Oct 01, 2006, 04:04 PM // 16:04
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#1
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Chasing Dragons
Join Date: May 2005
Location: Lost in La-La Land
Guild: LFGuild
Profession: Mo/Me
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Equipping your PvE characters for PvP....
I thought it might be nice to have one handy thread for equipping your PvE character for PvP. I run a monk mostly, and I know what I use, but I don't know what other classes bring most often. Please post what equipment you normally bring for each class and I'll edit this first post to include equipment for each class. Then, when people ask, we'll have a reference thread to point them towards.
Universal truths for most classes
Hat swaps with superior and minor runes for your highest attribute line.
Negative energy set
Emergency energy set
+hp and + energy armor sets, some classes may have armor with extra AL that's useful
Always bring a vamp weapon (or a dual vamp) weapon in case you get stuck in the floor. Sad but true, this is one of the most important things in your inventory.
A geoffer's bulwark (+ armor vs pierce) is also very handy. It is effective against ranger spike and many assasin's damage.
Useful Information
Warrrior
Weapons
Vamp, zealous, and ebon 15>50 weapons with +hp or +armor (preference/build decision)
Shields:
-2/+45 while Enchanted
-2/+45 while in Stance
-3/+60 while Hexed (used commonly)
-5(20%)/+30
Armor
full glads armor, stoneskin guantlets, headpieces of each weapon mastery with both minor and superior runes of the same mastery
Ranger
Weapons
+5e recurve/longbow of fortitude, barbed and crippling 15>50 recurves/longbows of fortitude
Useful Information
Assassin
Weapons
Zealous/vamp 15>50 of fortitude, +5e axe/sword of enchanting with 30/-5 shield, +60 or +30/enchanting staff (for wanding),Cold daggers 15%^50+7 vs physical in fourth(use vs warrior)
Armor
Full +35 Health armour, no superiors, Superior Vigor, minors in everything esle, with a critical mask to hit 13 critical strikes
Mesmer
Weapons
-- negative energy set:
* Katana of Fortitude | +30 health | -5 energy
* Forgotten Fan, Earth Scroll from Cities of Ascalon quest, or max gold (or green if you get the half armor bonus) shield with health and/or damage reduction mods
Basically, you just want something to hide energy against e-deniers that will give you a bit of extra health and defense in the meantime.
-- Domination staves:
* Hale Clairvoyant Staff of Fortitude | +60 health | +10 energy | 20% chance to half casting & recharge times for Domination spells
* Defensive Clairvoyant Staff of Defense | +10 AL | +10 energy | 20% chance to half casting & recharge times for Domination spells
*** Clairvoyant Staffs look infinitely more sophisticated than Inscribed Staffs, so use them.
-- Illusion staves:
* Hale Jeweled Staff of Fortitude | +60 health | +10 energy | 20% chance to half casting & recharge times for Illusion spells
* Defensive Jeweled Staff of Defense | +10 AL | +10 energy | 20% chance to half casting & recharge times for Illusion spells
-- Inspiration set:
* Wayward Wand | 20% chance to half recharge times on Inspiration spells | +5 energy while HP>50%
* Garbok's Chalice | 20% chance to half recharge times on Inspiration spells | 20% chance +1 to Inspiration while using skills
*** You can use a Straw Effigy if you would prefer +30 health and looking ridiculous to 20% chance of +1 to Inspiration and looking awesome!
-- resurrection set:
You want a wand & focus each with 20% chance to half casting times of Healing Prayers spells if you are using Resurrection Chant. If you are using Resurrect, since it's non-attribute, anything that gives a 10% chance to half casting times of all spells will work. Although, if you only have a 10% chance, it's almost not worth bothering. But for something tied to an attribute, it's nice having something that can turn an 8 seconds cast into a 4 seconds cast (unmodified by Fast Casting). Of course, if you aren't the hard resser, don't wory about it at all...
Armor
Hat swaps (or if your build calls for it 2 majors as opposed to a superior and minor seems to be fairly common as well) and Rogues, Enchanters and Masquerade armor sets.
Monk
Useful Information
Weapons
MOR Boon Prot
–5 energy weapon with +30 life + shield 30/-5
Charr at the Gate sword with 30 life + shield 30/-5
Wayward Wand + 5/45 divine offhand
HOD sword +30 life + 15/-1 30 life offhand
Edrain Boon Prot
–5 energy weapon with +30 life + shield 30/-5
Charr at the Gate sword with 30 life + shield 30/-5
Wayward Wand + inspiration Straw Effigy
HOD sword +30 life + 15/-1 30 life offhand
Blessed Light Monk
–5 energy weapon with +30 life + shield 30/-5
Charr at the Gate sword with 30 life + shield 30/-5
Mungri’s Wand + Byzzr’s Offhand
HOD sword +30 life + 15/-1 30 life offhand
Healing Monk
–5 energy weapon with +30 life + shield 30/-5
Charr at the Gate sword with 30 life + shield 30/-5
Wayward Wand healing + healing Straw Effigy
HOD sword +30 life + 15/-1 30 life offhand
AoE Smite Monk
–5 energy weapon with +30 life + shield 30/-5
Charr at the Gate sword with 30 life + shield 30/-5
FFS with 20% + smite Straw Effigy
HOD sword +30 life + 15/-1 30 life offhand
(Totally ripped off the above from Garbad. Thanks hon!)
Armor
Most monks use Judges, Acolytes, Shepherds, or Ascetics. Personally, I prefer the +hp of Shepherds. Many like the +AL of Judges. You should be prepared with a hat switch of superior and minor runes for your main attribute. Many monks prefer to only use a superior to cast Divine Boon and then remain on the minor runed hat for the remainder of the game. I tend to use my superior unless/until I start getting harrassed, then I swap off to the minor.
Elementalist
Weapons
+5e axe/sword of fortitude, +5e axe/sword of enchanting, recharge/+30 health offhands for each attribute, recharge/+5>50 and recharge/+30 wand/offhand combo for both prot and heal (to really crank out the HP and aegis when needed), +30hp/Enchanting Staves as needed
Armor
Full +hp with a +AL vs lightning shirt switch (Just in case someone is running a FC air for kicks and giggles)
Necromancer
Weapons
20/20 wands and foci of all atribute lines (inluding possible secondaries)
healing staff
prot staff
-energy swap
+15/-1 wands and foci
20 % recharge/+30 health foci of all attribute lines (including possible secondaries)
+5^50/20 % recharge wands
Armor
Armor +hp and +e, again keeping hats for each attribute line with a minor and a superior handy. Bloodstained boots if you are on corpse control duty.
Ritualist
Weapons
enchanting/fortitude +5e axe/swords, +30 offhand, Hale/Enchanting 20/20 staff
Armor
Full +hp armor, sup/minor hat swaps
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Oct 01, 2006, 04:18 PM // 16:18
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#3
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Forge Runner
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Warrior: Vamp, zealous, and ebon 15>50 weapons of fortitude, +30/-5 shields, full glads armor, stoneskin guantlets, headpieces of each weapon mastery with both minor and superior runes of the same mastery
Ranger: +5e recurve/longbow of fortitude, barbed and crippling 15>50 recurves/longbows of fortitude
Assassin: Zealous/vamp 15>50 of fortitude, +5e axe/sword of enchanting with 30/-5 shield, +60 or +30/enchanting staff (for wanding)
Mesmer: +5e axe/sword of fortitude, 20% recharge/+5>50 wands of each attribute, 20% recharge/+30 offhands of each attribute
Monk: http://www.guildwarsguru.com/forum/s...php?t=10047977
ele: +5e axe/sword of fortitude, +5e axe/sword of enchanting, recharge/+30 health offhands for each attribute, recharge/+5>50 and recharge/+30 wand/offhand combo for both prot and heal (to really crank out the HP and aegis when needed)
necro: similiar stuff to mesmer/ele
Rit: enchanting/fortitude +5e axe/swords, +30 offhand.
NOTE: +60 staffs are useful on all caster vs spikes also
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Oct 01, 2006, 04:43 PM // 16:43
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#4
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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Here's what I use for my elementalist in GVG:
slot 1: +5 energy sword 20% enchant mod/halves skill recharge 20% (element) health +30.
slot 2: same sword, -2 enchanted health +30 shield.
slot 3: same sword again, +15/-1 +30 health offhand.
slot 4: Hale staff of enchanting.
I also keep a +30 health +5 energy axe in my inventory, and my staff is 10/10, though 20/20 could just as readily be used. Additionally, I also keep geoffer's bulwark in my inventory. A variety of shields with +10 armor vs damage type/health +30 mods are very good to keep around. I find myself on my shield set more than any other set, and only swap in a clutch.
In Heroes ascent, you should probably go with your element for starburst or ward bitch. I personally use a halves skill recharge all spells 10% health +30 offhand (the windcatcher) and again, a sword of enchanting. If you're not bringing enchantments (nr/tranq, for example) then a better bet would be hale of fortitude staff for your particular element. Ele stuff is fairly brainless in HA though, so equipment doesn't really have to be optimalized, but the razarjan's fervor is fairly easy to solo and totem axes are cheap, and any W/mo can farm a windcatcher in under an hour.
Because the HA metagame is fairly spikey, I also reccomend hat swaps in addition to the +60 health staffs, mostly because with wards and starburst, the fastcast is far more beneficial then one would think.
Last edited by Thom Bangalter; Oct 01, 2006 at 06:33 PM // 18:33..
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Oct 01, 2006, 05:05 PM // 17:05
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#5
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Lion's Arch Merchant
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Assassin-
Full +35 Health armour, no superiors, Superior Vigor, minors in everything esle, with a critical mask to hit 13 critical strikes.
Ceremonial Daggers in first slot, Crippling +5 energy sword of Enchanting w/ 30/-5sheild(use for Shadows refuge) , Crippling +5 energy sword of warding w/ Stance sheild(use under dark escape), Cold daggers 15%^50+7 vs physical in fourth(use vs warrior).
If you're running with Temple Strike, bring a set of Zealous Silenceing daggers. You might also want to bring zealous+5 energy daggers if you're in a fix for energy and want to pull of a desperation shock.
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Oct 01, 2006, 08:02 PM // 20:02
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#6
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Forge Runner
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Caster:
slot one: -5 energy sword hp+30, -2 energy scroll
slot two: +5 energy sword hp+30, +12 energy 20/20
slot three: +5 energy sword hp+30 +12 energy 20/ hp+30
slot four: 15/-1 wand 15/-1 focus
Headgear with a superior rune and headgear with a mino rune, which you put on if you face a spike team (in which case you also switch to weapon slot three) or if you get high DP
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Oct 03, 2006, 06:26 AM // 06:26
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#7
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Krytan Explorer
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Nice guide maya. Two other suggestions for almost every class:
Always bring a vamp weapon (or a dual vamp) weapon in case you get stuck in the floor. Sad but true, this is one of the most important things in your inventory.
A geoffer's bulwark (+ armor vs pierce) is also very handy. It is effective against ranger spike and many assasin's damage.
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Oct 03, 2006, 08:21 AM // 08:21
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#8
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Chasing Dragons
Join Date: May 2005
Location: Lost in La-La Land
Guild: LFGuild
Profession: Mo/Me
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This sticky is intended as a reference thread for people beginning to prepare a PvE character for PvP. Many of the caster items (not needing to be customized for extra damage) can be shared among all the casters on your account. As people continue to add items/ideas, I will keep the initial post updated.
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Oct 03, 2006, 02:01 PM // 14:01
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#9
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Forge Runner
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congrats on the sticky.
I have one more:
saccer:
+energy armor, 20/20 wand, -50HP offhand
superior blood, superior soul reaping x2 superior death, superior curses
On a serious note, can't think of any more 'standard' equipments
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Oct 07, 2006, 11:57 PM // 23:57
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#10
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Ascalonian Squire
Join Date: Oct 2006
Guild: Light of the Star Fire
Profession: Mo/Me
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With my sin I use Nightstalkers armor since if im being hit im attacking.
I use Zeal Daggers Of Furitude 15^50 for HIGH energy builds
For Lower energy builds that require quick kills I use Vampiric Daggers of Fortitude 15^50.
No real recuirments on runes because u can flipflop but you always want 13 Critical Strikes and 12 Dagger Mastery along with 9 Shadow Arts
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Oct 08, 2006, 12:46 AM // 00:46
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#11
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Wilds Pathfinder
Join Date: Jan 2006
Location: Delaware, USA
Guild: Error Seven Operators [Call]
Profession: W/
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Here's my Warrior setup:
Zealous, Vamp, Ebon 15^50 weapon of whatever type I'm using. I personally have Armor mods instead of Fortitude mods. If Fortitude is needed, I just roll a PvP character.
Gladiator's Armor with switchable sup rune upgraded helms and switchable stoneskin gauntlets.
Sup Vigor and Sup Absorb, Minor Tactics and Minor Strength.
I bring four shields, and the ones I use are dependant on the build:
-2/+45 while Enchanted
-2/+45 while in Stance
-3/+60 while Hexed (used commonly)
-5(20%)/+30 (replaced by Enchanted/Stance if the build relies on almost perpetually being in a stance or enchanted)
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Oct 08, 2006, 07:59 AM // 07:59
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#12
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Furnace Stoker
Join Date: Sep 2005
Guild: Thousend Tigers Apund Ur Head [Ttgr]
Profession: A/
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Isn't risky using a hex shield? The others are risky but that more than anything O.o
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Oct 08, 2006, 08:07 AM // 08:07
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#13
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Quote:
Originally Posted by Skuld
Isn't risky using a hex shield? The others are risky but that more than anything O.o
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Yeah, it is. Odds are if you're hexed all of the time, your team sucks, or you're not going to need the extra health or damage reduction.
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Oct 08, 2006, 08:49 AM // 08:49
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#14
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Lion's Arch Merchant
Join Date: Jun 2005
Guild: none atm
Profession: W/E
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how much AL do you get outta the +30 -5(20) shield w/o meeting the req? is a 8 AL shield better?
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Oct 08, 2006, 08:52 AM // 08:52
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#15
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Quote:
Originally Posted by BeowulfKamdas
how much AL do you get outta the +30 -5(20) shield w/o meeting the req? is a 8 AL shield better?
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The armor you get without meeting the requirment is determined solely on the type of shield and the armor level of said shield. As long it's a green, collectors, crafters, or gold shield with 8 or more base armor, you get 8 armor out of it without meeting the requirment.
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Oct 09, 2006, 08:23 PM // 20:23
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#16
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Wilds Pathfinder
Join Date: Jan 2006
Location: Delaware, USA
Guild: Error Seven Operators [Call]
Profession: W/
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Quote:
Originally Posted by Skuld
Isn't risky using a hex shield? The others are risky but that more than anything O.o
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I switch to it while I'm hexed, and switch off of it when I'm no longer hexed. It really isn't that hard to do...
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Oct 09, 2006, 09:40 PM // 21:40
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#17
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Krytan Explorer
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Quote:
Originally Posted by Skuld
Isn't risky using a hex shield? The others are risky but that more than anything O.o
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I'd keep one around just for SB/RI.
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Oct 09, 2006, 09:58 PM // 21:58
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#18
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Quote:
Originally Posted by neoflame
I'd keep one around just for SB/RI.
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They changed all -X damage while [condition] to -X damage against physical while [condition] awhile back. Since SB doesn't do physical damage, it would only give you 15 extra health. Somthing you probably won't even need.
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Oct 13, 2006, 09:01 AM // 09:01
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#19
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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Quote:
Originally Posted by Zui
They changed all -X damage while [condition] to -X damage against physical while [condition] awhile back. Since SB doesn't do physical damage, it would only give you 15 extra health. Somthing you probably won't even need.
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actually, it would give you +30 health, since I don't know anyone that uses a +45 health shield.
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Oct 29, 2006, 04:23 AM // 04:23
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#20
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Chasing Dragons
Join Date: May 2005
Location: Lost in La-La Land
Guild: LFGuild
Profession: Mo/Me
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Well, with all the new updates....roll a PvP.
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