Bolt to the Heart: Increased health percent from 25 to 33.
Pyromancer’s Puissance: Increased might duration to 10 seconds.
So, I’ve made this Scepter/ Dagger might build, with three different +20% might duration stacking runes, and the sigil of battle and bloodlust. With the healing glyph, the elemental attunement trait, the traits mentioned above, the spellslinger fire trait for 3 stacks of might per cantrip, the regen/ vigor water cantrip traits and the earth’s armor of earth trait. Fire’s major trait is the one that increases damage by 10%. That makes it a 30/10/10/10/10 setup. Soldier’s amulet.
Two things I’ve noticed immediatly:
- Omg 25 stacks of might all the time during battle, without even taking advantage of the full fire field combo! (I might have too much might, so I wonder what can be removed for more defense).
- This build bursts very hard. Very hard. And it’s AoE. I get some 12-13 stacks of might before I even blow out my first Fire Grab (6 from combos, 3 from attunement swap, 3-4 from the new fire’s trait), and at least 9 more by the time Churning Earth hits (6 from combos again, 3 from Lightning Flash). This number only gets bigger as I use more cantrips or swap attunements again, and by the time I use my second Ring of Fire, I still have 18+ stacks left. It’s very easy to hit between 2k and 4k without critical, especially 4k+ with Bolt to the Heart.
- I usually down 2 or 3 enemies at the same at the middle of a zerg, and in few seconds. I feel like I’m 2-3 thieves in one body, each hitting a different target.
Now for the downsides, which are the same as they have always been:
- I have no stealth and/ or illusions. Anything can kill me. I have cantrips, regen, vigor, and an amulet that gives nice vitality and toughness, which allows me to do my burst before I get downed, so it’s all about dowing them first before they down me.
- Dragon’s Tooth. It works in zergs, but it doesn’t works against strong foes in duels.
My solution for 1v1:
- Fiery Great Sword. Although the Glyph might be excellent for some extra burst damage, and might be worth it more (haven’t tried it in this build yet), the FGS is good. First, it’s decent damage by itself, with some nice boosts. Second, it’s affected by your fire traits if you’re in fire, so I deal an extra +10% damage and gain might every time I use a skill (that means up to 15 stacks if you can use it the whole time). Your whirl is your evade, your firestorm and your 2nd skill will bring you sustained damage, while your rush and auto-attack will be spammed. The opponents’ HP go down fast, and by 33% and less, you’re dealing 30% more damage.
- It’s usually better to spend most of your time alongside with people of your team, because their CC, stuns, etc, will all indirectly protect you, make sure you hit your targets, and you’ll have somebody to spread might to (and more combo sources too), so if you make sure you’re not alone often, the FGS’s recharge is not too bad, and you can still put a fight without it.
It’s certainly satisfying, but it’s still a rough attempt at building around this. I wonder how much damage this build would do with high precision (berzerker amulet, 0 arcane for 20 air), surely you would hit for 5k+? And I wonder if I can not take one or two sources of might for more defense, like the healing glyph for ether renewal, maybe, and/ or 0 arcana for more points in earth or water? Or even cleric’s amulet for stronger regeneration, and only slightly less power.
(edited by DiogoSilva.7089)