(edited by xbaunx.6438)
Steel Cannon D/D PvE
Sounds like it would work. Im currently running 0/10/0/30/30 with pvt gear and im pretty tanky with decent damage.
When you say 2.4K toughness do you mean armor? I don’t know full PVT stat numbers, but toughness does get diminishing returns in armor if you get too much of it.
While the might-building options offered by fire seem alluring, I feel like pyromancer’s puissance is kinda bad because when you leave fire the might stacks fade, which can be hard to rebuild if you have to go back into water/earth for defense. I think that you’d be better off putting 10 in Earth for Stone Splinters, and then either putting more points in air for extra crit DPS options, or 20 in water for condition removal and extra healing/Vital Striking.
To be honest fire right now seems most worth it in a might/fury-stacking conjured weapon DPS build, which is immensely powerful yet susceptible to interrupts.
Taking a break from GW2 to play various
Nintendo games..
When you say 2.4K toughness do you mean armor? I don’t know full PVT stat numbers, but toughness does get diminishing returns in armor if you get too much of it.
While the might-building options offered by fire seem alluring, I feel like pyromancer’s puissance is kinda bad because when you leave fire the might stacks fade, which can be hard to rebuild if you have to go back into water/earth for defense. I think that you’d be better off putting 10 in Earth for Stone Splinters, and then either putting more points in air for extra crit DPS options, or 20 in water for condition removal and extra healing/Vital Striking.
To be honest fire right now seems most worth it in a might/fury-stacking conjured weapon DPS build, which is immensely powerful yet susceptible to interrupts.
Agreed, if you’re not syncing blast finishers with a group to maximize might stacks I’d run something along the lines of this…
http://gw2skills.net/editor/?fEAQJArdhEmAcsR4wjEAkCpEeQwAFIKYRRROzA-jwyAYrASiApCAJPl1sngYboIas6FMVJguMyqzk6NKiWNA-e
The rotation that should get you 18-21 stacks of might lasting 24 seconds and 48 seconds of fury every 30 seconds and that seems to do the most damage is as follows…
Dragon’s Tooth (combo: 3 stacks) > Wall of Fire > Phoenix (combo: 3 stacks) > Earth Attunement > Magnetic Wave (combo: 3 stacks) > Water Attunement (sigil: 3 stacks) > Shatterstone > Comet (combo: 3 stacks) > Conjure Lightning Hammer > Lightning Swing > Static Swing > Thunderclap (combo: 3 stacks) > Lightning Hammer 1 spam > Fire attunement when available (arcane V: 1 stack, sigil: 3 stacks)
The rotation can be started over every 25 seconds technically. Realistically I probably do it every 28-30 seconds.
You give 15 stacks of might to your party for 24 seconds and fury for 60 seconds.
You gain 6 stacks from sigil of battle for 24 seconds
You inflict vulnerability for 19 seconds, which is key for being in water with the conjure, and getting 20% more damage from water IV.
You spam blind on 5 enemies
You inflict a daze from comet
You remove 3 conditions from yourself and reflect projectiles from magnetic wave.
You remove a condition and gain 5 seconds of vigor from phoenix
You gain additional vigor from arcane VI on crit
Your party gains a 5 second protection immediately after the fire spike from earth attunement and arcane V
Your party gains a 5 second regeneration from water attunement and arcane V
Your party gains soothing mist after the regeneration wears off
One thing I’m not sure of is if, when you run out of conjure charges and switch to fire to do the fire spike, the lingering attunements carries over piercing shards. But that could not matter because enemies are usually dead and there may not be vulnerability inflicted on the new targets until after the rotation is complete.
The one thing I have a problem with, is that even though firewall is the longest lasting fire field in the game, at 10.4 seconds when traited, it’s not that large and enemies dying too quickly can make a couple of the combo might stacks not happen especially if you have to move off the field. But it’s easy to pull off against stronger enemies with staying power.
Norn Guardian – Aurora Lustyr (Lv 80)
Mia A Shadows Glow – Human Thief (Lv 80)
When you say 2.4K toughness do you mean armor? I don’t know full PVT stat numbers, but toughness does get diminishing returns in armor if you get too much of it.
While the might-building options offered by fire seem alluring, I feel like pyromancer’s puissance is kinda bad because when you leave fire the might stacks fade, which can be hard to rebuild if you have to go back into water/earth for defense. I think that you’d be better off putting 10 in Earth for Stone Splinters, and then either putting more points in air for extra crit DPS options, or 20 in water for condition removal and extra healing/Vital Striking.
To be honest fire right now seems most worth it in a might/fury-stacking conjured weapon DPS build, which is immensely powerful yet susceptible to interrupts.
Yes I meant armor, sorry—fixed. I agree that it’s mostly a build that tries to make something out of nothing with the fire line.
When I threw it together, it seemed interesting because you can run it exactly like you run a 0/10/0/30/30 as far as game-play. You have to be a little more observant of conditions because you only have Ether Renewal as a significant cleanse. Having zero healing power is not my favorite thing either. However it was fun seeing 7k fire grabs without having to go out of my way to set up might stacks and vulnerability + crits.