User:Armond/Guide to optimization

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This guy should be your bitch.

Overview[edit]

Welcome to Armond's guide to optimization. On this page, you will find profession-agnostic tips and tricks to making your builds, your character, and your party more effective at killing things without being killed. My goal is to not only rate each skill, upgrade, hero, and whatnot, but to teach you, dear reader, why they have earned this rating. Like all ratings, take these with a grain of salt; while I aim to provide a neutral and accurate assessment of things, your individual gaming experience (lag, campaigns/expansions owned, access to heroes, and common human party members) may cause your mileage to vary. (You should also check the history tab to see when this guide was last updated.) In general, this guide assumes that your character has access to every campaign, along with the Eye of the North expansion, has (nearly) every hero available, has unlocked hard mode in all areas, and has the capability to (with effort) acquire any skill, weapon, or armor he requires.

What you will not find on this page is in-depth discussion of any particular profession or area. Each mission, zone, creature, and quest has its own page on this wiki; there's a search bar on your left and in-game you can use F11 or /help to bring up a list of recent quests, missions, zones, and creatures. This wiki is one of the best game resources I've ever seen, so use it well. As for individual professions, each one shall have its own guide; a handbook, if you will.

Ratings[edit]

This guide will rate skills, tactics, items, and other such things with a quick color reference system.

  1. Red is used for things that are poor at best; at worst, these choices are pathetic, terrible, or actively harmful. 0/10 to 4/10.
  2. Orange is average. You can't really go wrong taking one of these choices, but there are better options out there. 5/10.
  3. Yellow is for good stuff. This is the point where optimization starts, and can generally be considered the minimum requirement for a good hard mode or Beyond team. 6/10 to 7/10.
  4. Light green is among the best. You should think very hard before not taking an option like this. "I don't like it" isn't a good reason not to take it, and that kind of attitude is what will make you fail hard mode. 8/10 to 9/10.
  5. Green is reserved for things that will blow your mind with how good they are. 10/10, no less. If you can't bring this along, there'd better be a damned good reason for it.

So what is valuable?[edit]

Give the hard mode article a quick read to give you an idea what you're up against.

Here's the thing that article doesn't tell you: PvE is easy. Most enemies only have a few skills with poor synergy and attribute distribution; it wasn't until Eye of the North that ANet decided to give monsters decent bars. Everyone remembers the first time they ran into the Charr in Blood Washes Blood ("Oh man these guys have conjures and aegis and reses!"), but what they failed to do was provide the enemies with sufficient utility to be an actual threat. Beyond content is much harder because they are finally fixing that; it also features high level enemies (26+) with lots of attributes and reinforcements; this means that the other guys have high armor, which already scales quickly, and lots of health across lots of targets, in addition to all the damage, utility, and healing they can pump out.

While reading this guide, bear in mind the following: Guild Wars is a game about making the other guys more dead than you.

The trinity of power[edit]

In Guild Wars, as in most combat games, there are three roles to be fulfilled in combat: damage, support, and control. Every action, skill, character build, and team build contributes to one or, often, more of these roles. A skilled player analyzes his actions and skill choices to maximize his contribution to these roles.

Because of the way they interact with each other, the roles can be thought of as legs of a triangle.

Fulfilling a role is a relatively complex process that requires several things to go right for the character to be successful. Each role has details on what makes a character good at that role, but there is one attribute that is important for all roles:

  • Survivability: A dead ally contributes nothing to the party - he can't damage enemies, support allies, or control the battlefield. Survivability requires a delicate balance - too much defense on an individual can easily be wasted, as it comes at the cost of increased offense and may be overkill for the healers, but not enough means the character can easily fold under concentrated assault.

Damage[edit]

This is the first leg of the triangle for two reasons: it is the one people are most familiar with, and understanding it is crucial to understanding the importance of the other roles. Damage is unique among the roles in that any character can deal damage as long as they have some sort of weapon equipped.

Guild Wars makes it easy to understand damage. You have a big red health bar with a number on it. If you get hit, that number goes down and the red bar depletes. If you get healed, that number goes up and the health bar refills. The object of the game is, generally, to keep your red bar at least partially filled and the other guys' red bars empty.

The most basic damage mechanic is the auto attack. Any character with a weapon can whittle away at enemy health by wanding, but this is generally low damage unless the character is wielding a martial weapon (especially melee weapons) for which he meets the requirement.

There are three other major mechanics that deal with damage: health degeneration (which very slowly removes the victim's health), deep wound (which immediately reduces the target's health and healing recieved), and hexes (which have a variety of effects, are hard to remove, and can trigger large amounts of damage against the AI).

When building a damage-based character, there are four important characteristics to pay attention to:

  • Damage output: The most obvious gauge of a damage-focused character is whether he deals enough damage to quickly kill an enemy - or at least to kill before being killed.
  • Inflicted effects: Many damage dealers can, in addition to dealing damage, inflict various conditions or other effects on their foes. This category also includes indirectly damaging effects, such as hexes that trigger on certain actions by your allies or the target.
  • Sustainability: Some skills, especially those with a long recharge or high energy cost, frontload their effects but leave the user unable to participate in combat for some time. By contrast, other skills grant the user energy or adrenaline, improving his damage output.
  • Targeting capacity: The strongest sword in the world is worthless if the wielder can't reach his target. This category includes mobility, range, and reliance on maintaining the same target.

Support[edit]

Support can be simply described as a hybrid of applying defense to and increasing the damage output of your team.

Support is a very important leg of the power triangle because mitigating or healing incoming damage is, in most situations, the best way to increase time to live.

Support characters have four areas to focus on:

  • Debuff removal: The ability to quickly and efficiently remove both conditions and hexes can be critical to your team's survival.
  • Defensive buffing: This category includes things that make your teammates harder to kill - damage reduction, reactive healing, and even speed boosts (which can also be used offensively).
  • Offensive buffing: Some of the strongest skills in the game buff your allies to make them stronger damage dealers. Skills in this category might increase the damage of your allies' attacks, add an area of effect, inflict conditions or effects, or some combination of the three.
  • Healing: Mostly the purview of the monk and the ritualist, this category includes any effect that recovers an ally's health. While not as useful as some defensive buffs - due to the large amount of damage that can fly around the battlefield - this is still an important part of any team.

Control[edit]

Control is, at its most basic, reducing the damage output and/or options available to the other team.

There are three aspects of control to be considered in any build:

  • Caster punishment: It's often important to stop enemy casters from getting their spells off - these spells can do a lot of damage or healing, or otherwise make your job tougher.
  • Denial: This category includes any effect that makes your opponents less able to do things - most commonly interrupts, knockdowns, and snares. These are important due to their versatility.
  • Melee punishment: There are a number of spells that reduce the melee damage a target deals or deal damage to him for attacking. These are important ways of making sure your team doesn't die to enemy melee attackers.

Tactics and build considerations[edit]

In general, your party should prioritize defense, recovery from poor situations, and damage output. In general, they can be prioritized in that order. In some areas, the order may be reversed or otherwise modified; do your homework before (or even during) the vanquish/mission.

  • Defense consists of shutdown, damage reduction, and healing.
    • Knockdowns are powerful; used well, Protection Prayers are also quite good; straight up healing, however, is often mediocre. However, no team can afford to pass up some healing, even if only on one or two characters.
    • Generally, once you have some redbar capabilities, it's best to turn your team's focus on preventing damage.
  • Recovery consists of your ability to resurrect allies, prevent further deaths, and adapt to complications such as overagro.

Game mechanics[edit]

Enemy patterns[edit]

When facing an optimized party, most enemies fall into one of two groups: those with notable survivability and those without.

  • Most enemies, even in hard mode, fall into the latter category and will fold within seconds of the party's attention turning their way. Some of these instead have high amounts of health and will take a while to kill, but short any way to be a threat to the party, their survivability isn't really notable (walls exist, but who cares).
  • The remainder will take time and strategy to kill; this category contains enemies such as Mark of Protection monks.

Engaging the enemy[edit]

Monsters are generally most dangerous at the start of the fight:

  1. All of their skills are recharged and ready to use, and some monsters will maintain buffs before combat.
  2. Your team has not yet had time to apply debuffs to make enemies less dangerous.
  3. The AI is a little bit trigger-happy.

Depending on the terrain and the enemies you face, patrols may walk into a ball or may be pulled into a choke point, either of which are perfect for aoe debuffs. Against easy enemies or uncooperative patrols, you may instead choose to have one melee character run in and engage; this character needs to be sturdy, as the AI will unleash their most powerful spells on him (including, sometimes, 3-4 enchantment removal spells; be sure to cover important buffs).

Equipment[edit]

Equipment can be broken down into three important categories:

  • Weapons: Every character requires some sort of weapon, even those not planning to attack. Weapon upgrades provide significant bonuses to attacking, defending, using skills, and casting spells.
  • Insigniae: Armor can be improved by insigniae and runes. Insigniae typically increase your character's defenses. With a few exceptions, it is usually best to place the same insignia on all five armor pieces. (The Armor rating article explains how different pieces of armor and insigniae "stack".)
  • Runes: Runes can give a boost to your maximum health, energy, or attributes, or reduce the duration of conditions on your character. Unlike insigniae, most runes don't stack.



Skills[edit]

This is a complete listing of all profession-agnostic skills by attribute.

Unlinked[edit]

Allegiance rank[edit]

There are no common skills in this attribute; however, it is worth noting that while there are many powerful skills linked to an allegiance rank, many of them work just fine at low allegiance rank, making raising this rank not a big priority. However, there are some exceptions, as noted in the handbooks.

Lightbringer rank[edit]

  • Overall: This is arguably the best title in the game. It is certainly the most powerful title in the game; +40% damage and -8 damage goes above and beyond every other title's passive effects combined, and the skills associated are great. On the other hand, it's only usable in the Nightfall campaign (and mostly towards the endgame and postgame), and the enemies you use it on tend to be appropriately (which is to say ridiculously) powerful. This title also has the advantage of being fairly easily raised; there are popular and efficient farms both for solo players and speed clear parties.

Sunspear rank[edit]

  • Overall: While the only common sunspear is rather uninspiring, this is still a very important title; nine of the ten other skills offered are quite strong (Intensity being the exception). It's also very easy to max; you'll be rank 6 or 7 by the time you finish Nightfall and max (or near it) by the time you finish vanquishing Elona. There's also a number of easy farms you can do.

Asura rank[edit]

  • Overall: The Asura have a fistful of great skills and a bunch that you can safely ignore. While most of these skills don't much care about your Asura rep, it's worth your time to invest in some for that extra second or two on the important ones.

Deldrimor rank[edit]

  • Overall: There are some really good skills here, topped off by the incredible melee buff found in Great Dwarf Weapon. Melee characters will also find some fun toys, and the title bonus is pretty useful as well. Really, there's no reason not to raise this one at least a bit, and it's one of the easier of the EotN titles to raise due to being present in practically every dungeon.

Ebon Vanguard rank[edit]

  • Overall: This title is important - it's the anti-Charr title, and Charr enemies are both common and powerful in Eye of the North. However, even against other enemies, this title has a few very powerful skills that you won't want to ignore.

Norn rank[edit]

  • Overall: Like the other titles, this one has some bad skills and some really amazing ones. Norn skills are notable for mostly being shouts, which means they're cast instantly (as opposed to being 0.25¼ cast) and have no aftercast. This is neat for anyone, but it's especially nice for melee, as it reduces the time they spend running up to a target. The best part is, like the Asuran skills, these skills are generally enemy-agnostic, so you'll want to raise this one.


Handbook collection[edit]

  1. Warrior Indestructible Master of War: The Warrior Handbook
  2. Ranger One Clean Motion, No Hesitation: The Ranger Handbook
  3. Monk Too Much of Heaven: The Monk Handbook
  4. Necromancer Dark Arts from Another Time and Age: The Necromancer Handbook
  5. Mesmer The End of a Thought: The Mesmer Handbook
  6. Elementalist Invoke Starfish: The Elementalist Handbook
  7. Assassin It Looks Like They Were Cut by Some Type of Blade: The Assassin Handbook
  8. Ritualist Spirited Away: The Ritualist Handbook
  9. Paragon Who the Hell Do You Think I Am?!: The Paragon Handbook
  10. Dervish Not as Clumsy or Random as a Wand: The Dervish Handbook

Yes, every one of them is a reference.