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Difference between revisions of "Untamed - Untamed (GvG)"

(gear for 28th)
Line 22: Line 22:
 
|healing = Perilous Gift
 
|healing = Perilous Gift
 
|utility1 = Nature's Binding
 
|utility1 = Nature's Binding
|utility2 = Signet of the Wild
+
|utility2 = Unnatural Traversal
 
|utility3 = Muddy Terrain
 
|utility3 = Muddy Terrain
 
|pet1 = Smokescale
 
|pet1 = Smokescale
|pet2 = Brown Bear
+
|pet2 = Turtle
 
|elite = Entangle
 
|elite = Entangle
 
}}
 
}}
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===Template Code===
 
===Template Code===
 
{{TemplateCode|
 
{{TemplateCode|
code =  
+
code = []
 
}}
 
}}
  

Revision as of 21:20, 29 November 2022

This is a rough draft. Once adequately written, it will progress to the testing stage, where it can be rated by the community. You can help by proposing changes with a comment.

Focused on: Direct damage and Crowd control

Designed for: WvW GvG

Expansions required: Heart of Thorns buildsPath of Fire BuildsEnd of Dragons builds

Difficulty:
TBD
This build was last updated on November 29, 2022.

Overview

This build focuses on landing Immobilize Immobilize during your group's spike and excels in coordinated group play. It also adds high spike damage.


Skill Bar

Smokescale
Turtle
Greatsword
Hammer
Utility


Specializations


Template Code

[]
Copy Template Code


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Dragon
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
Greatsword
Marauder
Sigil
Sigil
Hammer
Marauder
Sigil
Sigil
Rune
x6
Infusion
x16
Infusion
x2


Variants

Runes

  • Rune of Superior Rune of Durability defensive option


Consumables

    • personal option


Usage

Overall Priorities

High
Moderate
  • Damage
Low
  • Support


Surviving

  • This build has high passive defense
  • This build has high mobility skill access
    • Drop your target when using Swoop defensively
  • This builds has low active defenses
Active defense priority
  • Dodge
  • Counterattack


Detailed Explanations

Immobilize/CC

  • Don't overcommit into melee when Muddy Terrain is sufficient to CC
  • Use your CC when:
    • Your group calls a spike:
      • Winds - Winds of Disenchantment
      • Wells - Well of Corruption+Well of Suffering
      • Shades - Desert Shroud
      • Traps - Procession of Blades+Test of Faith
    • On top of enemy downs (while alive players are on top of them)
    • Enemy groups moving defensively while your group is pushing

Immobilize Immobilize/CC priority

  • Muddy Terrain
  • Signet of the Wild
  • Entangle
  • Path of Scars


Damage

  • Your Autoattacks in Greatsword are a very strong filler if you can use them safely, try to chain them until Whirling Defense is ready if possible

Damage priority

Greatsword
  • Maul
  • Hilt Bash - while Maul is on cooldown
  • Swoop
  • Autoattacks



Ratings

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Comments

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