and Healing for about 5.4k on 5 nearby Allies. Well of Blood will heal you regardless wether you summon it beneath yourself or your Allies, so feel free to summon it in the middle of your Frontline in order to keep them Standing.

    Last but not least, Weapons. Staff will be your bread and butter. It generatos copious amounts of Life Force, while dealing paltry Damage you can however upkeep Perma-Regeneration on your Frontline, which is nothing to scoff at. Reaper's Mark is your best bet for interrupting Stomps and never underestimate the strength of Chillblains' Chill.
    Dagger/Dagger is your fall-back when you need to Heal up, Transfer Conditions and weaken Roamers coming into the Backline looking for easy pickings (Hint: That's you.). Builds Life Force quickly and has many debilitating conditions that can save your day.
    Death Shroud is your main source of Damage. Life Blast stacks might, and stacks Additional Might when the target is below 50% HP. Terror is a great interrupt and Tainted Shackles is good Spike Damage against nearby enemies.
I have too many characters...
Posted Sep 8, 15 · Last edited Sep 9, 15
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Consecrated Burns


  • Build theme (if it has one, not obligatory): Melting faces in Pvp (works in PvE too)
  • Class: Guardian
  • Build for: PvP
  • Build Type: Efficient (in your opinion a build that is efficient in what it's supposed to do, be it condition damage, direct damage, critics, boons, etc)
  • Build Main Damage Source: Condition
  • Build difficulty: Easy (can be used efficiently on the first trials)
  • Build Link: Burns
  • Build details: Purging Flames is your main burn. It's sick. Make sure to let the hospital know your enemies are coming to the burn ward. Use Chains of Light to root enemies in it. Smite their ass for extra damage and burns.
    Stay at medium range and stay with a teammate for extra teamwork via glorious Feel my Wrath.
    Judge's Intervention is your stun break. Also works for finishing off those pesky moving thieves. And it burns.
    Scepter is your main weapon, although swapping to sword in some cases will save your ass.
    While wielding sword make sure to use the Zealot's Fire (thrown) every time it procs. Use it normally too. The trait activates even if the skill is on cooldown


This build is gutsy for running without Monk's Focus (Meditations Healing) for certain. Makes me wonder if running Scepter/Torch+GS won't make more sense, since if you miss the initial Burst this build is basically dead anyway.

The idea is to spike with Zealot's Flame > "Feel my Wrath!" > Zealot's Fire > Chains of Light > Smite > Signet of Wrath > Weapons Swap > Judge's Intervention + Whirling Wrath > Binding Blade > Symbol of Wrath > Purging Flames > Pull

I'd be surprised if anything eating that will still be standing even halfway through.
I have too many characters...
Posted Sep 8, 15 · Last edited Sep 8, 15
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This build is gutsy for running without Monk's Focus (Meditations Healing) for certain. Makes me wonder if running Scepter/Torch+GS won't make more sense, since if you miss the initial Burst this build is basically dead anyway.

The idea is to spike with Zealot's Flame > "Feel my Wrath!" > Zealot's Fire > Chains of Light > Smite > Signet of Wrath > Weapons Swap > Judge's Intervention + Whirling Wrath > Binding Blade > Symbol of Wrath > Purging Flames > Pull

I'd be surprised if anything eating that will still be standing even halfway through.
Well, it might not heal on meditations, but it's also only got one, and while it is a supposed loss on healing this build doesn't lack that, in my opinion and experience.
I run it myself and only rarely do I get in trouble that I can't burn my way out of. the few times it happens is mainly when it's three+ on one, but in those cases I go against my own advice of staying together with at least one other person on my team.
It really shines on small capture points and in Courtyard (my most reason game was 500 to 50 without being downed)
And well, even if people does evade the first burst they'll still be subject to some 5-8 stacks of burning. With the initial burst and consecutive hits from smite and Judge's Intervention you'll reach about 16-18 stacks of burning.
The true weakness is condition cleansing (I'm looking at you, D/D Ele -.- )
Ikata.3750

I've too many characters to even list here..
So here's the names of a few:

Torchclaw Cloudfire
Sheila Braidtail
Shaman Cauldronburn
Kyra Whisperwood
Imus Underboot
Kennis Eveningsong
Posted Sep 9, 15
Posts:
197
Pogs:
+272
Knight Mesmer


  • Build theme: While most Mesmers dress in finery and stand at the back beguiling their enemies, the Knight Mesmer stands on the front lines protecting their allies with heavily armoured damage-soaking and reflecting phantasms.
  • Class: Mesmer
  • Build for: Open World PvE, Dungeons, Fractals
  • Build Type: Efficient
  • Build Main Damage Source: Direct Damage
  • Build difficulty: Easy
  • Build Link: Present Build, Chronomancer Version
  • Build details: The goal of the build is to attempt to always maintain three phantasms, with at least one being a phantasmal defender and the others being a mixture of berserker (for damage and distraction) and warden (for reflects). With the elite specialisation, the shield and Chronomancer phantasm will replace the greatsword and phantasmal berserkers.

    To acquire multiple phantasmal defenders easily, use the utility skill, evade attacks to create a new phantasm via Mental Defence and (while the utility skill is cooling down) use your Signet of the Ether to reset the skill cooldown. Mimic may replace Signet of Inspiration to provide a further means of putting out defenders, albeit with a long cooldown itself. With the Chronomancer specialisation, these methods will provide between four and eight phantasmal defenders, depending on build. A similar principle applies to berserkers and wardens. Considering that your defenders each have a little over 20,000 health, it's often better to consider your heal more as a cooldown reset button than an actual heal.

    Because your phantasms acquire your toughness stat, going for knight armour allows your phantasmal defenders to survive AoEs while still serving to soak damage for allies - plus it wouldn't be fitting for a Mesmer Knight not to wear a Knight's armour! I do not believe the phantasms' toughness has an effect when soaking damage, so often you'll want to be in melee range blocking projectiles in order to reduce damage on squishier allies.

    Signet of Inspiration can be readily swapped out depending on the situation. If you need more reflects, Feedback; more condition removal, Null Field or Mantra of Resolve; more stability, Mantra of Concentration. You may also consider the asura racial skill Radiation Field, as it provides a lot of weakness and a poison field to apply more weakness, which all reduces damage. If using Mimic in place of Signet of Inspiration, you may consider taking the Chaos trait line for its cooldown reduction and the staff in place of the greatsword.
Posted Sep 9, 15
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Axe Grinder


  • Build theme (if it has one, not obligatory): A dual axe wielding build with high hitpoints and heavy amounts of toughness with power thrown in.
  • Class: Warrior
  • Build for: Open World PvE, Dungeons
  • Build Type: 50% Efficiency, 50% Backstory
  • Build Main Damage Source: Direct Damage
  • Build difficulty: Medium to Hard
  • Build Link: None, hours of in game practice and trial and error (though, here's a link with the build as I have it in game)
  • Build details: This is the build for Avalona Xanthe, which I've nicknamed Axe Grinder and sometimes call "Bring it on!". Ava's build is based on dual axes and direct damage. It admittedly is not an easy build and some might find it frustrating, but personally I find it rather rewarding.

    The build is based on giving and maintaining high hitpoints and toughness to be an almost tank like character.

    Under skills, there's two signets I use; the Healing Signet because it regenerates health back for you and the Dolyak Signet, because it reduces incoming damage. When active, Healing Signet naturally heals but also gives some resistance. Dolyak Signet gives the character stability.

    Banners are also important to this build, in particular Banner of Strength and Banner of Defense. Banner of Defense gives not just the character but all those within a decent range to gain Toughness and Vitality. Banner of Strength gives Power and Condition Damage. Lastly, for the epic skill, Rampage. This makes you become a juggernaut, able to take more damage and movement decreasing conditions become ineffective on you.

    For specializations, Tactics, Defense and Strength. Under tactics; Empowered because the chances you're traveling with or meeting up with other characters who grant boons can be high. The more boons, the more damage. Shrug it off! This allows you to use Shake It Off! automatically, removing any condition that would affect you. Phallanx Strength. There's nothing saying that when you deal out more damage, you can't give that to your allies. This grants all allies extra damage as you gain might.

    Under defense; Dogged March, which reduces the time on any movement impedding conditions. Defy Pain. You're gonna take damage. Best to make sure that when you do, you've got a defense to allow you to take more damage. Rousing Resilience. Break out of a stun and gain toughness and health.

    Under strength; Peak performance, all physical skills deal more damage base on the amount of adrenaline you have, and recharge faster. Great Fortitude, give a percentage of your power to your vitality, thus increasing your health. And finally, Axe Mastery. This grants you ferocity for each critical hit and reduces the recharge of axe skills. For each axe used.

    The build works well, I've found, and I have a decent survivability and can deal out a decent amount of damage. Naturally, that all depends on just how much I'm paying attention to things around me. Add on some gear that helps with vitality, toughness, power, ferocity, and condition damage and you get a build with huge hitpoints and a very decent toughness (Ava's hovers around 36,000 hitpoints).
  • Edit: Added link.
tumblr_phjrisFT7y1tg2mtpo1_1280.jpg
Posted Sep 9, 15 · Last edited Sep 9, 15
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WTB more elementalist builds! Just made an ele, and have absolutely no idea how to play it. Veteran players, share with us your genius!
pWcNk.png
Other characters:
Ryqqa, black hat hacker vigilante
Ira Benedict, monkey disciple
Posted Sep 9, 15
Posts:
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wrote:
WTB more elementalist builds! Just made an ele, and have absolutely no idea how to play it. Veteran players, share with us your genius!
Well, I can give you the one I use right now, if it might help!

Furious Elements


  • Build theme: Drive your team crazy by infuriating them! Literally!
  • Class: Elementalist
  • Build for: Open World PvE, Dungeons
  • Build Type: Efficient
  • Build Main Damage Source: Direct Damage
  • Build difficulty: Medium
  • Build Link: Dagger/Dagger version or Staff version
  • Build details: This build evolves around the Persisting Flames trait, which gives Fury to allies (and ourselves) who stand in a Fire Field when a Blast Finisher is casted on it. It's very common that during a fight I manage to stack up to 1 minute 30 seconds/2 minutes of Fury to my whole party, if their placement is not too bad. There are two versions of it:

    The Dagger/Dagger has most blast finishers incorporated, which means more Fury stacking, but the down side is the lack of damage compared to the staff. The damage are still pretty decent, especially with Fire Grab, but the cooldown is quite long. Overall, it's easier to use because you can stand in your Fire Fields. The skill rotation is quite simple.


    1. Wait to be in combat, in Fire Attunement (important for the dodge coming after)
    2. Cast #4 Ring of Fire
    3. Switch to Earth Attunement
    4. Dodge WITHIN the Ring of Fire to proc the Evasive Arcana trait which will cast a Shockwave automatically when in combat, it's a blast finisher
    5. Use #4 Earthquake within the Ring of Fire, then chain automatically with #5 Churning Earth
    6. While Churning Earth is channeling, switch to Water Attunement
    7. Immediately after Churning Earth finished channeling, cast #3 Frozen Burst within the Ring of Fire

    Four Blast finishers overall, which means 12 stacks of Might, and 56 seconds of Fury if you're using the runes I've.


    The Staff has less blast finishers, but a bigger damage output with much lower cooldowns. The downside is that it's a bit harder to stack Fury, since the spells are targeted AoE, meaning you've to cast them properly within each other, while you stand in them if you want to also benefit the effects. The skill rotation is has following:


    1. Wait to be in combat, in Fire Attunement (important for the dodge coming after)
    2. Cast #2 Lava Font
    3. Switch to Earth Attunement
    4. Immediately cast #2 Eruption on the Lava Font because it takes a while before the blast is effective
    5. Dodge WITHIN the Lava Font to proc the Evasive Arcana trait which will cast a Shockwave automatically when in combat, it's a blast finisher

    That's all, but since Lava Font has a 4 seconds cooldown when traited and Eruption has a cooldown of 6 seconds, it's spammable way more often than with the daggers.

    Besides that, you also of course can stack Might and Fury out of combat, it'll just be one less blast finisher due to the Evasive Arcana not working out of combat, but it's still worth doing it before a tough boss battle, or just to keep the Fury duration up.

    Next to that, Cantrips are traited to have reduced cooldowns and to grant Might, Vigor and Regeneration, and you lose one condition when granting Regeneration thanks to the Cleansing Water trait, so every Cantrip turns into a condition cleaner, which can be useful considering how squeeshy the Elementalist can be. Switching to Water Attunement also grants Regeneration and thus cleans a condition, as well as to all party members affected by your Regeneration. The elite skill is up to you, there's no real interesting option amongst them IMO.

    For armor, trinkets and weapons, berzerker of course, since there's no other decent way to go with that build (maybe Valkyrie parts inserted here and there, but never tested it out). For sigils, I prefer the Bloodlust for power stacking (quite easy with all the AoEs the Elementalist has), but Sigil of Force is a valuable option, and I use Sigil of Fire as the second sigil for a bit of AoE damage. And for armor runes, Superior Rune of Rage, for Ferocity, +X% Fury duration, and +5% damage under the effects of Fury (which means, almost all the time).
Piken Square
Aelius Brightmane | Cailean Angelonia | Evi Velvetpaw | Growl Bladeskin | Kristopher Lockhart | Demolitionist Lhymm | Maelon Amaryllis | Inquisitor Moltenclaw | Bioenhancer Mukhin | Mikael Shineblood | Ichomancer Zhuliss | Sceledrus Irontail | Sulyenn Nightborn | Tilaw Stainsoul | Chronoanalyst Vekk | Vethorn Ulfkelson | Zehim El Khouri
Posted Sep 9, 15 · OP · Last edited Sep 9, 15
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