Difference between revisions of "Pilz"

(GvG Tempest Support)
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** {{Skill|Earth Attunement}} - This is mostly a filler attunement you want to switch into to start the cooldown on the Fire attunement. It provides an invulnability on Focus, {{Skill|Obsidian Flesh}}. In Earth, {{Skill|Glyph of Renewal}} becomes a AoE revive with a decently large radius.
 
** {{Skill|Earth Attunement}} - This is mostly a filler attunement you want to switch into to start the cooldown on the Fire attunement. It provides an invulnability on Focus, {{Skill|Obsidian Flesh}}. In Earth, {{Skill|Glyph of Renewal}} becomes a AoE revive with a decently large radius.
  
 
+
{{Collapsible
 
+
|width=85
 
+
|;Engage Skill Usage
 
+
|
 
+
* Start the fight in {{Skill|Earth Attunement}} and use {{Skill|Earthen Rush}} on the first engage.
 
+
* Switch to {{Skill|Fire Attunement}} and spam {{Skill|Fire Aura}} / {{Skill|Transmute Fire}} for cleanses.
 
+
* Be ready to get into a safe position and switch to {{Skill|Air Attunement}} to cast {{Skill|Glyph of Renewal}} if someone dies on the first engage.
 
 
 
 
{{Build
 
| profession = Revenant
 
| specialization = Vindicator
 
| designed for = wvw zerg
 
| focus = Strike Damage, DPS, Boon Support
 
| rating = good
 
| xpac = eod
 
 
}}
 
}}
  
==Overview==
+
{{Collapsible
A Power based Vindicator build for WvW. The power of greatsword, the durability of Jalis, and the damage of {{Skill|Coalescence of Ruin}} allow this build to deal strong damage with great survivability.
+
|width=85
 
+
|;Rotation Skill Usage
 
+
|
==Skill Bar==
+
* Starting in {{Skill|Fire Attunement}}, use  {{Skill|Transmute Fire}} on the aura from {{Trait|Sunspot}} for cleansing.
{{Skill bar
+
* Use {{Skill|Fire Aura}} and wait for {{Skill|Transmute Fire}}.
| profession = revenant
+
* Use {{Skill|Burning Speed}} for repositioning. Optimally, get into 180 range of allies to give them might with {{Trait|Pyromancer's Puissance}}.
| specialization = Vindicator
+
** Do not use {{Skill|Overload Fire}} ever.
| weapon1 = hammer
+
* Switch to {{Skill|Water Attunement}}.
| weapon3 = Greatsword
+
** Note that this gives a decent heal with {{Trait|Healing Ripple}} as well as cleanses with {{Trait|Cleansing Wave}}.
| legend1 = Archemorus
+
** Use {{Skill|Comet}} for a ranged AoE CC skill.  
| legend2 = Jalis
+
** Use {{Skill|Cone of Cold}} for a small heal until the overload is ready.
 +
* Use {{Skill|Overload Water}} for a large amout of cleanses, a good heal and {{Skill|Frost Aura}}.
 +
* Switch to {{Skill|Fire Attunement}} and do the same steps as above.
 +
* Briefly switch into {{Skill|Earth Attunement}} if {{Skill|Air Attunement}} is not up.
 +
** Use {{Skill|Earthen Rush}} for repositioning.
 +
** Using {{Skill|Overload Earth}} is generally not recommended.
 +
* Switch to {{Skill|Air Attunement}} and use {{Skill|Shocking Aura}} if available.
 +
* Use {{Skill|Transmute Shocking Aura}} if the cleanse is needed.
 +
** Use {{Skill|Swirling Winds}} if the enemy is using ranged damage such as Necromancer's {{Skill|Lich Form}}.
 +
** Use {{Skill|Gale}} if your squad is going for a single target.
 +
* Use {{Skill|Overload Air}} for the extra {{Skill|Shocking Aura}}.
 +
* Switch to {{Skill|Fire Attunement}} and repeat.
 
}}
 
}}
  
  
==Template Code==
+
===Overall Priorities===
{{TemplateCode|
+
;Highest
code = [&DQkDPg8mNDfcEdwRKxIGEgYSKxLUEdQRyhHKEQ8NDwAAAAAAAAAAAAAAAAA=]
+
* {{Skill|Glyph of Renewal}}
}}
 
  
 
==Specializations==
 
{{Specialization|Devastation|mid|top|mid}}
 
;Variants
 
* {{trait|Notoriety}} selfish stat boost, can be worth it if you party has only two DPS
 
* {{trait|Brutality}} constant stability removal with quickness uptime but less DPS.
 
{{Specialization|Invocation|mid|bot|bot}}
 
{{Specialization|Vindicator|mid|bot|top}}
 
;Variants
 
* {{Trait|Leviathan Strength}} if your party is providing might cap on spikes without your help
 
* {{Trait|Reaver's Curse}} with extremely high vigor uptime and regularly hitting 3+ targets with {{Trait|Forerunner of Death}}
 
 
 
==Equipment==
 
{{PvE equipment
 
| weight = Heavy
 
| stats = Berserker
 
| rune = Superior Rune of the Scholar
 
| rune-qt = 6
 
| weapon1 = Hammer
 
| weapon2 =
 
| sigil1 = Superior Sigil of Force
 
| sigil2 = Superior Sigil of Accuracy
 
| weapon3 = Greatsword
 
| weapon4 =
 
| sigil3 = Superior Sigil of Energy
 
| sigil4 = Superior Sigil of Bloodlust
 
| amulet =  Assassin
 
| accessory1 = Berserker
 
| accessory2 = Berserker
 
| backpiece = Berserker
 
| infusion1 = Mighty WvW Infusion
 
| infusion1-qt = 18
 
}}
 
 
 
===Equipment Variants===
 
;Stats
 
* {{tooltip|Marauder stats}}/{{tooltip|Dragon stats}} if you find you need extra defensive stats, but do not go over crit cap
 
 
;Sigils
 
* '''Greatsword''' {{Sigil|Superior Sigil of Hydromancy}}
 
* {{Sigil|Superior Sigil of Stamina}}
 
 
 
===Consumables===
 
* {{Food|Peppercorn-Crusted Sous-Vide Steak}}
 
** {{Food|Carrot Soufflé}} personal food option
 
* {{Utility|Superior Sharpening Stone}}
 
 
 
==Usage==
 
===Priorities===
 
 
;High
 
;High
* Ranged Spike
+
* Condition clear
 +
* Healing
  
 
;Moderate
 
;Moderate
* Sustained damage
+
* Sharing (Shocking) Aura
* {{Tooltip|Might}}
+
* CC
 +
 
 +
;Low
 +
* Share {{Tooltip|Might}}
  
;Low
 
* CC
 
  
  
 
====Surviving====
 
====Surviving====
* This build has moderate passive defense
+
* Despite the choice of purely defensive gear, the Elementalist suffers from the lowest base stats in the game.
* This build has moderate mobility skill access
+
* Paired with the lack of good access to stunbreaks and stability, this makes you an easy target if you get yourself in a bad position. 
** {{skill|Phantom's Onslaught}} will lunge towards a target if they are within range, otherwise it moves you considerably less than 900 range
+
* That being said, you have very good mobility and should be able to position yourself savely. Having {{Sigil|Sigil of Energy}}} as well as {{Skill|Burning Speed}} and {{Skill|Earthen Rush}} gives a lot of access to {{Tooltip|Evade}}. Using this well means that you can avoid most damage.
*** Neutral creatures can be used as targets
+
* If targeted, keep your access to {{Skill|Earth Attunement}} with {{Skill|Obsidian Flesh}} open. Use the invulnability to reposition.
* This builds has high active defenses
+
* For movement, you can use {{Skill|Burning Speed}} and {{Skill|Earthen Rush}} on a low cooldown. Together with {{Sigil|Sigil of Energy}}, you have a large amount of dodges.
** Only use {{Skill|Phase Smash}} defensively if desperate, it will likely leave you more out of position than when you started
+
** If necessary, {{Skill|Tornado}} gives access to another dash {{Skill|Dust Charge}}. Using this defensively is not recommended but can save your life.
** Toggle {{Skill|Vengeful Hammers}} on whenever you expect significant pressure, its upkeep is cheap
 
** {{Skill|Rite of the Great Dwarf}} breaks stuns at the beginning of the cast, dodge or weapon stow to cancel the cast if you're in danger
 
 
 
{{Collapsible
 
|width=85
 
|;Active defense priority
 
|
 
* {{Skill|Reaver's Rage}} - for stunbreaking
 
* {{Skill|Rite of the Great Dwarf}} - for stunbreaking
 
* {{Skill|Soothing Stone}} - for {{Tooltip|Immobilize}}
 
* {{Skill|Alliance Tactics}} - Saint Viktor
 
** {{Skill|Awakening}} - for stunbreaking
 
** {{Skill|Battle Dance}} - for {{Tooltip|Immobilize}}
 
** {{Skill|Tree Song}} - for {{Tooltip|Immobilize}}
 
* {{Skill|Vengeful Hammers}}
 
* '''Dodge'''
 
** {{Skill|Energy Meld}} - if short on '''Endurance'''
 
* {{Skill|Imperial Guard}}
 
* {{Skill|Rite of the Great Dwarf}} - general use
 
* {{Skill|Selfish Spirit}}/{{Skill|Soothing Stone}} - general use
 
* {{Skill|Alliance Tactics}} - Saint Viktor
 
** {{Skill|Battle Dance}}
 
** {{Skill|Selfless Spirit}}
 
* {{Skill|Phase Smash}}
 
}}
 
  
  
 
===Detailed Explanations===
 
===Detailed Explanations===
====Ranged Spike====
+
====Positioning====
* Casting {{Skill|Coalescence of Ruin}} immediately before {{Skill|Phase Smash}} will make both hits land at the same time
+
* Since you have many long cast times, you want to stay in a save position slightly behind the squad. To ensure that most skills land, you want to keep a distance of around 200 to 240 units.
** {{Skill|Phase Smash}} is the priority skill if you can't use both
+
* When overloading air, you can move further away if it is needed. The aura is applied by {{Trait|Powerful Aura}} has 600 range.
* Avoid casting {{Skill|Phase Smash}} as groups cross each other so you aren't left behind
+
* Make sure you are in a good position when people might get in trouble, so that you can use your {{Skill|Glyph of Renewal}} if needed.
 +
* When pushing, this usually means you want to go ahead of the group with {{Skill|Burning Speed}} and {{Skill|Earthen Rush}}.
 +
* Once {{Skill|Glyph of Renewal}} is used, you can position more aggresively and try to land to low range support skills in more dangerous positions. You still want to keep some distance though, to ensure the casts go through.
  
 +
====Glyph of Renewal====
 +
*  Under '''General Options / Combat/Movement''' turn on '''Allow Skill Retargetting''' and  set '''Ground Targetting''' to '''Instant Cast''', this will make {{Skill|Glyph of Renewal}} cast at the location your cursor is at the end of the cast, instead of where you initially targetted
 +
* Use {{Skill|Glyph of Renewal}} mostly in {{Skill|Air Attunement}} to revive allies that are far away from your team or in {{Skill|Earth Attunement}} if there are multiple players in downstate.
 +
** If a downed ally can be safely revived by other means, usually {{Skill|Glyph of Renewal}} should not be used.
 +
** If the teleportation is not needed (or activly harmful), use the glyph in {{Skill|Water Attunement}} for the extra heal.
 +
** Using the glyph in {{Skill|Fire Attunement}} can be useful in rare situations, especially if you are under the effect of {{Skill|Illusion of Life}}.
  
====Sustained damage====
 
* You can {{Skill|Phase Smash}} through traps and marks to activate them without taking any damage.
 
* Try to place {{Skill|Inspiring Reinforcement}} in the direction your group is pushing if possible, but prioritize hitting enemies
 
* Toggle on {{Skill|Vengeful Hammers}} any time you're in range and in '''Jalis''', but prioritize other skills when energy is limited
 
  
{{Collapsible
+
====Condition Clear====
|width=85
+
* You mostly clear conditions by going to {{Skill|Fire Attunement}} for {{Trait|Sunspot}} and use{{Skill|Fire Aura}} / {{Skill|Transmute Fire Aura}} due to {{Trait|Smothering Auras}}. Notice that the range is rather small here.
|collapsed=true
+
* Using {{Skill|Water Attunement}} cleanses a condition on instant cast.
|;Skill priority
+
* Using {{Skill|Overload Water}} provides a good amount of condition cleanse but is rather slow to access and use.
|
+
* Transmuting {{Skill|Shocking Aura}} in {{Skill|Air Attunement}} cleanses conditions due to {{Trait|Smothering Auras}}.
* {{Skill|Scavenger Burst}} - if lacking {{Tooltip|Fury}} or {{Tooltip|Quickness}}
+
** {{Skill|"Wash the Pain Away!"}} cleanses one condition but is mostly used for the heal.
* {{Trait|Forerunner of Death}}
+
** {{Skill|"Aftershock!"}} cleanses one condition but should be used for the immobilize mostly.
* {{Skill|Nomad's Advance}}
 
* {{Skill|Scavenger Burst}} - general use
 
* {{Skill|Inspiring Reinforcement}}
 
* {{Skill|Vengeful Hammers}}
 
  
;Greatsword
 
* {{Skill|True Strike (Vindicator)}} - 5 charges
 
* {{Skill|Eternity's Requiem}}
 
* {{Skill|Phantom's Onslaught}}
 
* {{Skill|Mist Unleashed}}
 
  
;Hammer
+
====Healing====
* {{Skill|Phase Smash}}
+
* Most of your healing will be passively applied by rotating through your attunements, applying '''aura''' skills and {{Trait|Elemental Bastion}}.
* {{Skill|Coalescence of Ruin}}
+
* Your biggest burst heal skill is {{Skill|"Wash the Pain Away!"}}. Notice that most of the heal is in the first heal of this skill which only has a range of 180.
}}
+
* One of the most powerful heals is hidden in {{Skill|Water Attunement}} with {{Trait|Healing Ripple}} and {{Trait|Cleansing Wave}}. This is instant cast, meaning it provides the healing immediately and can also be used while CCed.
 +
* Making sure that {{Skill|Overload Water}} is not interrupted provides another very powerful heal. Due to the cast time, this requires some timing to use most effectively.
 +
** {{Trait|Healing Ripple}} is a passive healing effect applied automatically. Keeping this up is not a priority but should happen automatically as you should attune to water regularely.
 +
** {{Skill|Cone of Cold}} can be used to heal allies. This is not very potent but is a good filler skill while wating for {{Skill|Overload Water}}.
 +
** {{Skill|"Aftershock!"}} heals due to the '''aura''' application and {{Trait|Elemental Bastion}} but should be used for the immobilize mostly.
  
  
====Might====
+
====CC====
* Your might is mostly passively generated through {{Trait|Amnesty of Shing Jea}} through using '''Aliiance''' skills and {{Skill|Energy Meld}}
+
* Use your CC in coordination with your team. This means:
* Stay close to your group, {{Trait|Amnesty of Shing Jea}} has a small radius
+
** If your team is focusing on a single player, use {{Skill|Gale}} and {{Skill|Signet of Earth}}.
* Before leaving '''Alliance''' stance, use {{Skill|Alliance Tactics}} to swap to '''Saint Viktor''' and proc {{Trait|Amnesty of Shing Jea}}
+
** If your team is going for a an AoE damage spike or is in the defensive, provide {{Tooltip|Immobilize}} using {{Skill|"Aftershock!"}} and {{Skill|Earthen Rush}} and provide {{Skill|Shocking Aura}}.
** As soon as you reenter '''Alliance''' stance, use {{Skill|Alliance Tactics}} again to get access to '''Archemorus''' skills
+
* Use {{Skill|Tornado}} to stop the enemy from reviving downed players by knocking them away.
 +
* Use {{Skill|Tornado}} if you notice that the enemy ran out of {{Tooltip|Stability}} and access to it.
 +
** {{Skill|Comet}} can be used as often as possible.
  
  
====CC====
+
====Settings====
* Use {{Skill|Forced Engagement}} when:
+
* Under '''General Options / Combat/Movement''' turn on '''Allow Skill Retargetting''' and  set '''Ground Targetting''' to '''Instant Cast''', this will make {{Skill|Glyph of Renewal}} cast at the location your cursor is at the end of the cast, instead of where you initially targetted
** Your group calls a spike:
+
* Under '''Squad Options''' use '''View as a grid'''. This will allow you to keep and easy overview of the squads condition and spot early on if you need to be ready for {{Skill|Glyph of Renewal}}.
*** Winds - {{Skill|Winds of Disenchantment}}
+
** Seeing conditions on allies in party view is nice, but most condition cleanses are used anyway as part of a rotation. Movement impairing conditions are easily noticable by looking at the player's character. Similarely, seeing allied player's boons is rarely of actual use, since this build does not provide ciritcal boons like {{Tooltip|Stability}} or stunbreaks.
*** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}}
+
* Under '''General Options / User Interface''' check '''Always show squad health bars''' and '''Always show party health bars'''. These will make it much easier to keep track of who needs your support.
*** Shades - {{Skill|Desert Shroud}}
+
** The options '''Thick party health bars''' and '''Thick squad health bars''' can be used too as a matter of personal preference.
*** Traps - {{Skill|Procession of Blades}}+{{Skill|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
 
* Use {{Skill|Drop the Hammer}} when all other skills are on cooldown and projectile block is stopping your {{Skill|Hammer Bolt}}
 

Revision as of 19:54, 13 May 2022

Part of the current metagame

Our curator decided this build is in the current metagame regardless of rating. The community gave this build a rating, making it top-tier: Great

Focused on: ControlSupportHealing and Condition cleanse

Designed for: WvW GvG

Expansions required: Heart of Thorns builds

Overview

The Fire Tempest provides strong condition cleanse and healing. It has access to one of the strongest revive skills, , brings access to auras and provides a good amount of crowd control.


Skill Bar

Dagger/Focus
Dagger/Focus
Utility


Skill Variants

Utilities
Signet of Earth provides a very strong single target immobilize. However, it can be switched out for other utilities in some situations. Especially for starting out, the alternatives are easier to use.
  • the best option for another aura/heal utility
  • group stunbreak and AOE superspeed
Elite
  • this is usually not worth using, however it synergises with the Mesmer's revive skill as it can prevent the players from dying to the debuff.


Template Code

[&DQYfKxErMD/HEgAApRIAAHQSAAAdAQAAmRIAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Equipment

Head
Minstrel
Shoulders
Minstrel
Chest
Minstrel
Hands
Minstrel
Legs
Minstrel
Feet
Minstrel
Backpiece
Minstrel
Accessory
Minstrel
Accessory
Minstrel
Amulet
Minstrel
Ring
Minstrel
Ring
Minstrel
Dagger
Minstrel
Focus
Minstrel
Sigil
Sigil
Scepter
Minstrel
Dagger
Minstrel
Sigil
Sigil
Rune
x6
Infusion
x18
Rune Variants
  • can be used if extra tankiness is required. It increases the amount of condition cleanse.
  • increases the healing but loses quite a bit of defensive stats compared to the other choices.


Consumables

    • personal option
    • is worth using if you can go for many revives

Usage

General

  • This build fills the role of the healer and cleanser in the party, so it is important to focus on these things first.
  • The is very powerful. Especially used in air attunement, it can completely reset a player that went down in a bad place. Make sure to be in a save position when this is needed.
  • Auras are quite powerful and since the access is mostly limited to Elementalists, you should applies these as much as possible.
  • The amount of might provided by is a lot, however the range is small. If possible, make sure to get value out of this trait.
  • Since you do not have good access to stunbreaks and stability for yourself and you heavily rely on skills with longer casttimes, you want to be in safe positions during the round. Especially while overloading, it is perfectly fine to move a bit away from the commander to ensure the cast.
  • For the usage of attunements and skills, you can stick to a relatively simple rotation. This is not optimal in all situations but it is a very solid start and helps you to focus on other things while learning.
    • - This is the source of most cleanses tied to the Focus skill / . This is also the source of a large amount of AoE might coming from the trait . Maximize the frequency with which you use this attunement.
    • - This is a great source of healing. Use whenever possible.
    • - is by far the strongest Aura. Therefore, use the Dagger skill and often. Keep this attunement ready for if you expect someone to die off position. Use {{Swirling Windsßß

Use to counter enemy Necromancer's . Use for one of the strongest single target CC effects.

    • - This is mostly a filler attunement you want to switch into to start the cooldown on the Fire attunement. It provides an invulnability on Focus, . In Earth, becomes a AoE revive with a decently large radius.
Engage Skill Usage
  • Start the fight in and use on the first engage.
  • Switch to and spam / for cleanses.
  • Be ready to get into a safe position and switch to to cast if someone dies on the first engage.


Rotation Skill Usage
  • Starting in , use on the aura from for cleansing.
  • Use and wait for .
  • Use for repositioning. Optimally, get into 180 range of allies to give them might with .
    • Do not use ever.
  • Switch to .
    • Note that this gives a decent heal with as well as cleanses with .
    • Use for a ranged AoE CC skill.
    • Use for a small heal until the overload is ready.
  • Use for a large amout of cleanses, a good heal and .
  • Switch to and do the same steps as above.
  • Briefly switch into if is not up.
    • Use for repositioning.
    • Using is generally not recommended.
  • Switch to and use if available.
  • Use if the cleanse is needed.
    • Use if the enemy is using ranged damage such as Necromancer's .
    • Use if your squad is going for a single target.
  • Use for the extra .
  • Switch to and repeat.


Overall Priorities

Highest
High
  • Condition clear
  • Healing
Moderate
  • Sharing (Shocking) Aura
  • CC
Low


Surviving

  • Despite the choice of purely defensive gear, the Elementalist suffers from the lowest base stats in the game.
  • Paired with the lack of good access to stunbreaks and stability, this makes you an easy target if you get yourself in a bad position.
  • That being said, you have very good mobility and should be able to position yourself savely. Having } as well as and gives a lot of access to 24px Evade. Using this well means that you can avoid most damage.
  • If targeted, keep your access to with open. Use the invulnability to reposition.
  • For movement, you can use and on a low cooldown. Together with , you have a large amount of dodges.
    • If necessary, gives access to another dash . Using this defensively is not recommended but can save your life.


Detailed Explanations

Positioning

  • Since you have many long cast times, you want to stay in a save position slightly behind the squad. To ensure that most skills land, you want to keep a distance of around 200 to 240 units.
  • When overloading air, you can move further away if it is needed. The aura is applied by has 600 range.
  • Make sure you are in a good position when people might get in trouble, so that you can use your if needed.
  • When pushing, this usually means you want to go ahead of the group with and .
  • Once is used, you can position more aggresively and try to land to low range support skills in more dangerous positions. You still want to keep some distance though, to ensure the casts go through.

Glyph of Renewal

  • Under General Options / Combat/Movement turn on Allow Skill Retargetting and set Ground Targetting to Instant Cast, this will make cast at the location your cursor is at the end of the cast, instead of where you initially targetted
  • Use mostly in to revive allies that are far away from your team or in if there are multiple players in downstate.
    • If a downed ally can be safely revived by other means, usually should not be used.
    • If the teleportation is not needed (or activly harmful), use the glyph in for the extra heal.
    • Using the glyph in can be useful in rare situations, especially if you are under the effect of .


Condition Clear

  • You mostly clear conditions by going to for and use / due to . Notice that the range is rather small here.
  • Using cleanses a condition on instant cast.
  • Using provides a good amount of condition cleanse but is rather slow to access and use.
  • Transmuting in cleanses conditions due to .
    • cleanses one condition but is mostly used for the heal.
    • cleanses one condition but should be used for the immobilize mostly.


Healing

  • Most of your healing will be passively applied by rotating through your attunements, applying aura skills and .
  • Your biggest burst heal skill is . Notice that most of the heal is in the first heal of this skill which only has a range of 180.
  • One of the most powerful heals is hidden in with and . This is instant cast, meaning it provides the healing immediately and can also be used while CCed.
  • Making sure that is not interrupted provides another very powerful heal. Due to the cast time, this requires some timing to use most effectively.
    • is a passive healing effect applied automatically. Keeping this up is not a priority but should happen automatically as you should attune to water regularely.
    • can be used to heal allies. This is not very potent but is a good filler skill while wating for .
    • heals due to the aura application and but should be used for the immobilize mostly.


CC

  • Use your CC in coordination with your team. This means:
    • If your team is focusing on a single player, use and .
    • If your team is going for a an AoE damage spike or is in the defensive, provide Immobilize Immobilize using and and provide .
  • Use to stop the enemy from reviving downed players by knocking them away.
  • Use if you notice that the enemy ran out of Stability Stability and access to it.
    • can be used as often as possible.


Settings

  • Under General Options / Combat/Movement turn on Allow Skill Retargetting and set Ground Targetting to Instant Cast, this will make cast at the location your cursor is at the end of the cast, instead of where you initially targetted
  • Under Squad Options use View as a grid. This will allow you to keep and easy overview of the squads condition and spot early on if you need to be ready for .
    • Seeing conditions on allies in party view is nice, but most condition cleanses are used anyway as part of a rotation. Movement impairing conditions are easily noticable by looking at the player's character. Similarely, seeing allied player's boons is rarely of actual use, since this build does not provide ciritcal boons like Stability Stability or stunbreaks.
  • Under General Options / User Interface check Always show squad health bars and Always show party health bars. These will make it much easier to keep track of who needs your support.
    • The options Thick party health bars and Thick squad health bars can be used too as a matter of personal preference.
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