User:Raine Valen/HA

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So you wanna play HA?[edit]

Sign up for what you think you can play. Use your IGN, not your wiki sig. User Raine R.gif Raine - talk 13:00, 16 April 2009 (UTC)

Assassin[edit]

  • Palm Strike Easy
Your job as a Palm Strike sin is to knock stuff down and do tons of cheap, easy damage. You're also responsible for snaring runners. Being able to pick out unprotted targets and 1234kill them and knowing when to lineback are required; things like breaking Diversion, quarterlocking, and proper timing with shutdown are the marks of good Palm Strike sins.
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  • Wastrel's Collapse Moderate
Wastrel's Collapse is a bit harder than Palm Strike. With WC, your goal is not to pressure, but to remove something from the game every 20 seconds. The other monk should be terrified to Infuse, or you're doing it wrong. At a minimum, you must be able to consistently apply Mark of Instability and land Wastrel's Collapse. Good WC sins pick key targets and land Fallings between chains off of other players' knockdowns.
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Dervish[edit]

  • Onslaught Moderate
Onslaught dervishes do as much damage as possible to as many people as possible. It's pressuring like an Endurance warrior - pumping out a consistent stream of big numbers. Minimally, you must be able to effectively pressure by switching targets effectively and effectively spike by being in range. Additionally, Onslaught dervishes will often be required to call spikes, depending on the build. Good Onslaughts apply more pressure than bad ones - it's easy to judge the skill of the player by how many things die.
  1. Raine Clove.
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  • Wounding Strike Easy
Our Wounding Strike dervish will make things die or get the fuck out. That is the low-end benchmark. At the minimum, you must be able to avoid interrupts on your enchantments, pressure both key and non-key targets, call both spikes and false spikes, and snare important targets. Furthermore, it is required that anything below 30% Health be instantly killed - this is also your job. Wounding Strike dervishes will be judged on all of the above.
  1. Raine Clove.
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Elementalist[edit]

  • Icy Shackles Moderate
Icy Shackles water eles are primarily responsible for calling targets for fire eles. It is their job to identify prime AoE locations and apply snares so that the fire eles can kill things. Shackles eles are also responsible for shutting down casters with Maelstrom, dropping wards and/or Grasping/Frozen Burst in appropriate places, and snaring runners. To be effective in this, these eles are required to keep their Attunement up as much as possible and position themselves properly. All of these things are required - there really isn't a lazy option.
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  • Searing Flames Easy
Searing Flames eles are responsible for dealing as much damage as possible to as many targets as possible. SF eles must be able to assist in spikes, and to drop Meteors where applicable. Additionally, these eles must always, always ensure that their Attunement is up.
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  • Savannah Heat Easy
This is probably the single easiest bar that we run. Savannah Heat eles are responsible for dropping AoE on important locations (like cap points) and baled-up opposition, as well as assisting on spikes.
  1. S T E P H I E.
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  • Unsteady Ground Moderate
Unsteady Ground eles are responsible for melee shutdown and ward placement. At a minimum, these eles must properly place wards and AoE. Earth eles must also take more efforts to avoid interrupts than their counterparts, due to the casting times of Earth spells. Earth eles will be judged on their ability to shut down melee.
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Mesmer[edit]

  • Power Block Difficult
Mesmers are responsible for raping both offensive and defensive casters on the opposing team, and may also be called to Rend or Shatter on spikes.
  1. Rhyme Valen.
  2. ...
  • Psychic Distraction Difficult
Mesmers are responsible for raping both offensive and defensive casters on the opposing team, and may also be called to Rend or Shatter on spikes.
  1. Rhyme Valen.
  2. ...
  • Signet of Illusions Moderate
Signet mesmers must be able to effectively determine what the what spells the other team is using that are giving us problems, and which of their skills would give them problems. By effectively choosing targets for skill disable, SoI mesmers can often change the flow of a match with a lucky Arcane Larceny or a well-thought Inspired Hex or Inspired Enchantment (two copies of PnH or LC? Yes plz.)
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Monk[edit]

  • Healer's Boon Difficult
Infuses must be able to manage energy both with and without Channeling, catch spikes, and effectively small prot, as a minimum. This is the anti-Onslaught: you will be judged on how often our players die. Better Infuses are able to determine which players are most in need of spot heals, and when party heals are necessary. Interrupting key casts, effective small protting, and good timing with Infuse, and good positioning are the marks of good HB monks.
  1. Scoop De Loop.
  2. ...
  • Life Sheath Difficult
Prots are responsible for eliminating condition pressure, stopping both spike and spot damage through effective big and small prots, and maintaining good positioning. Better Prots pre-prot more effectively, catch spikes earlier, avoid interrupts, and maintain good positioning. All of these are vital for prot monks.
  1. Raine Nito.
  2. ...
  • Peace and Harmony Moderate
PnH monks clean red bars where needed and party heal. They also use their Paragon skills, especially Song of Concentration, effectively. Stronger PnH monks PnH are able judge where PnH is necessary and apply it quickly, and to assist both kiting squishies and chasing melee with "Make Haste!" and "Fall Back!".
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Necromancer[edit]

  • Lingering Curse Moderate
Lingering Curse necromancers are responsible for applying and covering hexes on key targets, as well as Rending on spikes. Additionally, LCs typically carry Wards and/or Grasping, and are also responsible for effectively placing these. Better LC necroes time Rend better and apply hexes and drop wards in such a way as to generate or relieve the most possible pressure.
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  • Order of Apostasy Difficult
OoA necroes have one main goal in life: keep OoA up as much as possible. This means that they will be good at finding targets for SoLS and Foul Feast, they will be vocal about using OoA (dead necroes don't use OoA), and they will avoid interrupts. OoA necroes may or may not also be responsible for applying weapon spells, offensively or defensively.
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Paragon[edit]

Ranger[edit]

  • Practiced Stance Easy
  • Practiced Stance rangers will not get interrupted on Choking Gas and will harass casters. That is all.
  1. ...
  • Glass Arrows Moderate
Glass Arrows rangers are responsible for interrupting key casts and assisting on spikes. Better rangers will be more skilled in their interrupts and will aim for more important skills.
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Ritualist[edit]

  • Offering of Spirit Easy
These rits are niche, and responsible for melee buffs. Their main concern is energy management. They will ensure that their buffs have the highest possible uptime and that they properly allocate weapon spells, arage, and smites.
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Warrior[edit]

  • Earth Shaker Moderate
I need to get to class, so I'm rushing on these last three. I'll fix them later. These wars are responsible for KDing as much as possible at the best possible times.
  1. ...
  • Eviscerate Difficult
Evisc wars are supposed to spike and pressure stuff out. This is a caller position.
  1. Raine Tzu Sun.
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  • Warrior's Endurance Moderate
Pump damages. Land Bull's.
  1. Raine Tzu Sun.
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