This blog is going to be a giant compilation of GW2 builds for all classes and for all game modes!Not all the builds on this blog are going to be made by me so I'll try and give people credit. If a certain person didn't make the build, I'll give the credit to the community! If I screw up a build or you want to give advice/have me feature your build, just send me an ask! I'll be happy to help. Please like/reblog these so I know I'm helping you guys and I'll keep posting more!
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S/F might stacking build for ele in PvE
http://gw2skills.net/editor/?fFAQJArdnMISLD2zAWPAfEGQAQI9McgKHK/dcaA-TxhFABAcCAMS5HDPAgR2f4M9ADq+TVKBDAcA8bfDgnf+5nf+5+95ff+3fLFwoCrA-e With this build you and your group can get 25 stacks of might and perma fury easily. Your damage will be insane too. Especially with frost bow and FGS since they're OP as hell along with the trait in water magic. Your rotation should be Fire->dragons tooth->flamewall->Phoenix->water->comet->earth->magnetic wave->dodge roll in earth->arcane brilliance->arcane wave. And make sure they all blast the flamewall, then you should be tearing that boss down. Have fun!
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S/D evasion thief build for sPvP
http://gw2skills.net/editor/?fZAQNAsYVl0MpwpVOx7J8PNBNB5dY+SZ0KAdfko0XA-TpBFwACeAAIOCAl2fYxhAoaZAAnAAA This build is made by a famous EU thief named Sîzer and is about survivability while also having burst damage. It has tons of evades while also having good condi removal and heals through mug, withdrawal, and pain response. This build is easy to play and can be a very useful addition to a team. The build can't really be changed, maybe the sigils. I have seen people switch the infiltrator's signet for shadowstep too. GL HF thieves
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Ranger Frost/Spotter PvE Build
http://gw2skills.net/editor/?fNAQNBMhFakRlKWLZxVFuWDsHUrDgAOC4mBdgvqIjfOZ2D-TBCEABEt/ABPAgEV/ZLlgMp8zgjAQb6DA4UAEA4A43+23fD88zP/8zP3vP/7z/+bpAiYYF-e I recommend all rangers run this build. It brings great party buffs and maximizes your damage. Don't run bearbow or axe/devourer please, you're just holding the class back of you do. This build is great for boss fights as your burst is insane! Summon frost spirit in a safe place but a place where you still get the buff-> stack might with pet and warhorn-> Rampage as One-> Signet of the Wild-> Quickening Zephyr-> Auto Attack ftw. Auto attack on sword is actually one of the best sources of DPS in the game, it's just very clunky. If you need to dodge, use serpents strike or hornet's sting. That way you'll still receive the damage buff from full endurance. Use your greatsword and river drake for trash mob clearing. The pets chosen are the best for PvE but Jaguar and Red Moa are also strong options. Your weapons are chosen for max dps but can be changed a little. The warhorn can be changed for offhand axe as it does good damage or for a torch for might stacking purposes. You could take warhorn and another offhand and not take greatsword too. If you don't like signet of the wild, you can swap it for Sic 'em. If you choose to do this, take 10 points out of marksmanship and put them in nature magic to take strength of spirit and get a 5% damage boost. If you see another ranger running frost spotter in your party, ask him/her if they are using vigorous spirits. If they say yes, remove vigorous spirits from you traits and replace it for something else. This way everyone will be affected by both spirits and have higher dps. Last piece of advice is that if your party is wiping a lot, change RaO to spirit of nature for rezzing. And remember rangers, less Q.Q, more pew pew
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GvG Build for Mesmer
http://gw2skills.net/editor/?fhAQNAsfRlknpMtNqxYNcrNipxg6yqbOSGQDlslxB-TFyHwA9UeMUJ2gnAgm9H8qPAwpAQv6PMVCSKA9UGB-w&rct=j&ust=1404574501455000&usg=AFQjCNGtBz1NqMguXmnNGcVs58enjNhjLg This build was made by the renowned guild, [AGG] Aggression. They are believed to be the best GvGers in game. This build is for a gank squad mesmer that gives veils for the group. I have been informed that all the gear must stay the same stat (they can be exotic though) but the offhand with sword can change to a focus or pistol. The traits are optimized already but can be changed if needed, small changes only. The utilities can't be changed either. Here is a gameplay video of an AGG mesmer in a GvG against [EP] Everything Purple: http://youtu.be/YWYOT6k92N4
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Thief PvE Build
http://gw2skills.net/editor/?fZAQRAsa4Yl8MpxpFOx7J0PNBORt9CUANoXZh2BwqtgA-TxRBABR8AAua/R5nlq/gn+hHOIAAcGAMTJYAgDghLchLcwzP/8zP/cDP8zD/8wDCwcA-e This build was made by my guild leader (Faulty Deeps) and myself. It brings the damage of a Berserker but has the self healing of a cleric. It can heal for over 2K per pistol whip. As for gear, I went with Valkyrie armor because I'm a noob and can go all zerker but I bet you PvE queens can so if you want, go full zerk. For your wrench, you can take sharpening stones or a potion specific to the content, your choice. For traits I took the 2 new ones for more damage and healing. Revealed training fits perfectly in my rotation for bosses with D/D (CnD->Backstab->auto attack->repeat) and sundering strikes if for more DPS. Improvisation makes thieves the best ele weapons users. 10% more damage on FGS is amazing. If you don't have an ele in your party, feel free to switch it to dagger training or mug. Mug can combo nicely with revealed training to get extra damage on a backstab (some coordination required). The 2 points in trickery can be put anywhere but I took thrill of the crime for the extra group DPS. You're gonna want to keep your signets on passive but they can be used for emergencies. For bosses under 25% health, use assassin's signet and spam heartseeker for awesome damage. SR is for skipping and emergencies and dagger storm for cleave since basilisk venom no longer hits through defiance (T.T) you're gonna want to use S/P for trash mobs and D/D for bosses or when you need good single target damage. Enjoy!
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sPvP builds
As the first post on this blog, I'm gonna do a big one. For these builds I assume you know how to fight and the basic mechanics for the class, enjoy. DPS Guardian (Made by the guardian community): http://gw2skills.net/editor/?fVAQNAR8dlsApaodDxcI8DRh/Qkj1FTB4cd55HA-TpBFwACeAAOuAAl2fYxBBoaZAAHBAA This build may be a little surprising to some, it takes a completely different role than what guardians normally take. Using a berserker's amulet, it hits like a truck and utilizing meditations, it has great sustained damage. The build is mostly self explanatory with GS being your main offensive weapon and S/F being a little more defensive but can still dish out awesome damage with the auto attack, 3 skill, and 5 skill. For the heal, you can swap it for the other meditation or the signet, but Shelter is the best option because of the 5 point trait in valor that gives might when you block an attack. This gives it great synergy with runes of strength. Hope you guys enjoy it! The all mighty Hambow Warrior (Made by the warrior community): http://gw2skills.net/editor/?fJAQJATSjMd0FaVImhwJagqgCdFEAPg6hoxzhUbAA-TZBCwAAOEAOuAAUeCAiLDkb/BA This is the famous Hambow build. An OP build that will always be in GW2 history along side the old D/D ele. This build did get nerfed April 15th but is still very popular. This is a more defensive variation of the build for beginners. Another popular version is to put a zerker amulet with strength runes. You can switch balanced stance with Dolyak signet for the passive bonus. I recommend you do this if you go zerker. As for traits the only wiggle room you get is 10 points. I got leg specialist with them for an easier hammer combo but they can be wherever. One very important piece of information is NEVER USE HEALING SIGNET IF YOU DO YOURE A TOTAL NOOB :D Seriously like keybind your heal skill to some button you never ever touch. Like shift+0. Now go be OP warriors. Spirit Ranger (made by the ranger community): http://gw2skills.net/editor/?fNAQNAsYVjMq0savK+rQ0aAMhqdB0pBArk19G8BZQJjqC-TJhHwAAeCAHLDE4UAIc/BA This is the build I am most familiar with and the variation I run. Carrion/forge is the best option for a spirit ranger even though some insist on using rabid. This is a support build and the main goal is the be alive and make sure your team is alive (mainly through spirit of nature) I use signet of renewal because storm spirit got nerfed and the damage is lackluster. It's a great oh shit button so use it like one. If you feel as if you need more damage even though you're support you can take the 2 out of skirmishing and put them in marksmanship to get bleed stacks and raw damage. You could even take the last 2 out of nature magic for marksmanship and keep 2 in skirmishing for max damage. Or for more support by group vigor take 2 out of skirmish and nature magic and put them in beastmastery. As for pets, always have a wolf, it's mandatory. I like the spider for the soft CC and poison but it can be whatever. This build got put on the back burner by the return of D/D eles but it is still viable. Keep on being awesome rangers! Bomb/Nade Engi (made by the engineer community): http://gw2skills.net/editor/?fdAQJAqelUUpEr9Zx+KseRCbBNqxAqNIyNWlP3gAkUA-TJRHwAV2fIwJAIZZAAPAAA This is a standard condition engi build. It doesn't take much skill to play but if a good player is behind this build it can carry a team. Basic gameplay is to kite with grenades and P/S and if they get close, switch to bombs. Grenades can also be deadly in close range and a well placed supply crate can change the flow of a battle. Elixir S is your oh shit button and the tool belt skill of it can be too. Healing turret is the best heal because you can double tap it so the overcharge happens immediately then destroy it using F1 to get a blast finisher on the water field giving about a 6-8K heal in total. As for traits, forceful explosives is a solid choice but can be changed for Shrapnel or Exploit Weaknesses. You can take the 2 points out of arms and put the in alchemy to get protection injection. You could also swap elixir S for elixir R but if you do that take one point out of arms and put it into the last line. Another option instead of elixir S is rocker boots which is pretty fun. D/P Trickery Thief (Made by Caed): http://gw2skills.net/editor/?fZAQNAoaVlsMp7pVOx0J8PNBNBt9DGeE8OMfpMaFAA-TpRBwAROEAF3f4yRAgcZgHnAAAPAAA This build has been in the meta for a while now as the thief meta doesn't change much. It focuses on hard and soft CC with dazes and blinds with great burst damage. There really isn't much you can change with the build but runes and a trait. For the trait you could take the 2 out of deadly arts and put it in shadow arts for Shadow's Embrace for condi removal, which the build lacks much of, but to do that would be giving up a lot of damage potential. As for runes, it used to rune ogre or scholar which are still viable but have been overshadowed by strength runes. Due to the recent nerf though, rage runes are now on par with strength. So any of those four runes will work well. If you choose runes of strength though, switch sigil of force to sigil of strength and sigil of fire to battle. Now go wreck some noobs! D/D elementalist (Made by the elementalist community): http://gw2skills.net/editor/?fFAQJAoYhcMKc25wyBd0AiAB5skqRBlfHTB-TJxHwADeAAa2fAwJAoYZAA This is one of the most balanced builds I have ever seen. It has great group support and defenses while also having offensive capabilities through might stacking (fire field blasting) this build does take some experience to play and one mistake can and will kill you. There are many variations to this too so if the one above doesn't work for you, change up some stuff and find what does work. First changeable thing is the sigil of energy (battle is mandatory). Swapping to doom for the heal reduction or generosity are the most popular but you could do anything like bloodlust, renewal, force, or even fire. A celestial amulet is the wisest choice but berserker or even soldier's amulets work wonders. For utilities you need armor of earth and lightning flash. You can change most form to literally anything, arcane shield and cleansing flame being most popular. For a heal, signet is best choice but I've seen people do well with ether renewal and arcane brilliance. Now traits! Only line that can't be changed is Arcana. For water, 6 points is recommended but 4 can work. For the grandmaster cleansing water is a great option but so is powerful auras. Aquatic benevolence may work too but I haven't tested it yet. For the master in water, it has to be cleansing wave. It's too strong to ignore! For the adept, soothing wave, cantrip mastery, and vital striking all work. Now what to do with last 2 points? Put them in earth or air. If you put them in earth, get elemental shielding, stone splinters, or earth's embrace. Now for air there are 2 options. Bolt to the heart or zephyr's boon. Pick and choose to your hearts content and get good. The Terrormancer (Made by Noscoc) http://gw2skills.net/editor/?fRAQNAW7Yjc0Ucb5N+1wfbighSyW4Di+ACgzlykIKA-TpxCwAAOIAKuAAU3fYyRAQbZAKPAAA This build is meant to sit back and spam conditions, bringing tons of dps. Your main weapon will be staff but if you need some single target burst, switch to S/D. Positioning is key with this build as you never want to be the center of attention as you will get focuses down. The traits are self explanatory and can't be changed. You may be able to swap some sigils but the ones there are already good. Runes of nightmare are a must because you'll be doing upwards of 3K damage each time it procs. Carrion amulet is for better condition handling and to give the flesh wurm a little more damage. The utilities are all what they need to be but flesh wurm is debatable. It is used for an oh shit button but teleporting with it vertically can be a hassle. You can swap it for signet of spite or spectral wall. Plague for is for stomps/rezzing and general AoE dps. Have fun with those fear chains! The Glass Shatter Mesmer (Made by the Mesmer Community): http://gw2skills.net/editor/?fhAQNAR8alknpRtlpxUNcrNipxg6yqbOSGQDlskxB-TZBFwACeAAl2fYxFBoaZAAHBAA This build is incredibly fun but challenging at the same time. I have great respect for mesmers that can pull it off. This build is for group utility through null field, mass invis, and sometimes portal while also bringing great burst damage. The main weakness of this build is going to be conditions, you have no way to clear them so you depend on your team for that. The runes, amulet, and energy sigils can't be changed but the fire/air sigils can. Put whatever floats your boat there. Most of the traits are easily understood as to why they're put into the build but a few are kinda strange. First of all, I took Halting strike because it bring more DPS during a sustained fight than mental torment does. If you feel you need more burst, go ahead and switch it I mental torment. For the adept trait in Dueling, there are 3 options. Blade training, phantasmal fury, and far-reaching manipulations, all of them are good. Everything in illusions is sound. For weapons, you can switch S/P for a staff. If you do this, be sure to keep halting strike and switch Illusionary invigoration to Illusionary elasticity. Now get out there and confuse some noobs!
#gw2#builds#gw2builds#guildwars2#sPvP#Ranger#Warrior#guardian#Elementalist#Engineer#thief#necromancer#mesmer
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