Who rules solo pve? — Guild Wars 2 Forums

Who rules solo pve?

Sylent.3165Sylent.3165 Member ✭✭✭

I'm talking soloing dungeons, champions and hard events if no one else is around. Haven't played in a while.

Is it still necro and ranger or did we get any new contenders over the past year or so?

I know I know "every" class can do it. But my question is who's the best at it.

Comments

  • steki.1478steki.1478 Member ✭✭✭✭

    I'd say mesmer. Chrono in dungeons due to burst and cc, mirage in open world because of aoe condi spam while being practically invincible.

  • Feanor.2358Feanor.2358 Member ✭✭✭✭

    Mesmer for sure.

  • Sylent.3165Sylent.3165 Member ✭✭✭

    Eggs> @steki.1478 said:

    I'd say mesmer. Chrono in dungeons due to burst and cc, mirage in open world because of aoe condi spam while being practically invincible.

    What makes a mirage invincible? I tried one once near release but did awful, is it a particular skill or trait?

  • steki.1478steki.1478 Member ✭✭✭✭

    @Sylent.3165 said:
    Eggs> @steki.1478 said:

    I'd say mesmer. Chrono in dungeons due to burst and cc, mirage in open world because of aoe condi spam while being practically invincible.

    What makes a mirage invincible? I tried one once near release but did awful, is it a particular skill or trait?

    You can evade while doing damage and evading gives you even more damage from clone ambushes. Vigor is easy to come by and endurance food and sigils also help. You also get easy access to mobility from staff, axe and utilities, as well as stealth on torch, so even in a tough situation you can disengage while clones still do damage.

  • Sylent.3165Sylent.3165 Member ✭✭✭

    @steki.1478 said:

    @Sylent.3165 said:
    Eggs> @steki.1478 said:

    I'd say mesmer. Chrono in dungeons due to burst and cc, mirage in open world because of aoe condi spam while being practically invincible.

    What makes a mirage invincible? I tried one once near release but did awful, is it a particular skill or trait?

    You can evade while doing damage and evading gives you even more damage from clone ambushes. Vigor is easy to come by and endurance food and sigils also help. You also get easy access to mobility from staff, axe and utilities, as well as stealth on torch, so even in a tough situation you can disengage while clones still do damage.

    Thanks I'll give it a go :)

  • Feanor.2358Feanor.2358 Member ✭✭✭✭

    @Dawdler.8521 said:

    @steki.1478 said:

    @Sylent.3165 said:
    Eggs> @steki.1478 said:

    I'd say mesmer. Chrono in dungeons due to burst and cc, mirage in open world because of aoe condi spam while being practically invincible.

    What makes a mirage invincible? I tried one once near release but did awful, is it a particular skill or trait?

    You can evade while doing damage and evading gives you even more damage from clone ambushes. Vigor is easy to come by and endurance food and sigils also help. You also get easy access to mobility from staff, axe and utilities, as well as stealth on torch, so even in a tough situation you can disengage while clones still do damage.

    Well disengaging is for weaklings.

    The thing is... it's not really so easy to compare. And it really depends on what one defines as "best". Unless we're talking 100% optimised raids, it's really personal preference.

    I have a full viper mirage and it is the "best" in some situations, true. Soloing champions without getting hit isnt that complicated. But just like any pure dps, it falls flat on it's face when you do get hit. You can do simple endurance tests if you want. Now with pavilion up, I recommend visiting the bandit forest and take on ~10 veterans at once. I have problems doing that on my PvE specced viper mirage but I have no problems doing it on my p/p scrapper that's built for WvW sustain, lol. The more mobs the merrier.

    In open world PvE I personally find that doing 10k dps indefinetly is somewhat better than doing 30k dps and downing in the first seconds of the fight because a random mob farted in your general direction. Most will disagree though and just do full front loaded builds. Its ok.

    Thing is, you'll only ever run into situation like this on purpose. You won't find 10+ veterans who engage you normally. And even if you did, as a Mirage you could simply disengage. Purposefully placing yourself in a bad situation and choosing to not evade it is a very poor reason to cripple your own damage output like that.

    I do the opposite - in the extremely rare cases when I actually need to be tankier, I switch build. And then go back. Because 99.9% of the time you're fine in a full damage spec. Especially Mirage, precisely because it has a lot of mitigation built-in which doesn't sacrifice damage.

  • Obtena.7952Obtena.7952 Member ✭✭✭✭

    Just started playing around with Mirage for solo PVE today ...

    http://gw2skills.net/editor/?vhAQNAR8cnELDFMjdqBGoBMMjlhjyv63+w3MAGlGCdFuhTD-jBSBQBo8gCQJ1fOwFAAP6ewy+DA4JBcFlfmRJIhAQuAA-e

    It's far from optimized but the amount of sustain is awesome and the access to stability is impressive.

    If you think balancing is only driven by performance and justified by comparisons to other classes then prepare to be educated:

    https://www.guildwars2.com/en/news/balance-updates-the-heralds-near-future-and-pvp-league-season-13/

  • KeoLegend.5132KeoLegend.5132 Member ✭✭✭

    Ranger is by far the best
    Because of pets. You can tank indefinitely with pets, specialy if you are Soulbeast because once a pet die you can either swap to the other or swap with beastmode to restore them again

  • Eramonster.2718Eramonster.2718 Member ✭✭✭
    edited July 30, 2018

    Vouching for mirage/chrono as well. Events(scales), champions(any class), dungeons(skips and bosses), fractals challenge modes etc and as the difficulties goes on further...mesmer will be your best bet with invuls at disposal.

  • Dawdler.8521Dawdler.8521 Member ✭✭✭✭

    @Feanor.2358 said:

    @Dawdler.8521 said:

    @steki.1478 said:

    @Sylent.3165 said:
    Eggs> @steki.1478 said:

    I'd say mesmer. Chrono in dungeons due to burst and cc, mirage in open world because of aoe condi spam while being practically invincible.

    What makes a mirage invincible? I tried one once near release but did awful, is it a particular skill or trait?

    You can evade while doing damage and evading gives you even more damage from clone ambushes. Vigor is easy to come by and endurance food and sigils also help. You also get easy access to mobility from staff, axe and utilities, as well as stealth on torch, so even in a tough situation you can disengage while clones still do damage.

    Well disengaging is for weaklings.

    The thing is... it's not really so easy to compare. And it really depends on what one defines as "best". Unless we're talking 100% optimised raids, it's really personal preference.

    I have a full viper mirage and it is the "best" in some situations, true. Soloing champions without getting hit isnt that complicated. But just like any pure dps, it falls flat on it's face when you do get hit. You can do simple endurance tests if you want. Now with pavilion up, I recommend visiting the bandit forest and take on ~10 veterans at once. I have problems doing that on my PvE specced viper mirage but I have no problems doing it on my p/p scrapper that's built for WvW sustain, lol. The more mobs the merrier.

    In open world PvE I personally find that doing 10k dps indefinetly is somewhat better than doing 30k dps and downing in the first seconds of the fight because a random mob farted in your general direction. Most will disagree though and just do full front loaded builds. Its ok.

    Thing is, you'll only ever run into situation like this on purpose. You won't find 10+ veterans who engage you normally. And even if you did, as a Mirage you could simply disengage. Purposefully placing yourself in a bad situation and choosing to not evade it is a very poor reason to cripple your own damage output like that.

    I do the opposite - in the extremely rare cases when I actually need to be tankier, I switch build. And then go back. Because 99.9% of the time you're fine in a full damage spec. Especially Mirage, precisely because it has a lot of mitigation built-in which doesn't sacrifice damage.

    Which is the point. When you only choose to engage targets you know you can kill or you run away, the class becomes irrelevant.

  • Feanor.2358Feanor.2358 Member ✭✭✭✭

    @Dawdler.8521 said:

    @Feanor.2358 said:

    @Dawdler.8521 said:

    @steki.1478 said:

    @Sylent.3165 said:
    Eggs> @steki.1478 said:

    I'd say mesmer. Chrono in dungeons due to burst and cc, mirage in open world because of aoe condi spam while being practically invincible.

    What makes a mirage invincible? I tried one once near release but did awful, is it a particular skill or trait?

    You can evade while doing damage and evading gives you even more damage from clone ambushes. Vigor is easy to come by and endurance food and sigils also help. You also get easy access to mobility from staff, axe and utilities, as well as stealth on torch, so even in a tough situation you can disengage while clones still do damage.

    Well disengaging is for weaklings.

    The thing is... it's not really so easy to compare. And it really depends on what one defines as "best". Unless we're talking 100% optimised raids, it's really personal preference.

    I have a full viper mirage and it is the "best" in some situations, true. Soloing champions without getting hit isnt that complicated. But just like any pure dps, it falls flat on it's face when you do get hit. You can do simple endurance tests if you want. Now with pavilion up, I recommend visiting the bandit forest and take on ~10 veterans at once. I have problems doing that on my PvE specced viper mirage but I have no problems doing it on my p/p scrapper that's built for WvW sustain, lol. The more mobs the merrier.

    In open world PvE I personally find that doing 10k dps indefinetly is somewhat better than doing 30k dps and downing in the first seconds of the fight because a random mob farted in your general direction. Most will disagree though and just do full front loaded builds. Its ok.

    Thing is, you'll only ever run into situation like this on purpose. You won't find 10+ veterans who engage you normally. And even if you did, as a Mirage you could simply disengage. Purposefully placing yourself in a bad situation and choosing to not evade it is a very poor reason to cripple your own damage output like that.

    I do the opposite - in the extremely rare cases when I actually need to be tankier, I switch build. And then go back. Because 99.9% of the time you're fine in a full damage spec. Especially Mirage, precisely because it has a lot of mitigation built-in which doesn't sacrifice damage.

    Which is the point. When you only choose to engage targets you know you can kill or you run away, the class becomes irrelevant.

    No, because the build in question enables you to engage (or disengage) a much wider variety of targets.

  • SoulSin.5682SoulSin.5682 Member ✭✭✭

    Soloing team contents, like dungeons or fractals, is often more related to be able to skip mechanics that would normally force multiple players than actually the class capability's themselves.

    With a little patience, many bosses in this games are soloable. Champions on Open PvE as well.
    In fact, some people can even solo some specific Legendarys using some strategy's.

  • maddoctor.2738maddoctor.2738 Member ✭✭✭✭

    @Lily.1935 said:
    So which is best overall? Well I feel I'd have to rank it like this:
    1. Mesmer
    2. Warrior
    3. Necromancer
    4. Ranger
    5. Guardian
    6. Revenant
    7. Thief
    8. Engineer
    9. Elementalist

    This is only my opinion though for Solo PvE. And I'm willing to change my mind if other's feel something should be higher or lower.

    Edit: For a Side note, if you only have the core game, these rankings do change a bit:
    1. Warrior
    2. Ranger
    3. Guardian
    4. Engineer
    5. Mesmer
    6. Thief
    7. Necromancer
    8. Elementalist

    I like how in both your lists Elementalists is at the bottom and I honestly I agree with it completely. Patch after patch, as they are nerfing Elementalist for how they perform in big/small groups, they become worse and worse in solo experience.

  • I like how in both your lists Elementalists is at the bottom and I honestly I agree with it completely. Patch after patch, as they are nerfing Elementalist for how they perform in big/small groups, they become worse and worse in solo experience.

    the worst part is if you build to suvive you're damage becomes laughable. You're almost stuck going some sort of glass cannon.

  • If you want to ask who is best at anything in the game, Assume Mesmer, Warrior or Both.

  • Lily.1935Lily.1935 Member ✭✭✭✭

    @maddoctor.2738 said:

    @Lily.1935 said:
    So which is best overall? Well I feel I'd have to rank it like this:
    1. Mesmer
    2. Warrior
    3. Necromancer
    4. Ranger
    5. Guardian
    6. Revenant
    7. Thief
    8. Engineer
    9. Elementalist

    This is only my opinion though for Solo PvE. And I'm willing to change my mind if other's feel something should be higher or lower.

    Edit: For a Side note, if you only have the core game, these rankings do change a bit:
    1. Warrior
    2. Ranger
    3. Guardian
    4. Engineer
    5. Mesmer
    6. Thief
    7. Necromancer
    8. Elementalist

    I like how in both your lists Elementalists is at the bottom and I honestly I agree with it completely. Patch after patch, as they are nerfing Elementalist for how they perform in big/small groups, they become worse and worse in solo experience.

    I Honestly didn't want to. I think they're still good and can be successful but the low health and low defensive options really hinders them in Solo PvE. I don't think they're terrible at it. I feel that each of them are closer than it looks. The Difference of them is not as big of a gap as it might first appear though. For example, Engineer shifts pretty hard on the list. But Scrapper and Holosmith are both better for solo PvE than core Engineer is. But its not a major improvement so it doesn't shift up. Where as other classes like mesmer and necromancer have MAJOR improvements with their elite specs so they shift up much higher.

  • Dadnir.5038Dadnir.5038 Member ✭✭✭✭

    @Sylent.3165 said:
    I'm talking soloing dungeons, champions and hard events if no one else is around. Haven't played in a while.

    Is it still necro and ranger or did we get any new contenders over the past year or so?

    I know I know "every" class can do it. But my question is who's the best at it.

    It depend a lot of the player and what you mean by "rules solo PvE".

    If you didn't mind being slow as hell in dungeon, sure necro and ranger were good contender. If it was a matter of fast completion elementalists was the top dog.

    Anyway, nowaday mesmers have the upperhand when it come to complete things with ease. And I'd say that Spellbreaker is close behind the mesmer. This doesn't mean that the necrominion master is totally out of the picture but it's not nearly as fast as the previous 2 on a ratio difficulty/speed.

  • starlinvf.1358starlinvf.1358 Member ✭✭✭✭

    When its all said and done, the classes with the most potential to solo clear group content are the Duelist, due to their ability to control a fight, but also burst down targets one by one. Thief's biggest vulnerability is being a single target, making anything past 1v1 increasingly more difficult and substantially more dangerous. But the Mesmer can do something the Thief can't..... engage multiple targets at the same time. While it severely reduces their engagement efficiency, the mere fact that clones and phantasms can distract aggro away from the real Mesmer allows them a great deal of breathing room is cluttered fights. But more importantly, unlike thief skills, Mesmer skills tend to be a more indiscriminate with higher target caps, and a few which have no target cap. Coupled with an unparalleled amount of evasive abilities (even in Core), they can kite indefinably if needed, and their Duelist nature makes them excel in boss fights.

    The skill cap on Mesmer is pretty high... but they are by far one of the best classes mechanically equipped to fight things bigger then they are, without relying on a gimmicky build. Some gimmick builds (like Caviler Guardian) can have a lot of effective power, but generally have an Achilles heel that causes the build to collapse when faced, and are less versatile overall.

  • pocky.1597pocky.1597 Member ✭✭

    @Lily.1935 said:
    Every class can solo just fine. But some do it a bit more effectively than others. This can highly depend on the situation. I'm going to include group events. Even though you aren't typically the only person around you are still fairly solo. I'm also going to talk about what's best for Soloing for new players who might have a free account. So there will be that.

    Warrior: Warrior has a lot of escape options and moves fairly quickly. If you don't have access to mounts or gliding the Warrior is one of the best if not the best solo profession out there. Their relatively high burst damage, high bulk large number of options, high mobility easy use of play makes them incredibly effective for solo roaming. Especially on new players. Their attacks are generally quick enough and range long enough that getting decent credit in large scale events also makes them really good in solo PvE. As for Solo Dungeons they used to be the meta choice for those, but now a days its not as common. They are still a good choice though.
    * Berserker: This takes what the warrior had and improves on it, giving them more aoe with larger hit boxes that improve their roaming game.
    * Spellbreaker: This one I feel isn't much of an improvement over core warrior for Solo roaming in PvE, but for soloing bosses its extra block is handy to have. Its use of boon strip also grants higher utility in later maps in HoT so this is something to consider.

    Guardian: Guardian is also very good at roaming but is significantly more fragile than warrior. Although their defenses allow them to out tank them, this requires a little bit more skill from the player. They have access to good AoE as well as lots of self sustain. If you can work with the low health pool the guardian is an easy profession to roam on. Soloing bosses is a bit harder since the core spec doesn't quite have the options warrior does, but its elite specs clear up that weakness very well.
    * Dragonhunter: With Dragonhunter you get access to more aoe, a decent ranged weapon and their traps. They can make short work of most enemies and their overall DPS is increased to the next level. In world events they shine very well against the trash mobs giving you credit fairly easily.
    * Firebrand: Firebrand is a bit more difficult to use, but has far more aoe to work with than dragonhunter even though its effective armor is much more difficult to acquire. As a roamer though they can do a lot more to protect themselves and hit large groups with ease using their tome of justice.

    Revenant: Revenant has fewest options for skills in the game, but the skills they do have lends themselves very well to open world. They have tones of AoE damage as well as very strong sustain. The biggest issue most people seem to have with them is the energy mechanic, but once you learn it there really isn't many enemies you can't take out or fight effectively. Their biggest weakness in open world would be conditions, but normally that's not a major issue. Their core weapons give you good options right out the gate with gap closers and a powerful ranged weapon.
    * Herald: Herald gives you bonus movement speed if you don't have PoF as well as shield which is fantastic for tanking bosses. Their natural high DPS with the ability to self buff and sustain makes them a solid open world pick.
    * Renegade: Unlike Herald Renegade suffers a bit in open world. The warband that you summon aren't the most effective allies and take valuable time from DPSing which can make it unnecessarily clunky to use. Their Citadel Bombardment is their most effective tool for events while Shortbow is quite effective if used properly, but its strange projectiles makes it a bit unwieldy at first.

    Ranger: Ranger is still just as effective as before. It offers pets which can be useful for resing and giving the ranger more utility, one of the longest ranged weapons in the game a few massive aoe hit boxes as well as some decent bulk. Rangers are one of the easier classes to use and have good movement. They don't have a true weakpoint in Solo PvE.
    * Druid: Druid isn't bad in open world for map completion. And in group events they will always be useful. That 33% movement speed is useful for those without PoF. Their high sustain makes them useful and their AoE buffs can be used to self buff. They're not a bad option to take with ranger.
    * SoulBeast: Higher Damage in power and condi, the soulbeast offers players almost an upgrade of core Ranger.

    Thief: Thief doesn't have much in the way of AoE damage on its own, but it does have a lot of movement and stealth. This gives it the ability to complete maps quickly. They are very fast, able to outpace even the warrior when moving across the map in the core game. If your goal is Map completion they are one of the best choices.
    * Daredevil: Take that Aoe Damage problem and throw it out because Daredevil gives you all the AoE you'll ever need! On top of that it also grands you the ability to clear maps even quicker than before with its dash trait. It also has very active defenses in its dodges which are also damage allowing it to solo bosses for quite a while without much problem.
    * Deadeye: Gives you some decent range, but in Open world this really isn't much of an improvement. The Marking of targets can be useful for bosses and its high DPS lets you kill them in a decent time. If this was raids or WvW it would be a different story, but solo PvE, deadeye just isn't as good as daredevil.

    Engineer: Engineer offers quite a few aoe options at decent speed. This makes them really strong in group events killing trash mobs. Their Grenades give them range and flamethrower is an easy means to farm in places like cursed shore. Engineer is a bit difficult to use though at times and its core weapons offer little in the way of AoE damage so you'll mostly be relying on kits. Engineer also suffers from kit syndrome so useful survival utility just isn't as readily available to them.
    * Scrapper: Scrapper improves engineer's surviability by quite a bit and the hammer which has some decent AoE damage as well as a potent gap closer. But they are also fairly lacking overall damage being more tanky than anything else. If Scrapper is taken its more to shore up the weaknesses in Open world engineer faces.
    * Holosmith: Holosmith offers quite a bit in ways of damage but can also be pretty self destructive. They do have some decent options that make for easy builds to just roam with so they aren't too bad. Certainly an improvement overall.

    Elementalist: The damage is there for Elementalist. But they are very frail. They can kill bosses with the best of them In group events they shine very brightly because of their large hit boxes. Elementalist is also very good at self healing, seeing as they kinda have to be otherwise they probably couldn't solo roam in PvE all too well.
    * Tempest: Tempest offers a lot more AoE damage and greater condition cleans and self sustain. Their shouts can be useful in a pinch and have a bit more to offer. But the frailty is still there.
    * Weaver: A bit more physical build than Elementalist which makes weaver capable of pushing a lot harder than they normally could. They also have improved DPS and more AoE options.

    Necromancer: Core necromancer is exceptionally slow in PvE. Not the slowest, but pretty close. They have no escape options, one of their best movement tools puts them into combat and their DPS is rather weak. Their saving grace is just how tanky they are. They are the easiest to roam on but ultimately lack good utility, damage and suffer from long cool downs. They can be a struggle to get credit for group events because of this which can make them out to be the worst possible option depending on what you want to do.
    * Reaper: You remember everything I just said about Necromancer? Forget almost all of it! Reaper is fairly tanky, harder to crowd control from enemies and their AoE damage is extremely sizable on their own. They can solo bosses fairly easily and getting credit in events is not difficult. Reaper is probably the easiest thing to roam on. Their one glaring flaw is just how weak their Ranged DPS is. Which can matter in events like Dragon stand, but you should have too much of a problem with them.
    * Scourge: Scourge offers a lot of AoE damage and potent crowd control. But lacks the up front punch that reaper has. The way their life force works makes them really strong in group events but also means that they suffer heavily against bosses unless you spec yourself specifically to fight bosses. They are still exceptionally strong in most situations, but they're a bit tougher to gear due to their heavy expertise requirement.

    Mesmer: SLOW! The mesmer is really really slow. They have means of escape and stealth but overall they are the slowest class in the game. This has lead people to believe they aren't good or are hard to play. This isn't the case though. Mesmers do also suffer from a real lack of AoE damage which harms them against trash mobs which can be their biggest struggle. But the advantages of mesmer far outweigh the weakness. Access to Portal and their great utility lets mesmers do all sorts of tricksy things that are not possible on other professions. For Soloing bosses mesmers are one of the easiest provided that boss doesn't spawn minions.
    * Chronomancer: The speed problem is fixed with one of chronomancer's minor traits and they're given more defensive options as well as a good selection of AoE damage Their two weaknesses are cleared up with chrono making them very effective.
    * Mirage: Thanks to mounts movement speed isn't an issue so that weakness is gone. And the Mirage has a lot of AoE to its name as well. Its defenses are also quite high thanks to its unique mechanic. Mirage also has quite a good bit of burst damage as well as sustained damage meaning they can fight in group events effectively as well as bosses.

    These are just my opinions on them though. So if you disagree that's cool. Some of these I've also played more than others. Like Elementalist is one of my least played classes so take that with a grain of salt. I could be completely wrong about them.

    So which is best overall? Well I feel I'd have to rank it like this:
    1. Mesmer
    2. Warrior
    3. Necromancer
    4. Ranger
    5. Guardian
    6. Revenant
    7. Thief
    8. Engineer
    9. Elementalist

    Engineer is way too low on this list.

  • Rhyse.8179Rhyse.8179 Member ✭✭✭

    IMO, Necro and Firebrand/Guardian rule solo encounters. Everything has viable builds, but these are top of the heap.

    Guard (Firebrand in particular)- Lots of active mitigation (aegis), self healing, and toughness, all while pumping out plenty of damage to solo champs in record time. Whether it's AOE'ing 10 trash mobs or dropping a champ solo the same build can do both.

    Necro- Soaks hits like a boss. Reaper can burst like crazy while soaking the needed hits, or you can do MM necro is basically faceroll and the top choice for lazy PVE.

  • Lily.1935Lily.1935 Member ✭✭✭✭

    @pocky.1597 said:

    @Lily.1935 said:
    Every class can solo just fine. But some do it a bit more effectively than others. This can highly depend on the situation. I'm going to include group events. Even though you aren't typically the only person around you are still fairly solo. I'm also going to talk about what's best for Soloing for new players who might have a free account. So there will be that.

    Warrior: Warrior has a lot of escape options and moves fairly quickly. If you don't have access to mounts or gliding the Warrior is one of the best if not the best solo profession out there. Their relatively high burst damage, high bulk large number of options, high mobility easy use of play makes them incredibly effective for solo roaming. Especially on new players. Their attacks are generally quick enough and range long enough that getting decent credit in large scale events also makes them really good in solo PvE. As for Solo Dungeons they used to be the meta choice for those, but now a days its not as common. They are still a good choice though.
    * Berserker: This takes what the warrior had and improves on it, giving them more aoe with larger hit boxes that improve their roaming game.
    * Spellbreaker: This one I feel isn't much of an improvement over core warrior for Solo roaming in PvE, but for soloing bosses its extra block is handy to have. Its use of boon strip also grants higher utility in later maps in HoT so this is something to consider.

    Guardian: Guardian is also very good at roaming but is significantly more fragile than warrior. Although their defenses allow them to out tank them, this requires a little bit more skill from the player. They have access to good AoE as well as lots of self sustain. If you can work with the low health pool the guardian is an easy profession to roam on. Soloing bosses is a bit harder since the core spec doesn't quite have the options warrior does, but its elite specs clear up that weakness very well.
    * Dragonhunter: With Dragonhunter you get access to more aoe, a decent ranged weapon and their traps. They can make short work of most enemies and their overall DPS is increased to the next level. In world events they shine very well against the trash mobs giving you credit fairly easily.
    * Firebrand: Firebrand is a bit more difficult to use, but has far more aoe to work with than dragonhunter even though its effective armor is much more difficult to acquire. As a roamer though they can do a lot more to protect themselves and hit large groups with ease using their tome of justice.

    Revenant: Revenant has fewest options for skills in the game, but the skills they do have lends themselves very well to open world. They have tones of AoE damage as well as very strong sustain. The biggest issue most people seem to have with them is the energy mechanic, but once you learn it there really isn't many enemies you can't take out or fight effectively. Their biggest weakness in open world would be conditions, but normally that's not a major issue. Their core weapons give you good options right out the gate with gap closers and a powerful ranged weapon.
    * Herald: Herald gives you bonus movement speed if you don't have PoF as well as shield which is fantastic for tanking bosses. Their natural high DPS with the ability to self buff and sustain makes them a solid open world pick.
    * Renegade: Unlike Herald Renegade suffers a bit in open world. The warband that you summon aren't the most effective allies and take valuable time from DPSing which can make it unnecessarily clunky to use. Their Citadel Bombardment is their most effective tool for events while Shortbow is quite effective if used properly, but its strange projectiles makes it a bit unwieldy at first.

    Ranger: Ranger is still just as effective as before. It offers pets which can be useful for resing and giving the ranger more utility, one of the longest ranged weapons in the game a few massive aoe hit boxes as well as some decent bulk. Rangers are one of the easier classes to use and have good movement. They don't have a true weakpoint in Solo PvE.
    * Druid: Druid isn't bad in open world for map completion. And in group events they will always be useful. That 33% movement speed is useful for those without PoF. Their high sustain makes them useful and their AoE buffs can be used to self buff. They're not a bad option to take with ranger.
    * SoulBeast: Higher Damage in power and condi, the soulbeast offers players almost an upgrade of core Ranger.

    Thief: Thief doesn't have much in the way of AoE damage on its own, but it does have a lot of movement and stealth. This gives it the ability to complete maps quickly. They are very fast, able to outpace even the warrior when moving across the map in the core game. If your goal is Map completion they are one of the best choices.
    * Daredevil: Take that Aoe Damage problem and throw it out because Daredevil gives you all the AoE you'll ever need! On top of that it also grands you the ability to clear maps even quicker than before with its dash trait. It also has very active defenses in its dodges which are also damage allowing it to solo bosses for quite a while without much problem.
    * Deadeye: Gives you some decent range, but in Open world this really isn't much of an improvement. The Marking of targets can be useful for bosses and its high DPS lets you kill them in a decent time. If this was raids or WvW it would be a different story, but solo PvE, deadeye just isn't as good as daredevil.

    Engineer: Engineer offers quite a few aoe options at decent speed. This makes them really strong in group events killing trash mobs. Their Grenades give them range and flamethrower is an easy means to farm in places like cursed shore. Engineer is a bit difficult to use though at times and its core weapons offer little in the way of AoE damage so you'll mostly be relying on kits. Engineer also suffers from kit syndrome so useful survival utility just isn't as readily available to them.
    * Scrapper: Scrapper improves engineer's surviability by quite a bit and the hammer which has some decent AoE damage as well as a potent gap closer. But they are also fairly lacking overall damage being more tanky than anything else. If Scrapper is taken its more to shore up the weaknesses in Open world engineer faces.
    * Holosmith: Holosmith offers quite a bit in ways of damage but can also be pretty self destructive. They do have some decent options that make for easy builds to just roam with so they aren't too bad. Certainly an improvement overall.

    Elementalist: The damage is there for Elementalist. But they are very frail. They can kill bosses with the best of them In group events they shine very brightly because of their large hit boxes. Elementalist is also very good at self healing, seeing as they kinda have to be otherwise they probably couldn't solo roam in PvE all too well.
    * Tempest: Tempest offers a lot more AoE damage and greater condition cleans and self sustain. Their shouts can be useful in a pinch and have a bit more to offer. But the frailty is still there.
    * Weaver: A bit more physical build than Elementalist which makes weaver capable of pushing a lot harder than they normally could. They also have improved DPS and more AoE options.

    Necromancer: Core necromancer is exceptionally slow in PvE. Not the slowest, but pretty close. They have no escape options, one of their best movement tools puts them into combat and their DPS is rather weak. Their saving grace is just how tanky they are. They are the easiest to roam on but ultimately lack good utility, damage and suffer from long cool downs. They can be a struggle to get credit for group events because of this which can make them out to be the worst possible option depending on what you want to do.
    * Reaper: You remember everything I just said about Necromancer? Forget almost all of it! Reaper is fairly tanky, harder to crowd control from enemies and their AoE damage is extremely sizable on their own. They can solo bosses fairly easily and getting credit in events is not difficult. Reaper is probably the easiest thing to roam on. Their one glaring flaw is just how weak their Ranged DPS is. Which can matter in events like Dragon stand, but you should have too much of a problem with them.
    * Scourge: Scourge offers a lot of AoE damage and potent crowd control. But lacks the up front punch that reaper has. The way their life force works makes them really strong in group events but also means that they suffer heavily against bosses unless you spec yourself specifically to fight bosses. They are still exceptionally strong in most situations, but they're a bit tougher to gear due to their heavy expertise requirement.

    Mesmer: SLOW! The mesmer is really really slow. They have means of escape and stealth but overall they are the slowest class in the game. This has lead people to believe they aren't good or are hard to play. This isn't the case though. Mesmers do also suffer from a real lack of AoE damage which harms them against trash mobs which can be their biggest struggle. But the advantages of mesmer far outweigh the weakness. Access to Portal and their great utility lets mesmers do all sorts of tricksy things that are not possible on other professions. For Soloing bosses mesmers are one of the easiest provided that boss doesn't spawn minions.
    * Chronomancer: The speed problem is fixed with one of chronomancer's minor traits and they're given more defensive options as well as a good selection of AoE damage Their two weaknesses are cleared up with chrono making them very effective.
    * Mirage: Thanks to mounts movement speed isn't an issue so that weakness is gone. And the Mirage has a lot of AoE to its name as well. Its defenses are also quite high thanks to its unique mechanic. Mirage also has quite a good bit of burst damage as well as sustained damage meaning they can fight in group events effectively as well as bosses.

    These are just my opinions on them though. So if you disagree that's cool. Some of these I've also played more than others. Like Elementalist is one of my least played classes so take that with a grain of salt. I could be completely wrong about them.

    So which is best overall? Well I feel I'd have to rank it like this:
    1. Mesmer
    2. Warrior
    3. Necromancer
    4. Ranger
    5. Guardian
    6. Revenant
    7. Thief
    8. Engineer
    9. Elementalist

    Engineer is way too low on this list.

    Why do you think that? I think Engineer and thief are pretty close.

  • Lily.1935Lily.1935 Member ✭✭✭✭

    @Rhyse.8179 said:
    IMO, Necro and Firebrand/Guardian rule solo encounters. Everything has viable builds, but these are top of the heap.

    Guard (Firebrand in particular)- Lots of active mitigation (aegis), self healing, and toughness, all while pumping out plenty of damage to solo champs in record time. Whether it's AOE'ing 10 trash mobs or dropping a champ solo the same build can do both.

    Necro- Soaks hits like a boss. Reaper can burst like crazy while soaking the needed hits, or you can do MM necro is basically faceroll and the top choice for lazy PVE.

    I'm still going to say mesmer is superior in those regards. They don't take hits hardly at all, have great AoE, misdirect, and their damage is extremely high. In all cases that MM is good, mesmer is better. In all cases that Firebrand is good, mesmer is better. At least IMO.

  • Esquilax.3491Esquilax.3491 Member ✭✭✭

    Honestly I don't know what everyone hates on renegade. Malyx's "Unyielding Anguish" is by far my favourite skill in the game for soloing. It has a huge AoE, 5 target cap, chills everything so you can kite it and applies like 17 stacks of Torment on it's own with a practically instant move which is fire and forget, plus has a small leap for added mobility. It works underwater too. This skill alone is better than anything else I have seen on another class for solo pve. It kills any normal level mobs basically in one attack, I find my self leaping at a group of mobs then continuing on foot to my next destination as they suffer a horrible death.

    Revs also have two heals out of the box, plus the Kala elite which can pull you out of a pinch if both are down. Also have plenty of CC, and heavy armor with high base vitality. The Maxe/Ace combo feels meaty, is fun and has a nice kit. The shortbow is a very acceptable ranged option. They even added a trident now for underwater which tears things to shreds.

  • Lily.1935Lily.1935 Member ✭✭✭✭

    @Esquilax.3491 said:
    Honestly I don't know what everyone hates on renegade. Malyx's "Unyielding Anguish" is by far my favourite skill in the game for soloing. It has a huge AoE, 5 target cap, chills everything so you can kite it and applies like 17 stacks of Torment on it's own with a practically instant move which is fire and forget, plus has a small leap for added mobility. It works underwater too. This skill alone is better than anything else I have seen on another class for solo pve. It kills any normal level mobs basically in one attack, I find my self leaping at a group of mobs then continuing on foot to my next destination as they suffer a horrible death.

    Revs also have two heals out of the box, plus the Kala elite which can pull you out of a pinch if both are down. Also have plenty of CC, and heavy armor with high base vitality. The Maxe/Ace combo feels meaty, is fun and has a nice kit. The shortbow is a very acceptable ranged option. They even added a trident now for underwater which tears things to shreds.

    We're looking at the pros and cons of each profession, not "hating" on any one profession. I accounted for revenant in my list and much of what you said can be achieved on core revenant and its ability to recover in a pinch is matched by herald with its unique heal and the fact the aspects are much cheaper to use. I can't just put what I personally enjoy at top then I'd say necro, engineer and rev are the top 3. But none of them made the top list in my analysis. Engineer actually dropping when elite specs being introduced because the elite specs where not a major improvement for their solo play. This doesn't mean engi got worse, far from it. But when comparing it to the others their improvements were far more substantial for open world.

    Do note that NONE of the profession are bad for solo play. Some are better than others but this doesn't mean they are bad. They are all good in their own ways. And this says nothing about how I'd rank them in fractals or raids or dungeons. Revenant is exceptional in dungeons, great in raids and very good in fractals.

    For group dungeons I'd say revenant is in the top 3 for sure. Hard to say at which position at this point. I think thief is the best for dungeons over all, possibly followed by engineer and mesmer for their stealth but revenant gives full might, fury as well as other boons while having sizable dps and shreds break bars. They also give permanent swiftness to your whole team which is just glorious. Just because rev didn't make my top list for solo pve doesn't mean they sick or they are useless. I like them quite a bit.

  • ZeftheWicked.3076ZeftheWicked.3076 Member ✭✭✭✭

    @Esquilax.3491 said:
    Honestly I don't know what everyone hates on renegade. Malyx's "Unyielding Anguish" is by far my favourite skill in the game for soloing. It has a huge AoE, 5 target cap, chills everything so you can kite it and applies like 17 stacks of Torment on it's own with a practically instant move which is fire and forget, plus has a small leap for added mobility. It works underwater too. This skill alone is better than anything else I have seen on another class for solo pve. It kills any normal level mobs basically in one attack, I find my self leaping at a group of mobs then continuing on foot to my next destination as they suffer a horrible death.

    Revs also have two heals out of the box, plus the Kala elite which can pull you out of a pinch if both are down. Also have plenty of CC, and heavy armor with high base vitality. The Maxe/Ace combo feels meaty, is fun and has a nice kit. The shortbow is a very acceptable ranged option. They even added a trident now for underwater which tears things to shreds.

    As a solo rev player i can answer that - problem is his specs and damage. Renegade has great damage, but his sustain is very risky. Basically it's just kalla elite in hopes you're healing more then receiving. Makes sense as he is meant to be damage support spec - so he thrives in parties where someone else is holding the aggro.

    Herald is a must have for rev that wants to be able to solo engage a 1v5 fight with xpac mobs. Unlike Renegade he sports solid defenses that let him roam and fight almost anything. Much better self healing without ventari, 2 blocks (active and passive crystal hibernation), much better protection access then core, great boonshare and boon duration out of the box.

    Problem here is that either your damage will tank compared to renegade (condi), or it'll be great, but at expense of being very prone to dying from a single mistake. Active defenses are godlike when used at right time, but useless if you run out of them too soon or time them wrong. And power herald has no amazing amounts of free crit and ferocity unlike renegade. So he must build full damage, full squish gear, which means his passive, stat based defenses are 0 and null...

  • DeceiverX.8361DeceiverX.8361 Member ✭✭✭✭

    Open-world it's ranger hands-down. Before they nerfed the HoT hero point fights because they were too hard for small groups on any other set of professions, I soloed a number of them playing one-handed and without dodging while on the phone at one point. Rotating your pets and using stealth between when they get summoned and approach the target basically means you have something that can take and hold aggro indefinitely and you'll never receive it, as pets get massive damage reduction in open-world innately.

    Pets are nerfed in instanced PvE (dungeons etc.) so mesmer probably beats it there since pets can be killed quickly.

    You sure that Sniper idea is as good as you thought it was gonna be?
    Because I think my original idea is better.

  • Leo.5829Leo.5829 Member ✭✭

    For the core game and Heart of Thorns ranger is indeed very nice, but in pof many foes have boons like protection and regeneration. It's quite annoying as ranger does not have boon removal. Yes, it is still very doable to kill those foes with boons but it slows down the gameplay.
    Mesmer is nice because it has access to everything (including boon removal) without losing damage output or survivability .

  • @Esquilax.3491 said:
    Honestly I don't know what everyone hates on renegade. Malyx's "Unyielding Anguish" is by far my favourite skill in the game for soloing. It has a huge AoE, 5 target cap, chills everything so you can kite it and applies like 17 stacks of Torment on it's own with a practically instant move which is fire and forget, plus has a small leap for added mobility. It works underwater too. This skill alone is better than anything else I have seen on another class for solo pve. It kills any normal level mobs basically in one attack, I find my self leaping at a group of mobs then continuing on foot to my next destination as they suffer a horrible death.

    Revs also have two heals out of the box, plus the Kala elite which can pull you out of a pinch if both are down. Also have plenty of CC, and heavy armor with high base vitality. The Maxe/Ace combo feels meaty, is fun and has a nice kit. The shortbow is a very acceptable ranged option. They even added a trident now for underwater which tears things to shreds.

    Dude I also don't get why people hate UA haha I sometimes use that trait that gives you 75 energy on the swap when below 10, then stack 3 UA's and pop the ult and watch everything melt. Decent for mobs and stationary bosses.

  • Obtena.7952Obtena.7952 Member ✭✭✭✭
    edited August 9, 2018

    I honestly thinks what zone you are in. Clearly, you can get away with the most frequent burst/high DPS class in Core OW Orr. That's pretty basic.
    HoT requires more thinking, but from my memory, there are lots of AoE to deal with, so I did really well with classes that could stand off out of danger, like Mesmer, Ranger and Necros.
    PoF was different. I felt I was much more successful with 'tanky' builds (like shout Warrior) that could face off better while dealing with CC and boons, even though I still had reasonable success with stand-off classes I used in HoT.

    If I had to pick OVERALL one class to choose for every endgame zone, I would take Necro. There are other classes that are way better for very specific situations; I'm currently digging theif, but they just lack some very necessary elements to deal with the new nastiness in the LS3, HoT and PoF zones. For instance, the thief probably has the least problem with damage, as I proc heals on hit, crit and initiative use ... but it's very difficult to get condi clearing and really dependent on managing initiative and staying in the fight to heal.

    If you think balancing is only driven by performance and justified by comparisons to other classes then prepare to be educated:

    https://www.guildwars2.com/en/news/balance-updates-the-heralds-near-future-and-pvp-league-season-13/

  • otto.5684otto.5684 Member ✭✭✭✭

    It depends. If sustainability is what you are looking for, ranger, minion necro and condi staff Mesmer would probably be the strongest three. However, for damage over sustainability ratio, in solo PvE, nothing comes close to rev.

  • @otto.5684 said:
    It depends. If sustainability is what you are looking for, ranger, minion necro and condi staff Mesmer would probably be the strongest three. However, for damage over sustainability ratio, in solo PvE, nothing comes close to rev.

    I haven't unlock elites on my rev yet (still leveling). I can say that its current sustain is very low. Shiro/jalis, mallyx/shiro, or even trying to mix in ventari. No matter what, I loose life as fast as a thief. Damage is great, even if I have a few healing/toughness trinkets.

    Compared to my leveling warrior and guardian, it is night and day. Sure you can play hit and run with power shiro. But less with condi mallyx.
    Glint will probably helps later on, but until then, it is hard.

  • otto.5684otto.5684 Member ✭✭✭✭
    edited August 11, 2018

    @Aigleborgne.2981 said:

    @otto.5684 said:
    It depends. If sustainability is what you are looking for, ranger, minion necro and condi staff Mesmer would probably be the strongest three. However, for damage over sustainability ratio, in solo PvE, nothing comes close to rev.

    I haven't unlock elites on my rev yet (still leveling). I can say that its current sustain is very low. Shiro/jalis, mallyx/shiro, or even trying to mix in ventari. No matter what, I loose life as fast as a thief. Damage is great, even if I have a few healing/toughness trinkets.

    Compared to my leveling warrior and guardian, it is night and day. Sure you can play hit and run with power shiro. But less with condi mallyx.
    Glint will probably helps later on, but until then, it is hard.

    It Requires a bit experience and you must have glint. The idea is you play sword/sword and sword/shield. Glint heal is 3 sec immunity to damage with 30 sec CD and usually heal to full in PvE. Shield is a 4 sec block with 25 sec CD. You should be also getting close to 100% uptime on protection and reg.

    Then, sword 2, 3 and 4 are ranged attacks (short range). 3 is a 1.5 sec evade as well and shiro has an on demand dodge with no CD.

    Do not get me wrong, rev is not the most survivable, but it has easier time playing full damage power build compared to warrior or guardian, sol fighting a boss.

  • sutasafaia.4872sutasafaia.4872 Member ✭✭
    edited August 12, 2018

    This is actually a question I've been going a little nuts with as well. I have bad hands so I have to find a class to play that basically makes up for the handicap. Signet Ranger and MM Reaper/Scourge both seem to meet the qualifications since they are simple and require fairly few buttons but I've always had a really hard time picking between them. I can't play for extended periods so it takes me forever to level but I still want to be able to do as much content as possible, you know? I virtually always solo because I know I would slow a group down so figuring out the best solo character for me is fairly important. Fortunately I have a guild that will play with me even if I'm slow but I still have no idea which class to focus on =/

  • After about 3k plus hours on just Rev alone, and 6k hours total in the game, I've found Rev to not only be tons of fun, but have tons of personal survivability while also deal tons of damage in both open world and in instanced content.

    I love to solo dungeons, fractals, and champ mobs, and I've had the most success doing them on Rev, guardian, and necro.
    On Rev both Herald and renegade specs are more than enough to handle almost all situations.

    Renegade spec: http://gw2skills.net/editor/?vlAQNAscmnXMvNSum7JRZzVlst5rSY3cWJ4besklNlSNGyhf4fHLyjsNAOgHA-jhSBQBk7IAYSlg4RPTGV+BiDBwg0EAgHUQCV/xYnQBas/w6gBgpU3AzMzMNyMzMzMTA-e

    Herald spec: http://gw2skills.net/editor/?vlAQNAscmn3guNSuQ7JRboVlsP0rS4IaWJ4EdsklNFSNG54H2/LhPsNAH4BA-jhSBQBg4QAYSlg0Y/hBpJAP6ZI3RAIjK/So6PG7EKAgHUQAgDgzbe3fPw5nf+5nfeXf+5nf+5nf+5nfeA-e

    You could swap out Retribution for invocation for an increase in damage and the added stun break on swapping legends, which is really useful. However, with the new steadfast rejuvenation trait, the amount of extra healing you get when your channeling skills is huge. Especially when your traited into renegade. The sustain with Soulcleave's summit combined with steadfast rejuvenation is the most op sustain in the game (so long as you have the energy). It also works as a group heal so long as the people in it keep attacking.

    You summons will also give you life steal with almost every hit. So, when you combine all this sustain, with your evades, and high consistent burst damage, heavy armor, tons of hard cc abilities, and high health, you've got yourself a perfect solo class.

  • I really really like Rev,ranger and mesmer. But i can’t choose :( they are all great and really fun!.

  • Cerioth.7062Cerioth.7062 Member ✭✭✭

    REAPER! You are an unstoppable killing machine, and if something deals more damage than you can sustain, just swap spite for blood magic and NOTHING will stand in your way!
    Use the standard power reaper build for most stiuations I'd say, swap utilities/traits as needed.

    Other than that, I rule solo PVE.

  • Dahkeus.8243Dahkeus.8243 Member ✭✭✭

    Yea, I'd put mesmer at the top of the pack because of Mirage, but it's kind of ironic since it was the absolute worst for solo/open world PvE back before any of the expansions since it had almost no access to movement speed boosts and almost no AoE.

    Necro is up there too. It's incredibly tanky with lots of AoE and has tons of minions that can absorb damage or just kill things for you while you're afk getting a sandwich.

    Ranger is fine, but not near the top since pets don't really aggro and tank like other MMOs and are more likely to just be a liability if they die since they account for a lot of your damage. Soulbeast is solid though.

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