The GW2 9 kinds of land-based weapons simple instructions.
(A) one-handed weapon(Get from gw2 gold)
Swords (sword):
Swords is the guardian of TPVP the most cost-effective weapon of attack speed it has after the scepter (scepter), although the attack force only a moderate level, but has the guardian of the strongest transfer skills (2 skills, CD only Block remote for 10 seconds, the range of 600, can use the skills to quickly return to the point, especially Figure Clock Tower, the other target selected through walls), and No. 3 hit hurt pretty good weapons (supplied attack effect), No. 3 weapons all hit is not too easy {to be released instantly combination the arbiter of interference (Judge'sIntervention) before fully hit}, but it may well be a good weapon.
Scepter (scepter):
Token is the guardian of the fastest attack speed of the weapon, there is no one single under attack damage is not high, by increasing the power and crit point out an increase of 15% crit chance characteristics, increased output (quite considerable damage ), it is worth mentioning that his No. 3 skills of the body (high and low-lying with his back to the enemy skills easily lapse), with the No. 2 small range AOE can be achieved and teammates with portable output of residual blood enemies particularly effective.
Mace (mace):
Mace weapons guardian comprehensive performance, compared Swords attack speed slower and hurt about the same, but the third time back to the blood (although the amount of recovery is not very high), with the symbol of the 2nd skills (CD shortest and with the regeneration effect), own healing, I believe the effect is still good. Also worth mentioning is the 3rd skill parry an attack of the enemy at the same time will cause a own small range AOE decent damage.
(B) the deputy weapons
Shield (Shield):
Shield is a deputy to the highest utilization rate, the most important reason is the large range (scope does not look so great, but 320 pushed very practical range, can be used for anti-flags / anti set fire / let the enemy out circle) pushed, while teammates get in the sector within the scope of protection gift, also have a role to cope with the fast-paced instant output group fights. Increase the base defense equipment shield 61, as point out the features, but also an additional 90 points of defense.
Concentrator (focus):
And shield with the popular deputy, has 4 times blinding beam (Although blindness is one of the weakest symptoms can catapult, but the critical time can still play a role), a more practical 4 seconds parry shield attacks, both 1-to-1 or to resist fatal injuries, or used to flags, are very good skills.
Torch (Torch):
This weapon in the current pvp, you can say that the role is small, the primary drawback to the continued burning flame full hit damage is very high, but require personal injury, and halfway to the control, or the enemy tumbling accelerated out of , it is likely to cause the reduction of the overall damage. 4, throwing flames, although the injury may also, if the enemy distance, there may not be able to accelerate mobile hit. But, after all, is a deputy in the hands of only a certain output of weapons, so as auxiliary from the output of use. Partial defense of BD not to use these weapons, not much.
(C) of the hands and arms
Staff (staff):
This weapon, in my present situation, it can be said, not very wide scope of application, but the the weapons overall performance is not poor, and BUFF many times, others have to you to discover
No. 1 skill, horizontal gray very large, fan-shaped AOE, but the damage can only say that in low.
No. 2 skills, treatable can hurt the ball of light used harm CD the short auxiliary output can still be treated CD will be increased to 12 seconds, restore volume and the amount of damage can be fairly.
No. 3 is basically the guardian most practical Paolu of skills, CD shortest, but continued also short, the same time, the overall acceleration time than other accelerated skills.
4 increase might (increased attacks gift to yourself and your teammates), the highest team increased 420 attacks for 12 seconds (or substantial), not to set fire team battles, appropriate brush teammates attacks .
No. 5 skills. . . . . . . Slightly less practical, especially the larger point, that can not let the enemy across the line can not be completely covered along the route, a small part of the channel type (such as stairs) can be used with.
Hammer (hammer):
This weapon can be said if you will not use, you can not really played guard, mainly in the entertainment and practicality of the weapons are rolled into one.
No. 1, skill IAS gray often slow, is the guardian of the attack speed of the slowest on the 1st of skills, but sledgehammer attack limit weapons, so the damage is relatively impressive, continuous knocking 3 under the protection symbol in PVP estimates some difficulties, but this is not very important.
No. 2 skills can be said to be the main output of one of the means of the sledgehammer jump displacement is also a small AOE group wartime, can also be combined with the light area, played the basis of time of three seconds retaliation gift (rebound must The amount of damage).
No. 3 skills given the body can be said is the guardian of the strongest fixed body and a shortest CD in the fixed body skills, at the same time given the scope of the body up to 1200! And ignoring terrain, not because of the high and low-lying skills failure, the drawback is the trajectory, and the action is obvious, you can dodge.
4 skills, can be referred to as a home run, to combat a sense of violence cool! Want to do not kill people to win the point, with it, especially for Moriie or stand each other points, 3 Figure Clock Tower one with absolutely no doubt nirvana.
The 5th skills, circled so that the enemy can not be free access, but here to say, first of all this skill is a light area (skills), you can meet the above 2 skills such as combo finisher, hit combo effect (please find Chinese wiki) but with the good teams can use this skill to trap the enemy, and then the moment a lot of output AOE cause very effective harm.
Sword (greatsword):
The Sword is Pan expense the highest output weapons
No. 1 skill, Gongsu middle, upper limit damage after hammer after 3 Next play Might can achieve big sword attack speed, 3 under full, so the damage is not bad.
No. 2 skills, we referred to a turn, really excellent features minus the CD after only 8 seconds CD, not only the range, decent damage, but with the light area can play a wide range of purify (ROTA projectiles hit in teammates can go to a symptom) effect.
No. 3 skills hop hit, minus the CD of, has now become the most practical and enemies draw closer skills, the displacement distance is very long, and can also be used on foot, in conjunction with the light area revenge effect.
4 skills, sword symbols (symbols can be counted as light area), in addition to the effect with the batter for revenge, the drawback is that CD a little longer.
Skills of the 5th pull. . . Super nirvana, as long as the enemy is not firm, not very far away, and pull the people of the state can not be removed, then you can carry out a series of combos (5 = 4 = 5 = 2 + f1), even if only bunker guardian can play significant injury yo, let alone the DPS guardian.
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