Yougottawanna wrote: »
So we have Fenny, Doomy, Invectivus, Who-Psyd, Chibi, and Cyreniea (and me). I wanted five and we have seven, so let's do this. Wall of text incoming, brace yourselves.CHOO CHOO CHUGGA CHUGGA CHUGGA CHOO CHOO CHUGGA CHUGGA
First, the builds.These builds are starting points, so if anyone has suggestions go ahead and make them, keeping in mind that the melee train is designed for tanking (with CC as a bonus), not damage. If we can keep the enemies pulled in with guardian chains, keep retal up, and focus our fire well, we actually will do good damage. But overall the stats we want are toughness, vitality, and healing power - the exact distribution may vary though.
For simplicity's sake I just used the signet heal on the warrior, but defiant stance might also work if you think you can pull the timing off. Also, offhand shield instead of offhand warhorn may work. Overall the warrior build has more wiggle room than the guardian build. In the guardian build I included a few sentinel's pieces since guardians have low base HP. If Sentinel's is hard to get (you can buy the insignias with guild commendations I believe, so the pieces shouldn't cost 100g anymore like they used to) you can use soldier's for example.
If you're not level 80 yet get as close to these builds as you can, and remember that preferred stats are vitality, toughness, and healing power. Gw2skills.net now assumes ascended for all slots it looks like, so our stats may not be quite as high as the ones listed, but they'll be close enough.
For the sake of an example, we'll take a group of 3 guardians and 2 warriors. The group will have:-High toughness - everyone has at least 3000 for armor from gear + traits, and if we stay within 600 range of each other, guardian traits will give us an additional 450 with three guardians. Hold the Line and traited Virtue of Courage will give us group protection on top of that.
-Lots of stability - Warrior traits will activate balanced stance for the first CC that hits, and between Stand Your Ground and traited Virtue of Courage we'll have six sources of group stability on top of that.
-Lots of group healing - Warriors will heal on shouts (for about 2000 on this build), guardians will group heal on dodge rolls (1100), and on virtue of resolve (2300 initial plus 1500 more from regen), and from empower (2400) and staff #2 (1300), plus 1700 more regen from Hold the Line. Guardians will also heal themselves every time they grant a boon to allies, and that'll be happening a lot.
-Lots of condition removal - Everyone's running a shout build with runes of the soldier, so you'll be cleansing conditions with every shout, plus Warriors'll be using shake it off, plus a good amount of light fields and the greatsword whirl finishers, which send out cleansing bolts.
-Good crowd control - Hammer warriors bring the pain, and guardians have the staff line and the greatsword chains. I also have Fear Me as the second shout on the warriors, but it should only be used at certain times (more on this below)
-Good rezzing ability - we'll have a pair of warbanners, plus three guardians with the bubble-on-rez trait. If one of us goes down, quickly picking them up should be doable even right in the midst of the enemy if we stay together and alert.
The gameplan:We'll be diving straight in, obviously. What we can expect is an initial damage/CC spike (as the bad guys drop their bomb on us). If we can survive that spike we're in good shape and it's time to go to work. We'll not only be putting down CC and damage from our side's push, we'll be disrupting their restack. If our survivability is high enough we won't have to restack and blast water with the rest of the group (in fact we may not want to - we don't want to accidentally drop a light field on top of their water field). We'll just empower in the middle of the fight and keep the push up. (this is also the point at which using fear makes sense, to prevent the enemy from reorganizing after their push)
Step one: have the people in the melee group group-target a person to follow. It might just be the commander. We'll stick close to them. If we get too spread out we'll lot a lot of group healing, boons, and effective focus fire, so stay as close as you can manage. (on a related note, whoever we're following should not make his or her movement too complicated - simple, straight-line movement is easier to follow than a bunch of zigzagging and such)
Step two: Once we get within 1200 range of them, we have to worry about the bomb. We'll appoint somebody as "stability one", and they'll use Stand Your Ground. Using dodges during the approach is also prudent. We have other stun breaks (other guardians' Stand Your Ground and Warriors' Shake it Off) if need be. Warhorn 4 is also an immobilize/crippled/chilled break.
Step three: Once we're within 600 range we want to be in melee as soon as possible, so now's a good time to use our gap-closers. This means Savage Leap for Warriors (which will have an immobilize, thanks to the leg specialist trait) and leap of faith for guardians (which will have an AoE blind). Warriors use their warhorn skills if they haven't already (26 seconds of group vigor means twice the dodges, and for guardians, twice the dodge group heals.
Step four: Now that we're in the fight and things are getting chaotic, using a script like the one in steps 1-3 gets less feasible. Overall we want to follow a pattern when guardians pull with chains, then everyone starts whacking and CC'ing the people they just pulled (earthshaker and hammer #3 are good for warriors, symbol of wrath and the #2 spin for guardians). Just remember to stay together.
Step five: The recovery. We want to clump up and use empower. Three guardians using it at once will mean a group heal for 7000+. However empower roots you so we need to stand still for this, and be close enough to actually get the heal. Another possibility, which I've never actually seen done before, is to have a guardian drop the sanctuary utility, have everyone run inside it, then use the big book heal. This'll heal their whole group to full. I've tested this in the mists and you can drop sanctuary, get your book out, run inside, and use the big heal all before sanctuary expires (it lasts six seconds). In theory with three guardians we could do this three times, making the other side absolutely hate us.
Then we just repeat steps three through five until they're all dead (or we are). I know that was a lot of typing, but I suspect once we give it a couple of tries it'll be simpler than it looks.
I'm currently thinking that the train will make its debut this coming Wednesday (12/18), though if you want to bring your character to the blood lottery on Monday to get some practice (if it's not your main) that's a good idea. I'll only be there for the first part of Monday (have to leave around nine or so).
Edit: we might have a new thread soon, so I'll repost this if that happens. Also, if you want to get in on the fun but don't have a warrior or guardian, let me know in this thread, I have more wacky plans in the pipeline.
Badwrong wrote: »
. . .
In need of a giant orange norn?
ky13 wrote: »
Badwrong wrote: »
. . .
In need of a giant orange norn?
Holy shit, you still exist! You've fallen behind. I'm up to 5 legendaries. =)
(Unless you go by how many actual legendaries I have in my inventory, which is 3.)