Community portal/Archive 4

Dungeon Category[edit]

@Blackie and @Fredor, please work on putting these team builds up and hopefully it will help relieve the issues we're currently facing. Courtesy of Nike. Please make these few modifications: Each team build should include the bottom general notes and link to each other "See Also" section. Include the team calc as a reference as well so people are aware of the numbers. « Chase ♥ ♥ ♥ » 15:44, 10 March 2015 (UTC)

I'll look how I can fit that into my shedule, but my time is going to be quite limited in the next few weeks. Fredor (talk) 18:02, 10 March 2015 (UTC)
I'm not sure this is the good place to discuss some stuff regarding streamers' links for the dungeon builds pages as it is also relevant for pvpers too. I think that it would be interesting to write down who streams regularly and which specific content as that person may be asked for complementary information on a given build. ALso, some people that stream sporadically/have stopped streaming altogether are still on the streamers' section. What do you guys think ? Should I take the time to clean the streamers' section and also update build video links to the latest ? Enaretos (talk) 13:52, 30 March 2015 (UTC)
Updating links to the newest would be definitely great. I have no clue about PvE streamers, but which ones would you want to remove from PvP? I agree we should remove some from the D/D ele page, but what else? --Necromancer Icon Color.pngHanz(talk) 13:12, 30 March 2015 (UTC)
I'll see to update links for the PvE streamers to remove those that don't stream anymore/stream only once a month. I'll also update the video links if I can. For PvP I'm not that well versed into it but I'll see if I can ask Jeb or some other pvp pro to check who is the most proficient Enaretos (talk) 13:52, 30 March 2015 (UTC)
kk. I can cover the PvP streamer part, I just thought you found something specific that was out of place. --Necromancer Icon Color.pngHanz(talk) 15:53, 5 April 2015 (UTC)
Welp, I'm getting started. I'm thinking about using the following rule of thumb to manage streamers : "must have been streaming for at least a month, and do at least a weekly stream". And I'll be lenient on people who are known as regular streamers but went on a hiatus (for holidays, lack of interest in game, etc...). What do you guys think ? I personnally think more than 3-4 streamers per build is totally over the board. Enaretos (talk) 14:44, 08 April 2015 (UTC)
I don't think the number of streamers matters as long as they are all active (or as you said on temporary break). More important would be to remove the one's that are not streaming that particular build/class on a regular basis. Also it could be organized by what you think is the "best" streamer in terms of playtime and quality of play, but that might be hard to do, in which case I would recommend alphabetical order perhaps. « Chase ♥ ♥ ♥ » 13:13, 8 April 2015 (UTC)
3-4 per build is an ideal number imo, I'm aiming for the same. But if there are more high level streamers than that who are just as good then I usually add them. --Necromancer Icon Color.pngHanz(talk) 13:36, 8 April 2015 (UTC)
Ok, I think I found a way to make everyone happy. On this wiki we used to have "top streamer" which is not a nice way to put stuff. However I could divide streamers into two categories : the regular streamers and the "other skilled players to check out". How about that ? This way it wouldn't be too cluttered, as I could cram 3-4 minor streamers into a single text line. Enaretos (talk) 10:00, 13 April 2015 (UTC)
So we should change "Top Streamers" header to "Streamers" and inside have two bold sections ( like this ) for Current and Others? If streamers in the other section will be hard to maintain then we should omit it. But if it's not hard to keep up to date then I'm all for it! « Chase ♥ ♥ ♥ » 13:42, 13 April 2015 (UTC)
But why would we recommend any streamers who are not considered to be top players? People should be able to learn from the stream and the streamer should be able to answer in-depth questions - if this description fits the streamer who also plays or played for a good team then he can be considered a top streamer. If not, then I don't think there is a point at adding the guy. I think there are many great dungeon streamers who could qualify for the "top streamer" category. --Necromancer Icon Color.pngHanz(talk) 14:03, 13 April 2015 (UTC)
Problem is, a lot of people are actually able to qualify for top streamer, but the issue is that it seems kinda stupid to have 7 top streamers on a build. It wouldn't be that ahrd to maintain tho as it is about regular streamers vs good player that seldomly stream. Deleting them would cause drama, but keeping someone who streamed twice in his life a year ago on the same level as someone who streams everyday seems dumb. Best way I see things is : Streamers header, then regualr streamers in normal text, then under it a small line with people to check out for advice on the class (who are less regular streamers yet excellent players). How about it ? Enaretos (talk) 16:17, 13 April 2015 (UTC)
  • Streams
    • frequent streamers
    • (other) streamers
  • Video guides
It's not a bad idea. But if there are more than 3-4 streamers for a build I for one just start removing the ones who are inactive. If they have a problem with that then well, stream more :P IMO it's much more managable that way and we avoid situations where everyone wants to see their names listed regardless of knowledge or activity. But your solution can work too, the only issue could be that some people might not like getting less attention in the streamer list than others. Definitely both solutions have their pros and cons. --Necromancer Icon Color.pngHanz(talk) 14:39, 13 April 2015 (UTC)
Is there a way to add a button on the side of each streamer that checks if they are online or not? If there was, I honestly don't think too many streamers would be a problem, as long as you don't reach absurdly high numbers like 8-10 per build. Abe (talk) 15:33, 13 April 2015 (UTC)
I'll look into this, Abe « Chase ♥ ♥ ♥ » 17:45, 13 April 2015 (UTC)

Fighting one-point-lists[edit]

Can we do something against lists with only one subitem? Apart from being bad style they make it sometimes hard to [read] or ar just plain [ugly]. Shall we remove them with colons or arrows? Fredor (talk) 13:31, 2 April 2015 (UTC)

WvW Roaming section shutdown[edit]

We should do it. It's pretty clear that nobody's going to take care of that section and it's mostly outdated which drags down the reputation of the site. If people start rioting why we shut down the section maybe there will be a community movement and people start working on that, but currently it's in a pretty bad state. --Necromancer Icon Color.pngHanz(talk) 16:13, 3 April 2015 (UTC)

Does someone have any idea what's going on with the current WvW admins?-- Galaxian (talk) 17:05, 3 April 2015 (UTC)
Personally never seen Define Lies do much beyond edit their talk page. Haru does a lot of testing for our zerg builds with his guild. Therefore, yes, we have a problem with roaming. One of the difficulties is, there is no "competitive environment" defined. Is it for 1v1? Small Group? Dolyak killing? Scouting? Surviving against zergs when they pop up on you? Therefore we can't "rate" builds for roaming « Chase ♥ ♥ ♥ » 21:06, 3 April 2015 (UTC)
We probably shouldn't rate it on simply "roaming" as you said, but by what goals the designer of the build wants to achieve that falls within roaming. That could be any of the aforementioned things you've mentioned and more, but what role or roles the build is meant to fill should be clearly defined in the build page and inferred as much as possible from the build's name. It would be sort of like how we have world boss builds for different world bosses yet in the same World Boss section, but more diverse. Nicoli20 (talk) 16:46, 5 April 2015 (UTC)
My hope is that once we have a new voting system up we can easily tell which votes don't count because they didn't rate it according to the build's specific roaming purpose. (Which as you said should be outlined clearly in the introduction and also somewhat inferred from the title). « Chase ♥ ♥ ♥ » 18:26, 9 April 2015 (UTC)
When I have more time tomorrow I'll write a brief summary of what does "mediocre build" means / what's the difference between a 3 star build and a recommendable one. I believe that's where most voters get confused. --Necromancer Icon Color.pngHanz(talk) 18:34, 9 April 2015 (UTC)

Troll builds?[edit]

What is the current stance on troll builds such as | this one? Fredor (talk) 13:50, 8 April 2015 (UTC)

Troll builds aren't considerable for Good/Great. --Necromancer Icon Color.pngHanz(talk) 14:01, 10 April 2015 (UTC)
Imo that wasn't even a troll build. I think it's a legitimate way to play as it's so hard to grade roaming builds. How can one say it's not viable? « Chase ♥ ♥ ♥ » 23:31, 10 April 2015 (UTC)
Na that is a zerg build. But tell me how an incomplete and strange "fun" build like that made it through the voting process Fredor (talk) 08:53, 11 April 2015 (UTC)
Wow it got a good rating? That's.... interesting. Figured it got trashed like other roaming builds. Like "scout" = trash build. Ninja medic = good zerg build? Hmm. « Chase ♥ ♥ ♥ » 12:25, 11 April 2015 (UTC)

New section "Notes"[edit]

I appreciate the new section for buiilds. this is the best source for those kind of information. You might want to give it a look and complete this wiki. --Warrior Icon Color.png Billaboong (billa-talk) 18:17, 8 April 2015 (UTC)

Oh nice find. :P But let's try not to mention more than 4-5 things just like you did on cele staff. Only the truly important stuff, and if there's room for more then we can add less-important ones. --Necromancer Icon Color.pngHanz(talk) 18:37, 8 April 2015 (UTC)
I really like the "Did you know" series and have been thinking about adding them to the guides section for a while now but I am not sure how to tackle things that might be considered as exploit?-- Galaxian (talk) 19:50, 8 April 2015 (UTC)
Yeah that's a touchy subject. We definitely shouldn't encourage the use of bugs/exploits, but there are some things that might be intentional and it's just missing from the tooltip. Afterall, Anet's still fixing tooltips in 2015. For instance I think iLeap breaking stun is an okay thing to add, but stow weapon cancel cast to remove aftercast is something that's definitely not intentional and shouldn't be added. --Necromancer Icon Color.pngHanz(talk) 20:03, 8 April 2015 (UTC)
On the other hand we could simply add most of the tips (including "exploits") and let Anet know that the list exists and it's up to them to prioritize whether something should be patched or not... If that doesn't work (riots) then we could simply remove everything that is considered to be explit.-- Galaxian (talk) 20:35, 8 April 2015 (UTC)
Why is it definite that stow weapon cancel cast is unintentional? It seems to be working as is and adds a very good layer of complexity imo. I also agree that exploits should not be used, I'm just not sure how we figure out which one's are and aren't (Some are obvious... but for the "grey area" we'd have to discuss). Might it be possible to get in touch with ANet? « Chase ♥ ♥ ♥ » 20:38, 8 April 2015 (UTC)
I can try to get in touch with someone at Anet, not sure whether I should open a ticker or send a PM to one of the active mods in the bug section?-- Galaxian (talk) 20:44, 8 April 2015 (UTC)
Nah no need to get in touch with them D: If they fix mesmer gs autoattack then the profession will be in an even worse position. Anet doesn't need to know everything xP --Necromancer Icon Color.pngHanz(talk) 14:04, 9 April 2015 (UTC)

Gif support?[edit]

I think GIF support would open the wiki to a lot of features, for example adding gifs of kiting spots and replacing static screenshots with more clear images. You could also make a page with the most important animation to know to be a good player (Pin Down, etc..). Is it something that requires a lot of programming or can it be implemented easily? --Warrior Icon Color.png Billaboong (billa-talk) 17:56, 9 April 2015 (UTC)

Yes this can be implemented. Can you show me an example? « Chase ♥ ♥ ♥ » 18:24, 9 April 2015 (UTC)
This is a low quality one but you get the point. It could be used to show tricks such as safe/swag stomps, kiting spots, skills animation and much more. --Warrior Icon Color.png Billaboong (billa-talk) 18:39, 9 April 2015 (UTC)
It's interesting. For now I think a quick link is good enough « Chase ♥ ♥ ♥ » 19:32, 9 April 2015 (UTC)
Also have you tried gyfcat? « Chase ♥ ♥ ♥ » 19:32, 9 April 2015 (UTC)

World Boss Builds[edit]

Need help transferring these builds to our world boss section. Talked with a leader of TTS and they said these are up to date and some of them are missing on our site. Please link to this at the bottom and the big world boss guilds that host publicly (TTS at least) so pugs know where to go for coordination. « Chase ♥ ♥ ♥ » 14:00, 11 April 2015 (UTC)

 ? Those are mostly the standard dungeon builds Fredor (talk) 14:12, 11 April 2015 (UTC)
You are correct. Let's hold off until confirmed with TTS what's up. « Chase ♥ ♥ ♥ » 15:14, 11 April 2015 (UTC)
They might go full dps for the burn phase since that one is more difficult Fredor (talk) 18:45, 11 April 2015 (UTC)
Regarding the World Boss section, what about changing the sections from Meta - Great - Good to Wurm - Tequatl?-- Galaxian (talk) 20:11, 11 April 2015 (UTC)

Specializations and other stuff[edit]

So we finally got 2 blogposts:

First of all, this is massive! I'm really excited about these changes especially the part about making some traits baseline, like ground-targeted wells for necro. Also, we won't just need new templates but when the expansion launches it'll take at least a week to adjust every build to the new version. --Necromancer Icon Color.pngHanz(talk) 14:07, 23 April 2015 (UTC)

Seems like a way to reduce balance frustrations, but that leads to less variety imo. Two more trait points isn't going to make up for not being able to pick more than one good adept trait, now it seems we're forced to choose an adept, master, and grandmaster (no duplicates). I guess we'll see how it works out... Not a fan of the tacky tree diagram either. I'll work hard to switch the graphics though ^_^ « Chase ♥ ♥ ♥ » 14:18, 23 April 2015 (UTC)
^^ This is a huge buff for you btw as a thief. If you are playing CS D/P you'll have PS too, and if you play the new "60606" PS build then that's a huge buff to sustain. But so far I think ele will be the absolute masterrace - Earth/Water/Arcana cele D/D, now with AoE stability and crit immunity on earth attunement. It's more than great for condi eles too. --Necromancer Icon Color.pngHanz(talk) 14:41, 23 April 2015 (UTC)
Oh btw RIP PvP guardians, this change will mess them up hard. --Necromancer Icon Color.pngHanz(talk) 16:08, 23 April 2015 (UTC)

New Trait Lines[edit]

With the upcoming changes to traits, should we continue to list a "Meta", convert the builds we have as best as we can to what they were, or decide to "archive" all builds to re-build/re-test them at a later date? This is an important question and should be deliberated over the next month or two before the major update. « Chase ♥ ♥ ♥ » 23:05, 28 April 2015 (UTC)

I've been thinking about this too. Instead of archiving all builds the easier solution would be to display an announcement on the main page, something like "Due to the recent changes to traits/introduction of Specializations all builds will be oudated for the next couple of days. We'll be looking into updating every single build, if you have any suggestions feel free to share your ideas on the discussion page of any build." After a week or so if a build's still outdated we'll archive it and either bring it back once it's ben fixed or we leave it there if it can't be fixed. We should try to update as many of the builds as possible instead of creating new ones, because some pages like Cele D/D have 300k+ views which means it'll be on the top of google search results for a few keywords for a while. --Necromancer Icon Color.pngHanz(talk) 06:02, 29 April 2015 (UTC)
Well I think that most of the pvp/wvw builds need to be archived. But we can keep the most viewed pages and change the good/great/meta tag to an under revision tag until they have been updated. Fredor (talk) 08:27, 29 April 2015 (UTC)
Tagging every build as "under revision" was something I wanted to do first, but it's unnecessary. Has the old trait system = obviously outdated has the new spec system = obviously up to date. It's easier to just warn people in general with 1 note than to do it with 100+ notes. Regarding archiving, why would we have to archive most builds? :P In most cases we just have to change the traits, but leave everything else untouched. We'll be some archiving, merging and creating now pages, sure, but the overwhelming majority of builds won't see such changes on the PvP side imo. Like, the only builds I'm planning to merge atm are the 2 bunker guard builds (as it will be possible to have both version in 1 build) and shatter / lockdown mesmer. Some builds will be obsolete, sure, but I don't think we'd have to archieve mor then 3-5 builds (clone death mes and some cele specs) because nearly everything is getting buffed and not nerfed. --Necromancer Icon Color.pngHanz(talk) 11:37, 29 April 2015 (UTC)
I think we should archive because the discussion page (semi-relevant) and the page hits (which don't really matter) are all pertaining to an "old era". I don't want there to be confusion and I could go into the past to see some "old builds" and kinda laugh at them. That is really the point of archiving our builds, but it could lead to name problems (Build:DD Ele is archived, and the new meta has the same name... whoops!), then we'd have some trouble. At the least we should remove meta, great, good from all builds and set them back to "trial/test" so we don't "form" the meta by accident « Chase ♥ ♥ ♥ » 12:37, 29 April 2015 (UTC)
I agree that the Meta category must stay empty for a while, but I don't think we need to change Great/Good at the the early stages. By having a disclaimer on the main page explaining the current situation we can dramatically reduce the amount of work that must be done with build pages. 1st course of action should be rooting out the builds that became obsolete, then merging the ones that must be merged. After that, we update the builds and then we can mess with the Great/Good tags based on feedback/testing/ESL. --Necromancer Icon Color.pngHanz(talk) 13:22, 29 April 2015 (UTC)
About archiving: it's hard to decide if we should archive the current ones or not. Won't the new system break the old trait tables on the site? In which case archiving them for the traits that we can't see anyways just feels pointless. Besides, the builds aren't actually getting replaced by better ones, traits are just getting updated to the new system. --Necromancer Icon Color.pngHanz(talk) 13:33, 29 April 2015 (UTC)
No they are getting replaced by completly different ones Fredor (talk) 13:35, 29 April 2015 (UTC)
Skills stay, amulets stay, runes stay, sigils stay, weapons stay. The only difference is the new trait system. Same old build just in a new environment. If not, then sure it's worth archiving and adding the new one, all I'm saying is: if there is going to be a build that's celestial DD ele with Earth/Water/Arcane then there is no point at creating a new build for it, we just need to update the traits (which are mostly the same). --Necromancer Icon Color.pngHanz(talk) 13:50, 29 April 2015 (UTC)
The builds (==trait setup) are replaced by completly other ones, hopefully not the gear. That's why I said archive the unsalvagable ones and update the others. But I wouldn't pin a build to is traitlines. These might change every other week. Just pin it to the weapons like we have done it in the past and then change the traits. Problem solved. Fredor (talk) 14:12, 29 April 2015 (UTC)
The new system could break the trait tables if we wanted to update the trait tables as opposed to creating new ones. I still haven't decided which method to pursue. I was hoping to create a new system, since the icons, wordings, etc are all changing quite a lot. I think a bot can ease some of our work like changing all ratings that are great to "archive" or something can be done I think, I'll look into it some more. Definitely going to remove meta, we can keep great/good with a disclaimer at the top. Amulets/runes might be changed a bit btw since they're shifting stats out of trait lines. I'm curious if they'll split amulets into "ring + amulet" or something to allow some diversity (but I doubt it, because mostly they've made things less diverse and easier to balance). We can update builds and "archive" all the talk pages to a pre-so-and-so date like we do for the community talk page. If someone wants to view the build from that era they can check the history and click on that date or prior. This seems to cover most everything, unless I'm missing something « Chase ♥ ♥ ♥ » 14:32, 29 April 2015 (UTC)
New traittablse would be the easiest since that won't break the archived ones. I would build one modul per specialization and let the editors puzzle the build together how they want it. Would also be easier to add an alternative traitline without readding the whole build. Fredor (talk) 14:47, 29 April 2015 (UTC)
That was exactly the plan ;) New system chooses 3 lines and we'll have 3 template lines for it. We could merge it later, but I think this is a good start. « Chase ♥ ♥ ♥ » 14:54, 29 April 2015 (UTC)
I haven't really had the chance to read through and watch all the upcoming changes so I will leave that to you guys for now. A globla message would be the easiest way to inform our visitors that parts of the website is outdated until everything gets fixed. On the other side the thing that worries me is the new traits display, we will need a new template if I am not mistaking?-- Galaxian (talk) 16:23, 29 April 2015 (UTC)

Specialization and profession display[edit]

Should we do it as "Build:Ranger - Druid" or "Build:Druid - Mordrembearpig"? Originally I wanted to use the 1st one to avoid confusing new players ("they are listing professions that aren't even in the character selection, wtf?"), but considerng how the Specialization icon will replace the profession icon the 2nd option makes more sense to me now. However, in the rating template we'd still put "Ranger" and not "Druid" - this means that under profession builds if someone's looking for all Ranger builds Druid will show up there and not in a separate tab. --Necromancer Icon Color.pngHanz(talk) 11:45, 29 April 2015 (UTC)

I would say we still use all the ranger categories (that way it shows up in Ranger tab as you've mentioned) and just title it Build:Druid - Mordrem, timon, & pumba". This way you read the title as Druid, it shows up as Druid for all the categories and will still show up as a "Ranger" build inside the ranger tab. No changes required also (which I'm a fan of xP). « Chase ♥ ♥ ♥ » 12:31, 29 April 2015 (UTC)
Yeah there's going to be so much to do after the patch/expansion, let's not make it even harder for us xP --Necromancer Icon Color.pngHanz(talk) 13:12, 29 April 2015 (UTC)

Mass Edit[edit]

We now have an extension and bot that can make mass edits. Recently I tested it with my own account to change all trait templates to "traits2014". Users using "traits" will still have working functionality, and I will run the bot again before we use the new system to make sure no one messes it up. If you need any thing changed on a lot of pages you can suggest it here or on my talk page (Please do not post on the bot's talk page for requests as I won't be checking it as often). I'm hoping that these mass edits by the bot will be hidden (sorry for the hundreds of edits on the recent changes page!) « Chase ♥ ♥ ♥ » 17:47, 29 April 2015 (UTC)

"First hand" to "Main hand" and "Second hand" to "Off hand" senpai pls. Or considering how the text in the template and the one displayed to users are different, maybe it's enough if you change it in the template code and there is no need to go over every page? Idk. --Necromancer Icon Color.pngHanz(talk) 17:59, 29 April 2015 (UTC)
Planning to shift those to profession based weapon templates so users can type something like {{SkillBar|Thief|DaggerDagger|Hide In Shadows|Optional|Optional|Optional|Basilisk Venom}}. Then mainhand/offhand would be like {{SkillBar|Thief|DaggerX}} or {{SkillBar|Thief|XDagger}}. What do you think? « Chase ♥ ♥ ♥ » 18:30, 29 April 2015 (UTC)
That's a good idea, but I'm talking about the text part that's displayed at the same place as sigils. :P --Necromancer Icon Color.pngHanz(talk) 18:34, 29 April 2015 (UTC)
Those were just templates, so you could've done it too, Hanz! :) « Chase ♥ ♥ ♥ » 18:47, 29 April 2015 (UTC)
I figured that out but.. I was afraid D: --Necromancer Icon Color.pngHanz(talk) 18:57, 29 April 2015 (UTC)

Gfycat[edit]

We have an implemented solution for showing gfy files!

This is actually pretty cool and the idea came from Billaboong! Spent all day trying to figure out the "ideal" settings to record from my computer and it seems I can hit about max settings with 60fps if downscaling the video to 720p. It still looks nice, but if you open too many up on the same page the computer will start to slow down. I am working on allowing the user to close the video after viewing it instead of requiring a page refresh. If you're planning to help record some clips, some suggestions I think worth mentioning:

  • Ctrl+Shift+H hides the UI and presents a clutter-free look (unless noting which skills are being used, this may be a good option)
  • Rotation speed to minimum (This is killer annoying, but allowed the videos to look much smoother when panning the camera, this is different than moving your mouse slowly, as human error causes us to slow down and speed up a little when trying to maintain a speed. With rotation at lowest no matter how quickly you spin your camera it will go at that max threshold leading to smoother camera control).
  • First-Person Camera (I ended up not needing this, but it's a though)
  • Horizontal/vertical position to center (I don't know what people prefer so I thought using the middle values for viewership might be a safe bet)
  • Full screen vs windowed fullscreen: Full screen produces better frame rates

And that's all I got for now! « Chase ♥ ♥ ♥ » 21:29, 13 May 2015 (UTC)

Gj! ^^ Would it be possible to display the gifs in galleries and they'd only start playing (in a pop-up window) once you click one? This would ensure that only 1 gif is open at a time. Regarding recording recommendations (dat alliteration doe) I don't think first person view is a good idea, at least for me it would make it harder to see when do I need to jump. --Necromancer Icon Color.pngHanz(talk) 22:29, 13 May 2015 (UTC)
Yup, I tried to minimize first-person view for that reason as well. Also tried to keep it slow at start and end so all the action isn't right away. Going to try and add play/pause and full screen options. And I might also stop it from looping which will reduce CPU costs considerably. « Chase ♥ ♥ ♥ » 22:39, 13 May 2015 (UTC)
I think I love you. You did this (relatively) so fast. I'm gonna finish the guide for Foefire, post it on Reddit, get feedback and eventually work on all the other maps --Warrior Icon Color.png Billaboong (billa-talk) 07:16, 14 May 2015 (UTC)

About putting Metabattle logo in the GIFS. I would personalyl add it on one of the corners. It will prevent people taking our gifs and using them on their websites/guides without giving credits. I don't think it's annoying for the viewer if it's small and on the corner. --Warrior Icon Color.png Billaboong (billa-talk) 07:32, 14 May 2015 (UTC)

If you're sharing it on reddit, then we'll be the first people to be advertising these gifs. I think it'll be clear they originated from here. Adding the logo requires our users to also know how to add it, and I would prefer the gfy making process be as easy as possible. « Chase ♥ ♥ ♥ » 11:04, 14 May 2015 (UTC)
It's true that we will be the 1st, but only some redditors will know that and basically every other site could just take the gifs. This way if they simply copy it and don't bother editing them then it's extra advetisement for us. Also the logo is kewl. Besides most GW2 people are super lazy/casual, if someone truly wants to contribute (I find it unlikely) chance are that person's dedicated enough to bother adding the logo. --Necromancer Icon Color.pngHanz(talk) 11:25, 14 May 2015 (UTC)
And if thieves are dedicated enough they'll add their own logo on top of ours ;) Then it becomes one of those, how much of the screen can you cover so thieves can't take it?, sort of deals. Idk, just doesn't make sense what other site is even out there wanting to take this. The only other reputable pvp site I can think of is qqmore.net and he's a very nice guy dedicated to making the pvp atmosphere a better place. On the side note we should have an over-arching "kiting" guide that explains in text and links youtube vids like helseth perhaps with sub-headers for our gfys/maps and then link this kiting guide at the bottom of every pvp build we have in a template. « Chase ♥ ♥ ♥ » 11:40, 14 May 2015 (UTC)
I'm not sure about what you mean with a written kiting guide. The kiting spots we use don't require you to use your brain. Only thing you need to know is that you will lose the cap but that's so obvious that it doesn't need a guide. Maybe you mean a guide that explains how to kite during a fight? Like how to kite a Shoutbow warrior. a DD ele. Guides that shows you the most important skills, teaches you how to count their cooldownds etc.. What Helseth does is showing kiting spots and saying "if you can use PS don't use a Blink". The other excellent guide he did was about rotating but it has nothing to do with this kiting guide. On a side note: when you upload GW2's pictures you have to select that policy thing, shall we do the same with GIFs? I have no idea how this work but I guess you need a sort of permission to use GW2 material. --Warrior Icon Color.png Billaboong (billa-talk) 12:35, 14 May 2015 (UTC)
The content being GW2 is always listed at the bottom of the page in the footer, no worries there. For written guide, I meant "short description" or like a table of contents for the different maps. Something like a "home page" for all the kiting pages so we can link to one guide instead of multiple. I like that we can write things like "Uuse PS instead of blink when possible" that's a good idea. And I'm sure people would love to learn how to count cooldowns, but that might be better for a PvP basics guide instead. « Chase ♥ ♥ ♥ » 12:59, 14 May 2015 (UTC)

Condi shatter back to Testing?[edit]

This build is total garbage for Conquest, I'm really not happy about recommending this to anyone, this is one of the examples why voting does not work as intended. Can I at least move it back to testing so users don't get misled? --Necromancer Icon Color.pngHanz(talk) 07:12, 23 May 2015 (UTC)

Well you are the pvp admin so do it or wait until it is getting archived because of the trait changes. Fredor (talk) 10:29, 24 May 2015 (UTC)

Map specific guides[edit]

I think it would be great to cover not just kiting but the mechanics of the maps too (with strategies). These are good investments as we'd barely have to touch these guides ever again once they are done. Currently I'd like to focus on the basic winning conditions and secondary mechanics to keep it somewhat brief. Any suggestions regarding adding more topics? Maybe opening splits, but on most maps there isn't much to write about it. --Necromancer Icon Color.pngHanz(talk) 11:31, 25 May 2015 (UTC)

Can't create a new page[edit]

I don't know if I am totally blind or if there is a problem with the wiki but I can't create a new page anymore. I've typed "Kiting - Forest of Niflhel" and it doesn't show me the option "create a page with this name" . --Warrior Icon Color.png Billaboong (billa-talk) 09:23, 29 May 2015 (UTC)

Hmm idk, works for me. Here it is --Necromancer Icon Color.pngHanz(talk) 09:34, 29 May 2015 (UTC)
Not sure what the problem is here. You have the correct user rights (as autoconfirmed user). « Chase ♥ ♥ ♥ » 13:39, 29 May 2015 (UTC)
Oh yeah, question. How can I change font color? :P I need it for adding color to team score in future map guides. --Necromancer Icon Color.pngHanz(talk) 14:20, 29 May 2015 (UTC)
Example? I'm not sure where the team score is shown currently « Chase ♥ ♥ ♥ » 16:42, 29 May 2015 (UTC)
At the winning conditions part. Team score isn't shown anywhere, I'm just bringing up examples for the winning conditions part and i want to use red/blue for team scores. --Necromancer Icon Color.pngHanz(talk) 17:06, 29 May 2015 (UTC)
I'm feeling pretty stupid at the moment, can't figure it out. But if it's normal text area I can easily make it change colors. If you want the headers to change color, that will be a little harder but still doable I think. Get the design/format down, and then just point out exactly what is changing, and I'll help you out :) « Chase ♥ ♥ ♥ » 13:51, 1 June 2015 (UTC)
Usually the most obvious things are the most well hidden ^^ It's normal text in a part where I'm bringing examples of possible match outcomes (like 467 - 467) and I'm planning to change the font color of the numbers using the same RGB codes as Anet does. Just a minor detail. --Necromancer Icon Color.pngHanz(talk) 14:19, 1 June 2015 (UTC)

This is what I see when I look for a page that doesn't exist. There's no "create" button. --Warrior Icon Color.png Billaboong (billa-talk) 16:04, 29 May 2015 (UTC)

It's weird for sure. Can you try going to this page and seeing what happens? « Chase ♥ ♥ ♥ » 16:42, 29 May 2015 (UTC)
Voilà
Quite weird. I'm going to try and reset your privileges or something -- Let me know if that helps « Chase ♥ ♥ ♥ » 13:51, 1 June 2015 (UTC)

Meta Teams category for Ranked Arena?[edit]

Would be super useful for groups of people looking to play meta compositions in sPvP - also pretty easy to manage as it can likely be copied from common compositions used in tournament play. Oskoff (talk) 11:02, 3 June 2015 (UTC)

Problem is that there really isn't an absolutely optimal comp for PvP. Most teams look like this: Engi, Thief, Cele, Zerker, X, (X can be cele or zerker). The optional cele in most cases is a shoutbow warrior while the optional zerker is a Hammer guard. Then for the X slot your team can either take an ele or double up on engineer/warrior for a 3 cele comp while it's also common to take a 2nd guard or a shatter mesmer for a 3 zerker comp. There are exceptions ofc, like Abjured takes Power nec for their 3 zerker comp, and TCG.. at this point I don't even know what TCG's doing as they change roster almost every week. :P That's another thing, sometimes on top tier iT's more important to find a good player than it is ti find someone with the optimal build - Helseth plays mesmer whether it's optimal or not, Abjured has Nos on power nec because he's a really good nec and not because it's the best thing for the slot. Hmm maybe I could just elaborate on this and add a meta team comp, but basically you can just take 1 of each of the meta specs, and either double up on anything except for thief to fill the 5th slot or you take a shatter mes as 5th, that's pretty much it. Oh and staff ele can replace DD too. --Necromancer Icon Color.pngHanz(talk) 12:16, 3 June 2015 (UTC)
I think it can be managed pretty well by listing multiple compositions with variants and optionals listed, I know it's a different kettle of fish but it worked relatively well on the GW1 wiki for GvG which had more possibilities. Hell, you've given a reasonable summary right here so it could even be listed as a guide to making a meta composition which could essentially be a more in depth explanation of what you have written here. Oskoff (talk) 12:26, 3 June 2015 (UTC)
I might give it a shot this week. But in GW1 defining team comps was a lot easier as it had more dedicated roles for specific builds, for instance in almost every case GvG teams had 2 monks (1 prot 1 infuse), 1 rit (runner) and if it was not a spike then 2-3 frontliners, mostly war and later derv. Obviously there are important roles in GW2 too, but team comps aren't as significant as they used to be in GW1 because the first game was more focused on teamfights thus builds were designed to have more synergy. --Necromancer Icon Color.pngHanz(talk) 15:04, 3 June 2015 (UTC)
It was still managed in very fluid eras - there was a very long era where the only staple parts of a compositions were hammer war, axe war, ranger, prot monk, infuse monk, flagger rit. The other two slots could be anything of a second axe war, mesmer, ele, second ranger, smite/prot monk, paragon, derv, assassin, or necro. It was pretty varied at times! Anyway, I agree with you that it's less important particularly with the removal of dedicated healing classes. Still, it would be good to have something if only to say what we've discussed here. If you want a second opinion on what you write message me and I'll have a look at it, otherwise I defer to your expertise! :) Oskoff (talk) 22:36, 3 June 2015 (UTC)
That would be a bit hard. The current meta seems to be between 2 and 3 mobile pointholders (in this case celestial bruisers) and DPS for the final 2-3 spots. For pointholders, current popular builds are d/d ele, shoutbow warrior, cele engi (which is kind of half bruiser half DPS), with the occasional staff ele. For DPS, current popular builds are d/p panic strike thief, medi hammer guard, shatter mesmer, and cele engi (see prev note), but there are a lot of other not-quite-so-popular DPS builds that are still very viable in the current meta, including but not limited to: power ranger, power necro, s/d thief, condi engi, condi ranger, and terrormancer. When you add all that up you get a hell of a lot of possible and viable combinations. Sins (talk) 03:56, 4 June 2015 (UTC)
But this sounds exactly like the kind of guide a new comer to PvP would like to read. What the main builds are, what secondary options are available, and the roles they fit and how together they make a good team. I would probably suggest starting out with "Roles" for team comp, then a section for which classes are good in each role and secondary/great classes for each role. Considering there's only two roles it could start out to be a good set up. There are after all a lot of similarities between teams, (though thankfully this seems to be sort of changing on the very high end teams, but probably for the anticipation of supposed ele nerf) « Chase ♥ ♥ ♥ » 15:16, 4 June 2015 (UTC)


Update This is what I've got so far. Might change Guard to an optional slot though. --Necromancer Icon Color.pngHanz(talk) 11:25, 5 June 2015 (UTC)

Stronghold Section[edit]

We're on our 2nd Stronghold Beta now, and I think it's about time we added a section for Stronghold-specific builds, as it has very different objectives (and by extension, builds) than normal conquest. I suggest renaming the 'Ranked Arena' category to 'Conquest' and adding a new 'Stronghold' category underneath it. Sins (talk) 02:24, 3 June 2015 (UTC)

Good suggestion and that'll likely happen, but isn't it too soon? Even if we start submitting builds for it, we couldn't get a decent test run with them by the end of the beta, and even if we could, people are still figuring out the gamemode, the roles, the tactics, so I guess it's kinda played like 2012 hotjoin and that won't change for a while which makes it hard to judge whether a build is good or your opponents are simply clueless. Besides I'd say most conquest builds are top tier in Stronghold too, but we need to be able to tag a build for 2 sections first. Then there is also a chance for the specialization patch to drop before the 3rd beta which means we'll have to rework all the already existing builds/replace some with new ones. I'd like to see a Stronghold section asap just like you do, but I think it's not the right time yet :) Edit: although if you have any build ideas feel free to create some sandbox builds and we'll revisit those when the time is right. --Necromancer Icon Color.pngHanz(talk) 06:48, 3 June 2015 (UTC)
The mechanics of stronghold are still being tweaked. Builds made for it will likely adapt to the new rulesets. We will have a separate category when the game mode stabilizes. « Chase ♥ ♥ ♥ » 15:20, 3 June 2015 (UTC)

Specializations[edit]

"Stay tuned for more information on what you’ll find in the next update!"

We might get them in a week or 2. --Necromancer Icon Color.pngHanz(talk) 18:08, 9 June 2015 (UTC)

Stronghold vs Conquest[edit]

Apparently there is going to be separate / both q options for this :) « Chase ♥ ♥ ♥ » 21:15, 9 June 2015 (UTC)

New Guide- Need help formatting.[edit]

I tried formatting a guide last night but it seems that the format in which to make it that I used was old, as the equipment section isn't right- its pretty late here now though, and im going to bed ill be checking back tomorrow- any help would be greatly appreciated :) --Noodz

Done. :P Fixed the templates, removed most of the personal tone, added a missing skill bar too, though I don't know the last utility slot and the elite skill so filling that is up to you. Also moved it to the proper page. However I couldn't figure out the traits - while it says that the build is 0/0/4/6/4, you have 0/0/4/2/6 with 2 missing trait points. --Necromancer Icon Color.pngHanz(talk) 09:27, 15 June 2015 (UTC)

Archiving vs Updating[edit]

I believe this was discussed before but very briefly. One thing we could do is to archieve every build and start from 0, but I'm much rather go with the following:

Case #1: For instance, Condition Clone Death will cease to exist as the clone death trait will be removed from the game, though there will be another signet condi build that'll likely replace it - in ths case I think we should archive the previous version and create a page for the new. TL;DR: core of the build is gone archive

Case #2: There are builds like Shoutbow which'll still be basically the same with additional buffs so I guess it's better to just update the traits instead of completely replacing the build, that would just feel unnecessary.

Case #3: Builds such as D/P thief - Chase was right, I think we'll have to split it after all to CS and PS. My solution would be to create a separate page for CS, archive that page, and then update the PS build to the post-patch D/P version as it'll likely use the same trait lines/specializations as the PS build.

Case #4: This is when we merge builds, like the 2 bunker guardian builds we have because with the specializations it'll be possible to have everything those builds have in 1 new build. I think we should archive both and create a new one, or idk.

Opinions on this/other suggestions? --Necromancer Icon Color.pngHanz(talk) 11:21, 16 June 2015 (UTC)

These sound good to me. Not sure why we're splitting D/P thief after the patch as I'm not sure CS will be viable considering executioner's move to DA. Could be wrong, so two builds is fine as well no problemo. I gotta get working on the new templates... :( « Chase ♥ ♥ ♥ » 22:58, 16 June 2015 (UTC)
"I'm not sure CS will be viable considering executioner's move to DA" - that's exactly the reason :P CS will be useless for PvP, so we split and immediately archive the CS part to show that this existed but is no longer a choice at all. Templates are going to be a daunting task :/ But let's hope Anet won't do a complete overhaul of the game ever again. --Necromancer Icon Color.pngHanz(talk) 06:36, 17 June 2015 (UTC)

Examples of New Templates for Specializations[edit]

Guardian[edit]

Honor
Vigorous Precision
Guardian-minor-trait.pngVigorous Precision
Gain 5 seconds of vigor when you deliver a critical hit. This effect has a 10 second internal cooldown
Specialization line.png
Invigorated Bulwark
Trait I.pngInvigorated Bulwark
Gain increased healing power, each worth up to 50 attribute points (based on effective level) for a period of time each time you block an attack while wielding a mace. Stacks up to 10 times. Mace abilities have 20% reduced recharge
Protective Reviver
Trait II.pngProtective Reviver
Activate a shield of absorption when you begin reviving an ally (24 second internal cooldown). Upon successful revival, you and each ally gain aegis, protection , and regeneration for 10 seconds
Protector's Impact
Trait III.pngProtector's Impact
Create a symbol of protection when you take falling damage. You take 50% less damage when falling
Specialization line.png
Selfless Daring
Guardian-minor-trait.pngSelfless Daring
The end of your dodge roll heals nearby allies
Specialization line.png
Honorable Staff
Trait IV.pngHonorable Staff
Boon duration is increased while wielding a staff. Staff abilities have 20% reduced recharge
Pure of Heart
Trait V.pngPure of Heart
Aegis heals when it blocks an attack
Empowering Might
Trait VI.pngEmpowering Might
You and nearby allies gain 5 seconds of might when you land a critical hit.
Specialization line.png
Purity of Body
Guardian-minor-trait.pngPurity of Body
Your virtue of resolve passive effect also regenerates endurance by 15%
Specialization line.png
Pure of Voice
Trait VII.pngPure of Voice
Allies affected by shouts have 1 condition converted into a boon. Shout abilities have their recharge reduced by 20%
Writ of Persistence
Trait VIII.pngWrit of Persistence
Symbols last 2 seconds longer, are larger, and heal allies
Force of Will
Trait IX.pngForce of Will
Your vitality is increased by up to 300 points, based on effective level. Healing effectiveness to other allies is increased on a percentage of your vitality. You gain 1% per 100 points of vitality (including base vitality)
Valor
Valorous Defense
Guardian-minor-trait.pngValorous Defense
Gain aegis for 5 seconds when you are struck while below 50% health.
Specialization line.png
Strength of the Fallen
Trait I.pngStrength of the Fallen
Lose 1 condition every 10 seconds. Health degenerates 33% more slowly while downed
Smiter's Boon
Trait II.pngSmiter's Boon
Smite conditions when you use a healing ability
Focus Mastery
Trait III.pngFocus Mastery
Gain 4 seconds of protection when using a focus ability. Focus abilities have a 20% reduced recharge
Specialization line.png
Courageous Return
Guardian-minor-trait.pngCourageous Return
Virtue of courage is fully recharged when you revive an ally or when you rally. This effect has a 30 second internal cooldown
Specialization line.png
Stalwart Defender
Trait IV.pngStalwart Defender
Gain 180 additional toughness while wielding a shield. Shield abilities have 20% reduced recharge
Strength in Numbers
Trait V.pngStrength in Numbers
Nearby allies gain up to 150 bonus toughness, based on your effective level. 600 radius
Communal Defenses
Trait VI.pngCommunal Defenses
Grant 5 seconds of aegis to all allies within 360 units when you block an attack (15s ICD). You do not gain aegis.
Specialization line.png
Might of the Protector
Guardian-minor-trait.pngMight of the Protector
Gain 2 stacks of might for 15 seconds when you block an attack. This ability has a 1 second internal cooldown
Specialization line.png
Altruistic Healing
Trait VII.pngAltruistic Healing
Applying a boon to allies also heals you
Monk's Focus
Trait VIII.pngMonk's Focus
Using a meditation skill heals you and grants 4 seconds of fury to allies in a radius. Meditation skills have 20% reduced recharge
Retributive Armor
Trait IX.pngRetributive Armor
Gain up to 250 bonus toughness (based on effective level) when blocking an attack. Gain ferocity based on 13% of your current toughness
Dragonhunter
Virtures Action
Guardian-minor-trait.pngVirtures Action
Changes Virtue's effects. Justice: throw and tether enemies with a spear, activate again to pull. Resolve: Leap, break immobilize & AoE heal upon landing. Courage: Blocks all attacks in a cone where you are facing.
Specialization line.png
Piercing Light
Trait I.pngPiercing Light
Traps daze enemies for 1 second when activating and have 20% reduced recharge time.
Dulled Senses
Trait II.pngDulled Senses
Enemies you knock back are crippled for 4s. Enemies your cripple are also inflicted with 8s of vulnerability.
Soaring Devastion
Trait III.pngSoaring Devastion
Upon landing, Wings of Resolve deals damage and immobilize foes for 3 seconds.
Specialization line.png
Defender's Dogma
Guardian-minor-trait.pngDefender's Dogma
Blocking an attack causes Spear of Justice to reach its maximum charge (your next attack causes burning).
Specialization line.png
Hunter's Determination
Trait IV.pngHunter's Determination
Gain 8s of aegis and drop a Fragments of Faith trap at your location when you are inflicted with stun, daze, knockback, pull, knockdown, taunt, float, launch, or sink.
Zealot's Aggression
Trait V.pngZealot's Aggression
Deal 10% more damage to crippled enemies. Justices's passive cripples enemies for 1.5s.
Bulwark
Trait VI.pngBulwark
Shield of Courage is 33% larger and lasts 2 seconds longer.
Specialization line.png
Pure of Sight
Guardian-minor-trait.pngPure of Sight
Deal 7% more damage at 0-600 range or deal 13% more damage above 600 range.
Specialization line.png
Hunter's Fortification
Trait VI.pngHunter's Fortification
Remove 1 condition when you block an attack (1s ICD). Receive 10% less damage when you have no conditions.
Heavy Light
Trait VIII.pngHeavy Light
Longbow arrows knock back 240 units when foes are within 300 range, gain 6 seconds of stability when you knock an enemy back. (CD: 10s)
Big Game Hunter
Trait IX.pngBig Game Hunter
You deal 10% more damage and causes 10s of vulnerability per strike to foes tethered by Spear of Justice.

Thief[edit]

Deadly Arts
Serpent's Touch:
Thief-minor-trait.pngSerpent's Touch:
Stealing inflicts 2 stacks of poison for 10 seconds. Your attacks while in the downed state apply 2 seconds of poison
Specialization line.png
Dagger Training
Trait I.pngDagger Training
Dagger attacks have a 33% chance to poison enemies for 2 seconds
Mug
Trait II.pngMug
Deal damage and gain life when stealing. This attack cannot critically hit enemies
Trappers Respite
Trait III.pngTrappers Respite
Traps cause 5 stacks of vulnerability for 10 seconds to enemies affected, while granting you 5 stacks of might for 8 seconds. Trap recharges are reduced by 20%
Specialization line.png
Lotus Poison
Thief-minor-trait.pngLotus Poison
Weaken targets for 4 seconds when you poison them
Specialization line.png
Resourceful Trapper
Trait IV.pngResourceful Trapper
Stealing reduces the cooldown of currently recharging traps
Panic Strike
Trait V.pngPanic Strike
Striking a foe that is below the health threshold immobilizes them for 2.5 seconds. This trait has a 20 second internal cooldown
Revealed Training
Trait VI.pngRevealed Training
Gain up to 200 extra power while you are revealed, based on current level
Specialization line.png
Exposed Weakness
Thief-minor-trait.pngExposed Weakness
Deal 10% more damage if your target has a condition
Specialization line.png
Potent Poison
Trait VII.pngPotent Poison
Poison you apply has a 33% increased duration and deals 10% more damage
Improvisation
Trait VIII.pngImprovisation
One random skill category is immediate recharged when you steal. You can use stolen items twice.
Executioner
Trait IX.pngExecutioner
Deal 20% extra damage when your target is below the health threshold. (Formerly Critical Strikes)
Shadow Arts
Merciful Ambush
Thief-minor-trait.pngMerciful Ambush
Stealth yourself and your target for 3 seconds when reviving an ally. You revive allies 10% faster. (Former Adept Trickery trait)
Specialization line.png
Last Refuge
Trait I.pngLast Refuge
Use Blinding Powder when you are struck while below 25% health.
Concealed Defeat
Trait II.pngConcealed Defeat
Create a Smoke Screen when downed. Deception abilities recharge 20% faster. (Former Adept Critical Strikes trait)
Shadow's Embrace
Trait III.pngShadow's Embrace
Remove 1 condition every 3 seconds while in stealth
Specialization line.png
Meld with Shadows
Thief-minor-trait.pngMeld with Shadows
Stealth from your abilities last 1 second longer.
Specialization line.png
Shadow Protector
Trait IV.pngShadow Protector
When you grant stealth to an ally, they gain 3 seconds of regeneration. This effect no longer has an internal cooldown.
Hidden Thief
Trait V.pngHidden Thief
Gain stealth for 2 seconds when stealing from an enemy (automatically affected by Meld with Shadows)
Leeching Venoms
Trait VI.pngLeeching Venoms
Siphon life from your foes when triggering a venom. This can only occur once per strike. Gain 2 stacks of might for 20 seconds when activating a venom
Specialization line.png
Resilience of Shadows
Thief-minor-trait.pngResilience of Shadows
Stealth effects that you apply reduce incoming attack damage by 25%. (Former Shadow Arts Grandmaster)
Specialization line.png
Cloaked in Shadows
Trait VII.pngCloaked in Shadows
Gaining stealth blinds nearby foes for 5 seconds. Release a blinding powder when take falling damage. You take 50% less damage from falling
Shadow's Rejuvenation
Trait VIII.pngShadow's Rejuvenation
Regenerate health and initiative while in stealth
Venomous Auras
Trait IX.pngVenomous Auras
When you use a venom skill, you apply the effect to all nearby allies as well. Venom recharges are reduced by 20%.
Trickery
Kleptomaniac
Thief-minor-trait.pngKleptomaniac
Stealing gives you 2 initiative
Specialization line.png
Uncatchable
Trait I.pngUncatchable
Leave behind caltrops when you dodge
Flanking Strike
Trait II.pngFlanking Strike
Gain haste when attacking a foe from behind or the side
Thrill of the Crime
Trait III.pngThrill of the Crime
When you Steal, you and all nearby allies gain fury, might, and swiftness for ten seconds.
Specialization line.png
Preparedness
Thief-minor-trait.pngPreparedness
Increases maximum initiative by 3
Specialization line.png
Bountiful Theft
Trait IV.pngBountiful Theft
Stealing grants you and all nearby allies vigor. You rip boons from your target and grant them to nearby allies. This trait now affects the slow and resistance boons.
Trickster
Trait V.pngTrickster
Reduce recharge on tricks. Tricks remove 1 condition when used
Pressure Striking
Trait VI.pngPressure Striking
Enemies you interrupt are inflicted with 3 stacks of torment for 5 seconds
Specialization line.png
Lead Attacks
Thief-minor-trait.pngLead Attacks
Increases damage by 1% per initiative. Steal recharges 15% faster
Specialization line.png
Quick Pockets
Trait VII.pngQuick Pockets
Gain 3 initiative when swapping weapons while in combat.
Sleight of Hand
Trait VIII.pngSleight of Hand
Daze enemies for 1 second when stealing. Steal's recharge is reduced by 20%
Bewildering Ambush
Trait IX.pngBewildering Ambush
Stealing also applies 5 stacks of confusion for 5 seconds.

Elementalist[edit]

Fire Magic
Empowering Flame
Elementalist-minor-trait.pngEmpowering Flame
Gain power while in fire attunement.
Book.pngAttribute Adjust: 150
Specialization line.png
Burning Precision
5Recharge.png
Trait I.pngBurning Precision
Critical hits have a chance to cause burning, and burning lasts longer.
Book.pngChance on Critical Hit: 33%
Burn.pngBurning (2s): 262 Damage
Radius.pngDuration Increase: 20%
Conjurer
Trait II.pngConjurer
Gain fire aura when an ally picks up a conjured weapon. Conjured weapons have more charges.
Fire Shield.pngFire Shield (5s): Enveloped in a fiery shield that burns foes, grants might each time you are struck (1-second cooldown per attacker).
Book.pngAdditional Charges: 10
Burning Fire
Trait III.pngBurning Fire
Use cleansing fire automatically when you have a number of conditions on you.
Book.pngConditions to Trigger: 3
Specialization line.png
Sunspot
Elementalist-minor-trait.pngSunspot
Inflict damage at your location when you attune to fire and gain a fire aura.
Damage.pngDamage: 39
Fire Shield.pngFire Shield (3s): Enveloped in a fiery shield that burns foes, grants might each time you are struck (1-second cooldown per attacker).
Book.pngNumber of Targets: 5
Radius.pngRadius: 180
Book.pngCombat Only
Specialization line.png
Pyromancer's Training
Trait IV.pngPyromancer's Training
Deal more damage while attuned to fire. Reduces recharge on all fire weapon skills.
Damage.pngDamage Increase: 10%
Book.pngRecharge Reduced: 33%
One with Fire
Trait V.pngOne with Fire
Fire auras you apply last longer and grant might when applied.
Might.png2Might (10s): +60 Power, +60 Condition Damage
Radius.pngDuration Increase: 33%
Power Overwhelming
Trait VI.pngPower Overwhelming
Gain condition damage based on your power.
Book.pngGain condition damage Based on a Percentage of power: 10%
Specialization line.png
Burning Rage
Elementalist-minor-trait.pngBurning Rage
Deal more damage to burning foes.
Damage.pngDamage Increase: 10%
Specialization line.png
Persisting Flames
Trait VII.pngPersisting Flames
Executing blast finishers on fire fields grant fury. Fire fields last longer. Create a lava font when you go down.
Fury.pngFury (10s): 20% Critical Chance
Radius.pngDuration Increase: 2 seconds
Pyromancer's Puissance
Trait VIII.pngPyromancer's Puissance
Each skill you use while attuned to fire grants you might.
Might.pngMight (15s): +30 Power, +30 Condition Damage
Book.pngCombat Only
Blinding Ashes
8Recharge.png
Trait IX.pngBlinding Ashes
Blind foes that you burn.
Blind.pngBlind (4s): Next outgoing attack misses.
Air Magic
Zephyr's Speed
Elementalist-minor-trait.pngZephyr's Speed
Move faster while attuned to air.
Book.pngMovement Speed Increase: 25%
Specialization line.png
Zephyr's Boon
Trait I.pngZephyr's Boon
Auras grant Fury and Swiftness for 5 seconds when applied
Fury.pngFury (5s): 20% Critical Chance
Swiftness.pngSwiftness (5s): 33% Movement Speed
One with Air
Trait II.pngOne with Air
Gain superspeed when attuning to air.
Superspeed.pngSuperspeed (3s): Movement speed is greatly increased.
Ferocious Winds
Trait III.pngFerocious Winds
Gain ferocity based on your precision.
Book.pngGain Ferocity Based on a Percentage of Precision: 7%
Specialization line.png
Electric Discharge
Elementalist-minor-trait.pngElectric Discharge
Strike your target with a bolt of lightning when attuning to air.
Specialization line.png
Inscription
Trait IV.pngInscription
Grants a boon associated with your current attunement when you cast a glyph. Reduces glyph recharge.
Fire Attunement.pngMight.pngMight (20s): +30 Power, +30 Condition Damage
Water Attunement.pngRegeneration.pngRegeneration (10s): 1300 Heal
Air Attunement.pngSwiftness.pngSwiftness (10s): 33% Movement Speed
Earth Attunement.pngProtection.pngProtection (3s): -33% Incoming Damage
Book.pngRecharge Reduced: 20%
Aeromancer's Training
Trait V.pngAeromancer's Training
Gain precision while attuned to air. Reduces recharge on all air weapon skills.
Book.pngPrecision Increase: 190
Book.pngRecharge Reduced: 33%
Tempest Defense
25Recharge.png
Trait VI.pngTempest Defense
Surround yourself with a Shocking Aura when disabled (stun, daze, knockback, pull, knockdown, sink, float, fear, or launch). Deal more damage to stunned or knocked-down foes.
Damage.pngDamage Increase: 20%
Shocking Aura.pngShocking Aura (4s): Stun nearby attacking foes with an electric shock (only once per 2 seconds for each attacker).
Specialization line.png
Weak Spot
Elementalist-minor-trait.pngWeak Spot
Chance to cause vulnerability on critical hits.
Book.pngChance on Critical Hit: 60%
Vulnerability.pngVulnerability (5s): 1% Incoming Damage, 1% Incoming Condition Damage
Specialization line.png
Bolt to the Heart
Trait VII.pngBolt to the Heart
Deal more damage when your foe's health drops below the threshold.
Damage.pngDamage Increase: 20%
Radius.pngHealth Threshold: 50%
Fresh Air
Trait VIII.pngFresh Air
Recharge air attunement on a critical hit.
Book.pngRecharge Reduced: 100%
Lightning Rod
Trait IX.pngLightning Rod
Disabling an enemy causes them to be struck by a lightning bolt.
Water Magic
Soothing Mist
Elementalist-minor-trait.pngSoothing Mist
You and nearby allies regenerate health while you are attuned to water. Radius 300
Specialization line.png
Soothing Ice
Trait I.pngSoothing Ice
Gain regeneration and frost aura for 4 seconds when critically hit
Piercing Shards
Trait II.pngPiercing Shards
While attuned to water, your spells deal 20% more damage to vulnerable foes. Vulnerability lasts 33% longer
Stop, Drop, and Roll
Trait III.pngStop, Drop, and Roll
Dodge-rolling removes burning and chilled from you and nearby allies
Specialization line.png
Healing Ripple
Elementalist-minor-trait.pngHealing Ripple
Heal nearby allies when attuning to water
Specialization line.png
Soothing Disruption
Trait IV.pngSoothing Disruption
Cantrips grant you regeneration and vigor for 6 seconds. Cantrips have 20% reduced recharge
Cleansing Wave
Trait V.pngCleansing Wave
Remove a condition from you and allies when attuning to water
Aquamancer's Training
Trait VI.pngAquamancer's Training
Deal 10% extra damage when your health is above 90%. All water weapon skills have their recharge reduced by 33%
Specialization line.png
Aquatic Benevolence
Elementalist-minor-trait.pngAquatic Benevolence
Healing done to allies is increased by 15%
Specialization line.png
Cleansing Water
Trait VII.pngCleansing Water
Remove a condition when granting regeneration to yourself or an ally
Powerful Aura
Trait VIII.pngPowerful Aura
When you apply an aura to yourself, grant that aura to all nearby allies as well
Soothing Power
Trait IX.pngSoothing Power
The healing effect of soothing mist is increased by 200%

Enjoy :) Colors/Styling will come with time. Grammar and spelling mistakes will also be fixed over time. Icons will be added as according to in game or unified logic. Happy pre-patch day! « Chase ♥ ♥ ♥ » 01:03, 23 June 2015 (UTC)

Looks great :) Did you figure out the bots or should I start working on the other lines? Btw, what do you guys think about creating a warning banner on the frontpage regarding the upcoming update?-- Galaxian (talk) 11:47, 23 June 2015 (UTC)

Bugged build policy[edit]

What's our policy on broken stuff again? xP There is a bug that basically makes rangers immortals I wonder if we should add it or not. Technically it's meta AF but then we'd encourage people to use bugs. --Necromancer Icon Color.pngHanz(talk) 17:35, 24 June 2015 (UTC)

Immortal rangers, Infinite grenade engis, etc are "bugged". If you feel it's worth the time to create and delete it when fixed then I think it's okay for the community to be aware of why they are unable to kill or are being insta downed by a certain class. If using those builds is an "exploit" then I'm currently unaware of the rules. Someone better versed in "exploits" should comment. « Chase ♥ ♥ ♥ » 23:44, 27 June 2015 (UTC)
I would also recommend putting "Bugged" some where in the overview or if you'd like I can create a banner template you can place at the top above the rating box so users are easily notified « Chase ♥ ♥ ♥ » 23:45, 27 June 2015 (UTC)

New one needs help[edit]

Hi everyone im very new on this side and i dont rly know how all the things here work, i read the tutroial but im still not understanding much

i basicaly want to share an build i made for myself (pvp conquest) but i dont know how to edit it that it looks readable and also dont know where to post it^^

some help would be nice ty :D

yours sincerely --Mine Pie

Welcome to the website! Familiarize yourself with the Style Manual, I went ahead and created the build for you which can be found here. The title can be changed later one and you are free to edit the article now. Also, don't forget to add your signature at the end of a post by clicking on the signature button above the text area.-- Galaxian (talk) 14:34, 27 June 2015 (UTC)
ty very much ^^
don't worry too much about being confused, we're in the middle of reworking a lot of how the site works for new visitors. the style guide/tutorial should be considered a "loose guide" atm while we set formatting rules and re-write it. « Chase ♥ ♥ ♥ » 23:40, 27 June 2015 (UTC)