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GW2 Theorycrafting: A beginners guide

This is an article I just wrote on how to create an efficient build in GW2 and tried to explain some of the common pitfalls people run into, and the roles in game. It's followed by a post by PsionicFox with example Mesmer builds that fit the three achetypes, created collaboratively with me for this article. I'm still trying to get full member status, so 'like' this if you find it helpful ;)


Theorycrafting

Background
The skills to create an efficient build probably first came about in CCGs such as Magic: the gathering, where the selection of efficient cards in the right ratio meant the difference between reliable winning and being laughed out of a tournament. Arenanet even mentioned that the skill system in GW1 was inspired by M:tG, so it’s not an unfair comparison to make. In M:tG you typically have to make a minimum of 60 value-based decisions to make a well built deck. In GW2 you only need to make ~21 decisions, easy right? (Assuming 70 traits in 10s, one 2-hand, one 1-hand and off-hand, five bar skills, three equipment skills. Yes, it changes with profession.)

Introduction
Broadly speaking there’s three things that determine your ability to win in Guild Wars 2 – Your skill level (how well you play your character, map awareness, resource management), Team skill level (build choices, team positioning, objective taking etc) and your own personal build (covered in this article). Each of these three categories deserve their own extended discussion, of course, but today we’re focusing purely on theorycrafting, if for no other reason than we haven’t had enough game time to say enough about the first two.
Theorycrafting isn’t an art, it’s a science.
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Source: http://soontobeangel.files.wordpress.com/


There are hard statistics to back up your build and even seemingly subjective choices (“do I take the rune that improves swiftness or the rune that improves might?”) can be backed up with statistical value based on your win/lose ratio for the build.

Statistics? Science? I want no part of this nonsense!
That’s ok, you don’t have to know that stuff yourself, just know that it’s there, and there are objective ways to determine the strength of a build in general. It gets quite complicated later, with counter builds, meta-game and teamplay interaction all complicating the chaos of PvP and seemingly very hard to know what makes a good build. Let’s keep it simple and start with the basics – we can worry about that other stuff another time.

The Five Stages of GW2 Theorycrafting

1. Concept
You want to make a build that uses Shouts? Signets? Perhaps you just like guns or flamethrowers?
There are hundreds of ways to start, you just need to get a vague idea in your head about what you want. Throw some skills and weapons together and see what you get…
As a general rule, you build should fit into one of three categories - Aggro, Control, or Combo. Do you want to deal damage and take damage, force the enemy to play a certain way and punish them if they don’t, or do you want to set up amazing combos either with your own abilities or with others? This is an important question to answer. So important, it has its own section (see below). Take a read of that once you’ve gone through this first post.


2. Traits
Traits are where the ‘meat’ of theorycrafting begins in GW2. To return to the M:tG analogy, if your weapon/offhand selections are your creatures and your utilities/heal are your sorceries and instants, traits are your mana. Traits power your ‘deck’ and picking the wrong colour of land makes for a very inefficient and will make probably cause you to lose.

What the hell are you talking about? Make your traits count. Efficiency is everything.
The pure stat-power of traits cannot be sacrificed just because you happen to like a particular major or minor trait. If you’re putting 30 points into a trait that grants critical damage, but your precision is so low that you have a 7% critical chance, it doesn’t matter how much you like that major trait – it’s wrong for the build - find a way.
Do you really want that one trait? Does it complete you? Then you have to build your character around it. Reassign your traits, even your weapon selection, and make it work.

So, what makes a good major trait selection?
You need a major trait to apply to something with either a short cooldown or to multiple different abilities. If you have a cripple that immobilises, or an immobilise that cripples, then makes sure you can get the benefit of that trait in a timely manner. Improved bleeding duration 20% might sound useful…but if you only have 3s bleeds, will an extra +0.6s be that useful? It might be, but perhaps a skill that reduced the cooldown of several abilities including your bleed might be better?
Perhaps you have traits that are triggered by a condition – blinds cause confusion for example. You can chain that with another major trait that causes blinds to be applied to a certain effect – look – the original effect does it’s own thing AND causes confusion and blind!

[bimg=650]http://fc04.deviantart.net/fs71/i/2012/014/1/1/asura_mesmer_by_g_e_e_r_s-d4mbe7z.jpg[/bimg]
Source: http://g-e-e-r-s.deviantart.com/art/



Let’s consider a build I created and use it as a case study. We’ll look at equipment in the next section.

This build is all about glamour skills and confusion. First of all, the trait lines are fairly solid – condition damage, condition duration and power cement it as a general damaging condition build. Take a look at the major traits – nearly every one of them either improves glamour utility skills or improves confusion. The end result is that every utility skill is also an AoE confusion/blindness field and that’s without even considering the primary weapon skills which benefit from the traits, some of which cause confusion in their own right. Now, I’m not saying this build is amazing, but the major traits benefit each other, and work with the trait points, which also work with the main weapons. On paper at least, this build appears to be efficient.
There are two major domination traits that don’t fit into this glamour build, so I’ve added a couple of traits to improve survivability. In theory I could take 10 points out of Domination and still have all the traits I need – but that reduces my condition duration, and there’s nothing I’ve seen that would be better than what I already have. Plus that double heal from mantra of healing is SWEET.

3. Equipment
Amulet and jewel
Traits matter, but your Amulet matters just as much if not more. Pick the one that works with your concept and traits. If you’re doing condition damage, pick a condition damage amulet. If you’re running crits, choose precision amulets. Think you’re too squishy? You can offset your damage potential with some vitality or toughness. Remember though – Amulets offer less choice and customisation than traits, so while amulets provide more points than traits, you can’t choose where they go outside of a series of narrow categories. The jewel in your amulet gives you a substantially smaller bonus however, and it gives you a chance to try and offset your weaknesses/balance your build if you so desire.

Runes
There are a lot of runes, enough for every occasion. Remind yourself of what your build does. Condition damage (bleeding)? Might, haste, regeneration? Perhaps you just want to be tough as nails? There’s a rune for that.
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Source: My awful Photoshop skills + caffine

In this Mesmer case study, I’ve gone for maximum condition damage and power using Carrion items. That confusion is going to HURT.
Now, I could choose a single rune for all of my armor – but for this build we’re going to go with 4 runes of Nightmare and 2 runes of Lyssa. We lose some of the fancy six rune effects and a bit of condition damage – but instead we stack a tasty universal +20% condition duration.

Updated build

This simulator can’t split runes for simplicity, but this case study is just to show you what is possible.

Sigils
Just like runes, there’s a lot of ways to kit out your weapons/offhands. There are runes that function on critical hits, when you swap weapons, that extend different conditions or improve damage or crit chance. Some runes have activated abilities when conditions are met and some ‘snowball’, improving with each kill until you die or swap weapons. There just hasn’t been enough playtime to map the overall utility of these latter runes completely at this time.

Final build
Most of the confusion comes from the scepter skills so that will be the primary set. There are no sigils that aid confusion so we go with a couple of utility runes – extra healing and might on weapon switch. We’ll put a hydromancy rune on the staff to slow down people who get too close. Then we can pop a double portal on them for 4 stacks of confuse, 2 stacks of blind, then dump a chaos storm on them while they’re frozen!

4. Testing
This is the most important part of your build. You’ve made it the best you can. Your major and minor traits work well with your attribute points and your amulet. Your sigil provides a kick-ass buff whenever you critical…to the battlefield! Fight hard, play he best you can but also try and break your build by doing strange and wonderful things with it. Don’t be afraid to fail – you can only get better.
That’s one way to do it anyway. The Heart of the Mists map provides you with a variety of NPC golems and profession NPCs to test aspects of build on (also an army of savage Mr Bojangles kitties that will MURDER YOU WITH PURRING).
You need to test it in multiple games. Don’t assume something isn’t working just because you have a bad game, stick with it for a bit before making changes (which is step 5.)

When testing, keep these questions in mind:
“Is my build doing what it’s designed to do?”
“Is it doing something different but better than I intended?”
“What’s going wrong? Am I dying too much, not dealing enough damage, am I too close to the enemy for comfort? Is there some complication I didn’t anticipate?”
“Can I play this build effectively?”

I’ll be honest – I CAN’T play the above build well enough yet. Oh, it works, people don’t see that much confusion coming that quickly. The glamour AoE trick isn’t exactly common yet, but I just can’t use the utilities to their original intention that effectively yet. I need more practice. The best bit is, even though I suck, it STILL works.

5. Tweaking
I wanted to call this ‘iterative improvement’ but then I realised I’d be called a ‘pretentious wanker’ as a result. You’ve tried and tested your build and you know what went wrong. If you DON’T know what went wrong, go test some more!
Examine every aspect of your build. Start again and reconsider each part of the build based on your battle-tests. Try and answer the questions above, as well as any others you will certainly have thought of, and improve on it. Perhaps that group haste rune WAS better than improved might duration? Swap it out and try again. Swap your traits to see if vulnerability is more useful than bleeding or vice versa. Experience in battle will help you answer a lot of these questions without actually needing to re-test a build, but some things you may just need to learn yourself.

In the next section we go on to discuss how one example class, GW's iconic Mesmer, can be built to fulfil any of the three build concepts of Aggro, Control or Combo. Read on and enjoy.
 
Build Concept:

Caveat: Before we start, these builds are merely our own responses to the questions the game asks us. We don’t pretend to know everything, or pretend to think that these are the ‘best’ builds, if indeed such a thing is possible. Try as one might, it takes more than a couple of hours on a Wednesday afternoon to break GW2.

So, you saw that badass warrior wrecking face in a YouTube video? Or maybe you really like the idea of shooting things in the face as an Engineer? Cool! Now that you have a class, you need to answer a really important question: ‘How do I want to win?’ OR ‘How can I help my team win?’. Its a big question, and one that typically has three equally important answers, detailed below:

1. Damage. “I want to win through aggressive tactics that let me crush my foes.”
Damage is the first of our three primary roles. For those with MMO experience, this is the “DPS” build. Using the Magic: the Gathering analogy, it is the “Aggro” build. A damage build is designed to ‘spike’ opponents as quickly and as efficiently as possible, while also being able to survive long enough to do that damage. The important thing to note here is your ‘tempo’. You need to be assured that you can out-DPS your foe so that you come out alive, and he winds up all kinds of dead. That’s your primary job. If you like to win by taking on all comers and leaving a swath of corpses in your wake, this role is for you. The link below is an excellent example of how to fit a Mesmer into a pure damage role.

Damage Build

This build works by building for pure damage using swords and greatsword and buffing it using the Empowering Mantras major trait. We put a lot of points into dealing critical damage and then have a double burst from mantra of pain to finish the job. Harmonious Mantras allow us to keep the Empowering Mantras as long as possible while reserving a double heal, double spike and double condition removal. We use mirror images to quickly create clones to either shatter for damage or provide a distraction. Time warp allows you and your allies to do some serious burst damage when it’s needed. We choose a knight’s amulet/jewel for survival and use a rune of the scholar to augment our critical damage. Sigils add to damage and crit chance on swords, while remove enemy boons on greatsword crits - we want as many crits as possible, but sometimes boons such as protection cause problems.

2. Control. “I want to win by granting power to my allies, and/or disrupting the enemy team.”
Control is our second build. Using our MMO experience, this is typically the Tank or Off-Tank.. You limit the choices your opponents can make, and thereby give your allies more options in how to deal with them. But control isn’t just gained through hindering the opponent. You can also gain control by making your allies stronger. This can be achieved through removal of allied conditions, granting allies boons, stripping enemies of boons, and granting them conditions. This is the sort of build that needs allies around to help kill your foes, but is very good at staying alive and making your opponents work for every inch they take. If you like to win by slowly grinding your opponents to dust, this role is for you. The link below is just one example of the Mesmer profession built to fill a ‘Control’ role.

Control Build

This build locks down the enemy. It exploits double casting of mantras to provide double Daze, double healing and double condition removal. The elite locks down a character for 10s by turning them into a Moa! As a side effect, the traits make us awesome at dealing conditions - so we add in signet of domination for a hard stun, add a trait to reduce signet cooldowns and we get a surprisingly powerful condition build from your staff. This is a control build - and none of the runes or amulets really help with what we’ve put together so far, so we focus on survival. Chaos skills will provide bleeding, burning and confusion upon occasion, so we take some condition damage in the jewel but won’t overly specialise in it. The minor domination trait will do that for us by focusing toughness - 5% of that is condition damage.

3. Combo. “I want to win by being versatile, and having a response to anything the enemy does.”
Combo is our last, but certainly not least primary role. More than any other, this type of build has more options going for it. It’s the build that is most reactive to the enemy by its very nature. But it is also the build that needs the most synergy. It is the one-two punch build, the one where you try and stick around long enough to surprise your enemies with whatever trick is up your sleeve. That’s also part of the strength of this build. This is the switch-hitter, the ace up your sleeve, the joker in the deck. Unless they know your exact traits and skill build, your opponent is never going to be really sure of what trick you’ll pull off next. That makes him wary, and then he makes mistakes. Mistakes you punish him for. If you’re the sort of person who likes to surprise your opponents with what you can do, this is the build for you. The link below is an example of how a Mesmer can be built to fulfill a ‘Combo’ role.

Combo Build

We discussed this earlier - by making utilities into deadly condition damage AoE effects, the entire build begins becomes much more versatile. Suddenly you have a lot more options available to you in the battle...use a portal to teleport or use it to kill people. Your choice. Maybe do both at once?
 
Final thoughts: If you made it this far, thanks for reading. Psionic and I are always happy to provide feedback and suggest feedback on builds, so feel free to bug us with any questions you have on Theorycrafting! After launch we'll be keeping up to date with updates to the game as well as trawling other forums for decent builds to try out. If you like this guide then we'll follow it up with another one on builds that work well with other characters, perhaps even whole 8 man team builds.
 
This is a general guide which just uses Mesmer case studies to illustrate it's points. It's equally valid for all professions (and we can give any profession the same treatment we gave the Mesmer in the examples above. Could we get this moved to the main section please?
 
Appreciate the work gentlemen. I'm one of the anal perfectionist types that has spent hundreds of hours theory crafting myself, so alot of the information was already known and/or agreed with.

As for the soft trinity, I agree with it to a point. The GW2 staff actually listed it out as Damage, Support, and Control. I do think the combo meta deserves to be lumped in as well, so that was a nice addition. That's probably the area I'm most interested to learn about, and I know you guys mentioned you'll likely do another write up on classes that duo or group well together. I'd be very interested in that, especially the necro, though it's been said the Necro is going to be revamped to a degree, so not sure how obsolete a current guide might become in a few weeks.

Anyway, I appreciate the time and work.
 
This is an old thread, but the info is still great.

I'll definitely be taking this into consideration when I'm allocating my traits and abilities.
 
Thanks. The info really hasn't needed to be updated since beta as it focuses on core skills for the most part. The most of the builds work too, though I wouldn't try mantras build without some serious testing and revision.
 
Thanks for the post! I am starting to get into theorycrafting for my engi and I have been playing around with the builds/skills/traits in the Mists off and on. Learning to play the class well takes a lot of time. Even the best builds can't play themselves. Excellent 101 guide!
 
I'll be interested to see what you come up with. I have yet to find an efficient build that doesn't use alchemy in some regard. Turret builds still sacrifice too much direct power and can't be targeted, kit builds need the massively powerful 'backpack regenerator' and firearms builds benefit greatly from elixir B's might and fury (and the traits that enhance them).
 
Yes, I am finding that I am having to swap weapons a lot. Solo PvE can be a nightmare as well. Although I am only level 22, so not a lot open up to me yet...but just looking online, it seems like if I want to go the flame route, I will need to look at condition damage and then crit chance to be pretty damn high. When I come up with something, I would love to run it by you and get some feedback to see if we can tweak it up for my playstyle. :)
 
When you get to high level (or want to mess around in pvp before that), I found having 30 in firearms and elixirs to be very flexible. You can change skills and traits on the fly from flamethrower tank to rifle or pistol, without having to retrain. Its not a build itself, but its a nice combo to create builds from, as you get many synergising trait options from the two lines.
 
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