So i been reading allot of stuff just about the talent system, just trying to think what would be the best comp for 5v5
So far i have thoguht of this
Speed Warrior:
Now the warrior generally has a decent amount of access to swiftness through skills:
Charge
I Will Avenge You!
Signet of Rage
Today I want to focus on Charge
Untraited, charge looks something like this:
"Grant swiftness to yourself and allies, while removing chill, cripple, and immobilize. "
Grants: Swiftness 10s
Cooldown: 20 Seconds
Now this provides 50% uptime, which is quite powerful, and allows the warrior to grant his entire team really strong movement bursts.
But we can do better
Enter Traits:
Starting with the Tactics Traitline:
Minor Traits:
Determined Revival: Gain extra armor while reviving.
Fast Healer: Increased revive speed.
Empower Allies: Nearby allies do extra damage.
All useful traits, Empower allies will provide the most benefit of the bunch to a supportive warrior, but what we're really concerned about is putting 30 points in Tactics.
Tactics: Passives: +10 Vitality, +1 Concentration
Concentration: Improves the duration of all boons applied by the character.
So after 30 points in Tactics, or a 30% increase in boons, this is our new charge skill:
"Grant swiftness to yourself and allies, while removing chill, cripple, and immobilize. "
Grants: Swiftness 10s->13s
Cooldown: 20 Seconds
Our uptime just increased quite a bit, from 10s to 13s. That's a 65% uptime if used on every cooldown. Not bad...
Support Guardian:
Weapon sets: 1st - Sword/offhand (most of the time it'll be torch, but I also really like the shield and focus skills, so I'll swap from time to time.
2nd - Greatsword, staff, or hammer, depending on situation.
Traits -
Zeal (+ power, boon duration) - 20
- Zealot's Speed: Gain 10 seconds of Swiftness when health dips below 50% health (30 second cooldown)
- Zealous Courage: You trigger a symbol of courage at your location when you reach 50% health
+Two handed power - Your damage with two handed weapons is increased 5%
+Fiery Wrath - You deal 10% more damage to burning foes.
Radiance (+ precision, condition duration): 30
- Justice is Blind: Justice blinds enemies
- Critical Brilliance: You have a chance to blind enemies with your critical attacks
- Critical Radiance: You have a chance to burn enemies with your critical attacks
+right handed strength - 15% increased crit chance with one handed weapons
+Powerful blades - sword and spear damage increased 5%
For the third, not sure whether I'll go radiant fire or writ of precision. Better cooldowns for torch or better crit for symbols?
Valor (+ toughness, critical damage): 0
Honor (+ vitality, healing): 10
- Protective Reviver: You and your ally gain aegis when you revive them.
+two handed mastery - your two handed weapons recharge 25% faster.
Virtues (+ condition damage, virtue recharge): 10
- Resolute: Increase the duration of Resolve
+Judgemental - smite causes burning every 4 attacks instead of 5.
Healing Skill - Shelter
Utilities -
These will be open to change based on the situation, that and I can't read the text of the skill video very well, but basically I'll probably run with one signet, one spirit weapon, and one shout. I was looking forward to using symbol of courage in my utility slot, but it appears to be gone. Here's hoping skills are still up in the air enough that it may return.
Blood Necromancer:
Another option is a build akin to this:
Basically its a very defensive oriented setup that has 2 "phases".
You are either in your humanoid form (phase 1), in which case you try to:
1) Leech Life; multitude of ways.
a) Through one of the wells, they leech life and protect you (either through blind or stacking weakness)
b) Weapon abilities; Life Siphon and Locust Swarm
2) Gain as much Life Force as you can for phase 2
Phase 2 is death shroud phase. In which you just try to stay as long as you can to give all your cooldowns time to come back up.
-------
The whole concept is meshed together rather quickly. The whole well thing can be dropped, but I figured I'd be fun to include those a bit more (they are underused :P).
The main concept of the build is that you use your life leeching abilities as much as you can, and use death shroud as a buffer. A bit like the wound master but much more defensive oriented.
Weapons and utility can freely be swapped. And there is a lot of leeway in the traits too.
This simple concept was mostly about:
1) Use your leech abilities
2) Use a cripple/immobilize and drop a well to benefit from its defenses (weakness/blind) while it restores your health (through trait or blood well). The wells have a long cooldown but you should be able to use 1 or 2 each time you're in human form.
3) Try to gain as much life force if possible. Spectral armor works nice for that (or use it just before you enter DS if that trick still works); or use an alternative.
4) Pop into DS whenever your life force is full, and use those precious seconds to let your cooldowns tick away, and abuse dark path, doom and life transfer. (Life Blast might be a bad idea).
Fights will take long, but the idea is that you're neigh unkillable :P.
Elementalist:
Spike
--Traits: Air: +25% damage to foes under 25% health +50% dmg to foes who are knocked down or stunned.
Eath skills recharge 15% faster
--Scepter/dagger: earthquake to knock down nearby opponents followed by churning earth.
For 150% - 175% dmg.
Survivability
--traits: Water: mist form at 33% health, mist form chills nearby enemies
signets always keep passive effect
--utility: mist form
--Signets: heal everytime I cast, lose a condition every 3 secs, cleansing fire: break out of stun + loose all conditions.
Thief:
Critical Strikes 30
Signet Use: Gain Initiative when activating a Signet
Critical Haste: 10% chance to gain haste on crit
Fast Signets: 20% faster Signet CD. (Only 6 seconds down for gaining Initiative via signets, filler: Stealth) Not sure on this one yet though.
Shadow Arts 30
Patience: Regain Initiative faster while in stealth
Infusion of Shadow: 2 initiative when using a stealthing ability
Hidden Thief: Stealing Stealths you (free 2 initiative)
Trickery 10
Uncatchable: Throw Caltraps on dodge. (not certain on this one, seems like a nice utility though.)
Goal: Have initiative to blow
Signet use = only 6 seconds down on initiative gain ( 1 signet every 10 seconds )
Stealth as a filler for initiative.
Heal 30 sec cd = Initiative
Steal 30 sec cd = initiative
Cloak and dagger only costing 3 initiative.
3 seconds of stealth at <1 s/p Initiative
Sword and Dagger to play the avoidance annoyance, with an abundance of stealth to get in an out, and easy access to initiative, caltraps on dodge and some CC from Dagger Pistol.
Not to be a straight blow em up spec, but more a fun in and out of combat kind of deal. Play the harrassing prick on the Battlefield, but has one on one potential if need be.
So i honestly think these will be the best comp for 5v5, the mobilty of the team is just outstanding, since most maps have 5 nodes the necromancer and guardian can guard a node by themselves, so living the ele/warrior/thief on O to hold the 3rd node and move to defend each node. Since the warrior/ele can keep swiftness up on that group pretty much the whole time. Really excited to see what ya have for ideas for comps and different builds