If this were Guild Wars 1, I guess you'd call this Five-Man Comboway. But it's not. So we won't.
I got the idea in my head to make not a single build, but rather a group of them that meshes well together. While Guild Wars 2 makes this stupidly easy to do, since any combination of professions can tackle pretty much anything, I decided to set up a team that takes maximum advantage of the skill combo system and its ability to sling boons and conditions all over the place. Giftkastare's thread about the staff elementalist inspired me to think about how best to exploit its combo field production.
Bear in mind that this is pure theorycraft with no playtesting. Just crapped this out on a splendidly wasted Sunday.
So, without further ado:
Field Layer: Elementalist
Frontline Finisher: Warrior
Backline Finisher: Ranger
Midline Hybrid: Thief
Optional Hybrid: Guardian or Mesmer
Necromancer and engineer proved to be suboptimal contributors to combos. You could run Wells for the Dark fields or Turrets for the Blast finishers, but there are more elegant ways to do this.
Elementalist
Again, I'll direct you to Gift's thread about staff elementalists for his thoughts on the subject. This is a variation of his build, with some minor tweaks to traits and equipment to suit my tastes. The elementalist is a key component of this team, and you'd be remiss to go without one.
Skills
Weapon: Staff of Superior Smoldering
Aquatic Weapon: Trident of Superior Bloodlust
Healing Skill: Glyph of Elemental Harmony
Utility Skills: Glyph of Storms, Glyph of Elemental Power, Glyph of Lesser Elementals
Elite Skill: Glyph of Elementals
Traits
Fire Magic 20: Internal Fire, Pyromancer's Alacrity
Air Magic 10: Quick Glyphs
Water Magic 20: Cleansing Water, Aquamancer's Alacrity
Arcane Power 20: Elemental Attunement, Blasting Staff
Equipment
Armor: Superior Runes of the Elementalist
Amulet: Carrion
Jewel: Cleric
Calculator Link
Warrior
Axes have a variety of finishers - three out of five skills include offensive finishers (Whirl and Projectile), and the Burst skill (Eviscerate) has Leap. Physical utility skills provide three of the four kinds of finishers (all but Whirl, of which the warrior already has two). The elite skill, Rampage, transforms the weapon skills into a bar with three more finishers.
The equipment is focused on Power, specifically stacking Might. The Sigils and Runes of Strength synergize, and the traits bolster and reward axe crits. Musketeer is important; besides the cooldown reduction, piercing rifle shots mean more enemies hit with a single Projectile finisher.
Skills
Weapon: Axe & Axe of Superior Strength; Rifle of Superior Strength
Aquatic Weapon: Spear of Superior Strength; Harpoon Gun of Superior Strength
Healing Skill: Healing Surge
Utility Skills: Throw Bolas, Bull's Charge, Stomp
Elite Skill: Rampage
Traits
Strength 30: Great Fortitude, Axe Mastery, Physical Training
Arms 20: Deep Cuts, Musketeer
Discipline 20: Warrior's Sprint, Sharpened Axes
Equipment
Armor: Superior Runes of Strength
Amulet: Berserker
Jewel: Berserker
Calculator Link
Ranger
All the Projectile finishers. All of them. Seven of the ranger's weapon skills have at least some chance of a Projectile. An eighth is a Whirl. The last two are snares (Cripple and Chill), which are important for keeping enemies in fields. Pets are a Carrion Devourer, which has a Projectile and a rare Poison field as its command skill, and a Krytan Drakehound, with two leaps and three snares.
Besides the devourer's Poison field, the ranger carries more fields in the form of (ground-targetable) traps. Healing Spring creates a Water field to help the elementalist with healing, and Flame and Frost traps create Fire and Ice fields. Spike Trap doesn't create a field, but provides another snare and stacks more bleeding.
And yeah, we've got lots of bleeding. Agony sigils and Afflicted runes on everything, and traits bolster either bleeding, traps, or weapons. Faster recharge on the offhand axe means faster finishers, and we've discussed the benefits of piercing projectiles already. Rabid accessories boost condition damage into the stratosphere.
Skills
Weapon: Longbow of Superior Agony; Axe & Axe of Superior Agony
Aquatic Weapon: Spear of Superior Agony; Harpoon Gun of Superior Agony
Healing Skill: Healing Spring
Utility Skills: Flame Trap, Frost Trap, Spike Trap
Elite Skill: Entangle
Traits
Marksmanship 20: Keen Edge, Piercing Arrows
Skirmishing 30: Sharpened Edges, Trapper's Expertise, Trap Potency
Wilderness Survival 20: Master Trapper, Offhand Training
Equipment
Armor: Superior Runes of the Afflicted
Amulet: Rabid
Jewel: Rabid
Calculator Link
Thief
Dual daggers provide a decent variety of finishers, and two of them only cost three initiative. Dual pistols, on the other hand, include five projectiles. Most importantly, Black Powder is the only skill in the game that provides a guaranteed combo with itself.
Now, the thief has access to some rare field types: Dark and Smoke. We'll be using these to spread Blind and Stealth. They're available through Deception utilities, so we're going to focus on those: Smoke Screen and Shadow Refuge. While it doesn't create a field, Blinding Powder gives us another AoE Stealth. Let's pick the healing skill that includes stealth and the elite that's a Whirl finisher.
Let's give ourselves a stupid high crit chance with traits, stick Earth sigils on all our weapons to cause Bleeding with almost all of those crits, then make that Bleeding count with Nightmare runes and Rampager's accessories. Blood. Everywhere. And if we're using our pistols, a lot of our crits will Cripple as well, and they might even bounce (which is even better than piercing).
Skills
Weapon: Dagger & Dagger of Superior Earth; Pistol & Pistol of Superior Earth
Aquatic Weapon: Spear of Superior Earth; Harpoon Gun of Superior Earth
Healing Skill: Hide in Shadows
Utility Skills: Smoke Screen, Shadow Refuge, Blinding Powder
Elite Skill: Dagger Storm
Traits
Critical Strikes 30: Critical Haste, Hidden Killer, Ankle Shots
Shadow Arts 20: Shadow Protector, Master of Deception
Trickery 20: Thrill of the Crime, Ricochet
Equipment
Armor: Superior Runes of the Nightmare
Amulet: Rampager
Jewel: Rampager
Calculator Link
Guardian
While the guardian isn't as tricked out with combo components as the previous four professions, it does have access to a lot of Light fields, which can help with condition removal. Besides that, guardians are excellent support characters and round out any party nicely.
The best comboing weapon is the Greatsword, with one Light field, two Whirls, and a Leap. The Staff has a couple of Light fields and a little midline utility. Most of the fields we're looking for, Light and Fire, are Consecrations. Luckily, the trait line that helps them out, Virtues, also boosts boon duration. Two of our fields are Symbols, so Zeal's Minor traits will help with those, while its Major traits bolster the Greatsword. Let's stack Might like we did with the warrior and get a bunch of Strength sigils and runes. Carrion accessories increase our health while complementing our focus on Power and conditions.
Skills
Weapon: Greatsword of Superior Strength; Staff of Superior Strength
Aquatic Weapon: Spear of Superior Strength; Trident of Superior Strength
Healing Skill: Healing Breeze
Utility Skills: Wall of Reflection, Purging Flames, Sanctuary
Elite Skill: Tome of Wrath
Traits
Zeal 30: Fiery Wrath, Greatsword Power, Zealous Blade
Honor 20: Writ of Exaltation, Two-Handed Mastery
Virtues 20: Consecrated Ground, Master of Consecrations
Equipment
Armor: Superior Runes of Strength
Amulet: Carrion
Jewel: Carrion
Calculator Link
Mesmer
Our other option for fifth wheel is a mesmer. Whereas the guardian is more focused on Light fields, the mesmer has almost exclusive access to Ethereal fields, which provide Chaos Armor and Confusion. Most of these are only available as long-recharge utilities, and there are relatively few finishers on mesmer weapons. Staff is a must for Chaos Storm, and Sword/Pistol have our finishers (besides being a great set of weapons in their own right).
To get fields, let's specialize in Glamours. Null Field and Feedback are Ethereal, and Veil is a Light field with AoE Stealth, synergizing well with our thief. Time Warp's Ethereal field makes it the clear choice for the elite. Glamour-boosting traits are spread between the Domination, Inspiration, and Illusions lines, so our spec arranged itself for us. The most useful Major trait within reach after placing 20 points in each of these is Harmonious Mantras, so let's take our double instant self-heals and enjoy them. Master of Misdirection is great for all the Confusion we'll be spreading, and Crippling Dissipation will let us throw in a few snares from time to time.
Our crit chance is in the toilet, so not many weapon sigils will benefit us. Let's go all in on condition damage. Sigils of Corruption, Nightmare Runes, and Carrion accessories. Confusion is going to hit hard.
Another option would be Diremongoose's take on a Glamour mesmer as presented in his theorycrafting case study. Sorry, I wasn't aware of this one when I was building mine, but they turned out to be extremely similar.
Skills
Weapon: Staff of Minor Corruption; Sword & Pistol of Minor Corruption
Aquatic Weapon: Spear of Minor Corruption; Trident of Minor Corruption
Healing Skill: Mantra of Recovery
Utility Skills: Null Field, Feedback, Veil
Elite Skill: Time Warp
Traits
Domination 30: Crippling Dissipation, Confusing Enchantments, Harmonious Mantras
Inspiration 20: Glamour Mastery, Temporal Enchanter
Illusions 20: Master of Misdirection, Dazzling Glamours
Equipment
Armor: Superior Runes of the Nightmare
Amulet: Carrion
Jewel: Carrion
Calculator Link
Usage
Well, we've got our crack team of adventurers. Now what? The clearest use would be for five-man dungeons, since that's where the party is most likely to stay together and hang out in each other's fields. I've included recommendations for PvP Amulets, which wouldn't be available for PvE content, as a matter of convenience. The trouble, of course, lies in the expense of respeccing just to run a dungeon.
On the other hand, five is also the magic number for sPvP, which carries other issues. While we can kit out at our leisure, we'll have to split to be competitive. Any grouping is possible as long as the warrior - the only party member who lacks fields - follows the elementalist or guardian. Thief and mesmer also work well. I'm also leery of running something gimmicky in such a competitive environment, but we'll have to see how it works.
Well done on making it to the end. Thoughts, tweaks, criticism?
I got the idea in my head to make not a single build, but rather a group of them that meshes well together. While Guild Wars 2 makes this stupidly easy to do, since any combination of professions can tackle pretty much anything, I decided to set up a team that takes maximum advantage of the skill combo system and its ability to sling boons and conditions all over the place. Giftkastare's thread about the staff elementalist inspired me to think about how best to exploit its combo field production.
Bear in mind that this is pure theorycraft with no playtesting. Just crapped this out on a splendidly wasted Sunday.
So, without further ado:
Field Layer: Elementalist
Frontline Finisher: Warrior
Backline Finisher: Ranger
Midline Hybrid: Thief
Optional Hybrid: Guardian or Mesmer
Necromancer and engineer proved to be suboptimal contributors to combos. You could run Wells for the Dark fields or Turrets for the Blast finishers, but there are more elegant ways to do this.
Elementalist
Again, I'll direct you to Gift's thread about staff elementalists for his thoughts on the subject. This is a variation of his build, with some minor tweaks to traits and equipment to suit my tastes. The elementalist is a key component of this team, and you'd be remiss to go without one.
Skills
Weapon: Staff of Superior Smoldering
Aquatic Weapon: Trident of Superior Bloodlust
Healing Skill: Glyph of Elemental Harmony
Utility Skills: Glyph of Storms, Glyph of Elemental Power, Glyph of Lesser Elementals
Elite Skill: Glyph of Elementals
Traits
Fire Magic 20: Internal Fire, Pyromancer's Alacrity
Air Magic 10: Quick Glyphs
Water Magic 20: Cleansing Water, Aquamancer's Alacrity
Arcane Power 20: Elemental Attunement, Blasting Staff
Equipment
Armor: Superior Runes of the Elementalist
Amulet: Carrion
Jewel: Cleric
Calculator Link
Warrior
Axes have a variety of finishers - three out of five skills include offensive finishers (Whirl and Projectile), and the Burst skill (Eviscerate) has Leap. Physical utility skills provide three of the four kinds of finishers (all but Whirl, of which the warrior already has two). The elite skill, Rampage, transforms the weapon skills into a bar with three more finishers.
The equipment is focused on Power, specifically stacking Might. The Sigils and Runes of Strength synergize, and the traits bolster and reward axe crits. Musketeer is important; besides the cooldown reduction, piercing rifle shots mean more enemies hit with a single Projectile finisher.
Skills
Weapon: Axe & Axe of Superior Strength; Rifle of Superior Strength
Aquatic Weapon: Spear of Superior Strength; Harpoon Gun of Superior Strength
Healing Skill: Healing Surge
Utility Skills: Throw Bolas, Bull's Charge, Stomp
Elite Skill: Rampage
Traits
Strength 30: Great Fortitude, Axe Mastery, Physical Training
Arms 20: Deep Cuts, Musketeer
Discipline 20: Warrior's Sprint, Sharpened Axes
Equipment
Armor: Superior Runes of Strength
Amulet: Berserker
Jewel: Berserker
Calculator Link
Ranger
All the Projectile finishers. All of them. Seven of the ranger's weapon skills have at least some chance of a Projectile. An eighth is a Whirl. The last two are snares (Cripple and Chill), which are important for keeping enemies in fields. Pets are a Carrion Devourer, which has a Projectile and a rare Poison field as its command skill, and a Krytan Drakehound, with two leaps and three snares.
Besides the devourer's Poison field, the ranger carries more fields in the form of (ground-targetable) traps. Healing Spring creates a Water field to help the elementalist with healing, and Flame and Frost traps create Fire and Ice fields. Spike Trap doesn't create a field, but provides another snare and stacks more bleeding.
And yeah, we've got lots of bleeding. Agony sigils and Afflicted runes on everything, and traits bolster either bleeding, traps, or weapons. Faster recharge on the offhand axe means faster finishers, and we've discussed the benefits of piercing projectiles already. Rabid accessories boost condition damage into the stratosphere.
Skills
Weapon: Longbow of Superior Agony; Axe & Axe of Superior Agony
Aquatic Weapon: Spear of Superior Agony; Harpoon Gun of Superior Agony
Healing Skill: Healing Spring
Utility Skills: Flame Trap, Frost Trap, Spike Trap
Elite Skill: Entangle
Traits
Marksmanship 20: Keen Edge, Piercing Arrows
Skirmishing 30: Sharpened Edges, Trapper's Expertise, Trap Potency
Wilderness Survival 20: Master Trapper, Offhand Training
Equipment
Armor: Superior Runes of the Afflicted
Amulet: Rabid
Jewel: Rabid
Calculator Link
Thief
Dual daggers provide a decent variety of finishers, and two of them only cost three initiative. Dual pistols, on the other hand, include five projectiles. Most importantly, Black Powder is the only skill in the game that provides a guaranteed combo with itself.
Now, the thief has access to some rare field types: Dark and Smoke. We'll be using these to spread Blind and Stealth. They're available through Deception utilities, so we're going to focus on those: Smoke Screen and Shadow Refuge. While it doesn't create a field, Blinding Powder gives us another AoE Stealth. Let's pick the healing skill that includes stealth and the elite that's a Whirl finisher.
Let's give ourselves a stupid high crit chance with traits, stick Earth sigils on all our weapons to cause Bleeding with almost all of those crits, then make that Bleeding count with Nightmare runes and Rampager's accessories. Blood. Everywhere. And if we're using our pistols, a lot of our crits will Cripple as well, and they might even bounce (which is even better than piercing).
Skills
Weapon: Dagger & Dagger of Superior Earth; Pistol & Pistol of Superior Earth
Aquatic Weapon: Spear of Superior Earth; Harpoon Gun of Superior Earth
Healing Skill: Hide in Shadows
Utility Skills: Smoke Screen, Shadow Refuge, Blinding Powder
Elite Skill: Dagger Storm
Traits
Critical Strikes 30: Critical Haste, Hidden Killer, Ankle Shots
Shadow Arts 20: Shadow Protector, Master of Deception
Trickery 20: Thrill of the Crime, Ricochet
Equipment
Armor: Superior Runes of the Nightmare
Amulet: Rampager
Jewel: Rampager
Calculator Link
Guardian
While the guardian isn't as tricked out with combo components as the previous four professions, it does have access to a lot of Light fields, which can help with condition removal. Besides that, guardians are excellent support characters and round out any party nicely.
The best comboing weapon is the Greatsword, with one Light field, two Whirls, and a Leap. The Staff has a couple of Light fields and a little midline utility. Most of the fields we're looking for, Light and Fire, are Consecrations. Luckily, the trait line that helps them out, Virtues, also boosts boon duration. Two of our fields are Symbols, so Zeal's Minor traits will help with those, while its Major traits bolster the Greatsword. Let's stack Might like we did with the warrior and get a bunch of Strength sigils and runes. Carrion accessories increase our health while complementing our focus on Power and conditions.
Skills
Weapon: Greatsword of Superior Strength; Staff of Superior Strength
Aquatic Weapon: Spear of Superior Strength; Trident of Superior Strength
Healing Skill: Healing Breeze
Utility Skills: Wall of Reflection, Purging Flames, Sanctuary
Elite Skill: Tome of Wrath
Traits
Zeal 30: Fiery Wrath, Greatsword Power, Zealous Blade
Honor 20: Writ of Exaltation, Two-Handed Mastery
Virtues 20: Consecrated Ground, Master of Consecrations
Equipment
Armor: Superior Runes of Strength
Amulet: Carrion
Jewel: Carrion
Calculator Link
Mesmer
Our other option for fifth wheel is a mesmer. Whereas the guardian is more focused on Light fields, the mesmer has almost exclusive access to Ethereal fields, which provide Chaos Armor and Confusion. Most of these are only available as long-recharge utilities, and there are relatively few finishers on mesmer weapons. Staff is a must for Chaos Storm, and Sword/Pistol have our finishers (besides being a great set of weapons in their own right).
To get fields, let's specialize in Glamours. Null Field and Feedback are Ethereal, and Veil is a Light field with AoE Stealth, synergizing well with our thief. Time Warp's Ethereal field makes it the clear choice for the elite. Glamour-boosting traits are spread between the Domination, Inspiration, and Illusions lines, so our spec arranged itself for us. The most useful Major trait within reach after placing 20 points in each of these is Harmonious Mantras, so let's take our double instant self-heals and enjoy them. Master of Misdirection is great for all the Confusion we'll be spreading, and Crippling Dissipation will let us throw in a few snares from time to time.
Our crit chance is in the toilet, so not many weapon sigils will benefit us. Let's go all in on condition damage. Sigils of Corruption, Nightmare Runes, and Carrion accessories. Confusion is going to hit hard.
Another option would be Diremongoose's take on a Glamour mesmer as presented in his theorycrafting case study. Sorry, I wasn't aware of this one when I was building mine, but they turned out to be extremely similar.
Skills
Weapon: Staff of Minor Corruption; Sword & Pistol of Minor Corruption
Aquatic Weapon: Spear of Minor Corruption; Trident of Minor Corruption
Healing Skill: Mantra of Recovery
Utility Skills: Null Field, Feedback, Veil
Elite Skill: Time Warp
Traits
Domination 30: Crippling Dissipation, Confusing Enchantments, Harmonious Mantras
Inspiration 20: Glamour Mastery, Temporal Enchanter
Illusions 20: Master of Misdirection, Dazzling Glamours
Equipment
Armor: Superior Runes of the Nightmare
Amulet: Carrion
Jewel: Carrion
Calculator Link
Usage
Well, we've got our crack team of adventurers. Now what? The clearest use would be for five-man dungeons, since that's where the party is most likely to stay together and hang out in each other's fields. I've included recommendations for PvP Amulets, which wouldn't be available for PvE content, as a matter of convenience. The trouble, of course, lies in the expense of respeccing just to run a dungeon.
On the other hand, five is also the magic number for sPvP, which carries other issues. While we can kit out at our leisure, we'll have to split to be competitive. Any grouping is possible as long as the warrior - the only party member who lacks fields - follows the elementalist or guardian. Thief and mesmer also work well. I'm also leery of running something gimmicky in such a competitive environment, but we'll have to see how it works.
Well done on making it to the end. Thoughts, tweaks, criticism?