How to maximize might?
Are we talking about maximum might/damage in PvE?
Build up might stacks to maximum with flamethrower (it will be more than five due to extra duration). Only swap to your rifle to use the #3 and #5 skills, and I guess the cc if things get hairy. Then swap right back to your flamethrower after 1-2 seconds.
Sigil of battle gives you might when you swap once every 9 seconds. It’s not affected by how long you stay in any certain weapon/kit, just the act of swapping. As long as you swap out every other flamethrower #2 or so, and then swap right back in to flamethrower, you should have plenty of stacks. Don’t forget that you can use blast finishers in fire fields for an additional 3 stacks as well.
if you want to stack might you’ll want to use more boon/might duration runes. the alchemy tree also grants a maximum of 30% boon duration. some people use altruism runes but i’m not a fan. swapping to pistol/shield gives you a blast finisher inside your napalm. when i use the flamethrower i also have healing turret, rocket boots, and elixir gun for more blast finishers.
By speccing into Alchemy (+30% boon duration), and getting 2x Rune of Hoelbrak (20% might duration), 2x Rune of Strength (20% might duration), and 2x Rune of Fire (20% might duration), you can have 10 persistent stacks of might from Juggernaut.
By speccing into Alchemy (+30% boon duration), and getting 2x Rune of Hoelbrak (20% might duration), 2x Rune of Strength (20% might duration), and 2x Rune of Fire (20% might duration)
^This! Also aoe might explo finishers are at a whopping 36 second duration if you do that so might wanna throw in some of those
how often should I switch to my rifle to maximize my might gain
You’ll notice that Juggernaut ticks once every 3 seconds. You have enough time to see it refresh, stow your Flamethrower, Blunderbuss, and swap back without losing stacks.
With Jump Shot this is more difficult, but I don’t really recommend using it except for burst damage anyway.
if we’re talking about pve I run a grenadier+hgh build (30-0-0-30-10):
enhance performance in explosives line(X) and HGH in alchemy(XI),
4x runes of altruism and 2x runes of the water,in addition to the alchemy line will give you +60% boon duration,
superior sigil of strength: 30% to gain might on crits.
this way i can keep might on me always above 18 in combat,and give some (6-7) to close mates thx to rune of altruism and tossing elixirs.
sorry for my english
I went 20 into explosives for the Might on heal while having medkit equipped, then down 20 into Alchemy for protection, boons, and vigor, and last 30 into tools. With this build you can keep a steady 12-15 stacks of might going in a fight with simple swapping to med kit ever 10 sec or so and sigil of battle in rifle. As for skills its medkit, bombkit, rocketboots, Rifle turret allowing for 3 blast finishers as well and some really hard hitting surpriseshots with sd, done right you can keep 25 stacks of might easy with rifle burst build. Also some control and mobility come into this build as well. Do not forget the might runes as well.
By speccing into Alchemy (+30% boon duration), and getting 2x Rune of Hoelbrak (20% might duration), 2x Rune of Strength (20% might duration), and 2x Rune of Fire (20% might duration)
^This! Also aoe might explo finishers are at a whopping 36 second duration if you do that so might wanna throw in some of those
I would actually go for the runes of the noble instead of this combination if you want to go for might specifically. The 6-piece set does only have 40% might duration instead of 60%, but you get might stacks on heal (free stacks if using medkit) plus a bunch of condition damage.
Of course, if you’re not using any real condition damage then it may not be worth it.
In general though, I like getting all boon duration instead of just might duration.
By speccing into Alchemy (+30% boon duration), and getting 2x Rune of Hoelbrak (20% might duration), 2x Rune of Strength (20% might duration), and 2x Rune of Fire (20% might duration)
^This! Also aoe might explo finishers are at a whopping 36 second duration if you do that so might wanna throw in some of those
I would actually go for the runes of the noble instead of this combination if you want to go for might specifically. The 6-piece set does only have 40% might duration instead of 60%, but you get might stacks on heal (free stacks if using medkit) plus a bunch of condition damage.
Of course, if you’re not using any real condition damage then it may not be worth it.
In general though, I like getting all boon duration instead of just might duration.
yayaya right – the above is the way for pvp but ye in pve theres the might on heal skill rune which helps – i dont know the noble rune though?! – i used to run 2altruism + 2hoelbrak + 2fire
edit:just looked it up pretty imba – altruism is aoe though so thats nice as well
(edited by yolosmurf.8052)
By speccing into Alchemy (+30% boon duration), and getting 2x Rune of Hoelbrak (20% might duration), 2x Rune of Strength (20% might duration), and 2x Rune of Fire (20% might duration)
^This! Also aoe might explo finishers are at a whopping 36 second duration if you do that so might wanna throw in some of those
I would actually go for the runes of the noble instead of this combination if you want to go for might specifically. The 6-piece set does only have 40% might duration instead of 60%, but you get might stacks on heal (free stacks if using medkit) plus a bunch of condition damage.
Of course, if you’re not using any real condition damage then it may not be worth it.
In general though, I like getting all boon duration instead of just might duration.
yayaya right – the above is the way for pvp but ye in pve theres the might on heal skill rune which helps – i dont know the noble rune though?! – i used to run 2altruism + 2hoelbrak + 2fire
edit:just looked it up pretty imba – altruism is aoe though so thats nice as well
Oh yeah, I guess if it’s for PvP then you have limited options. Hopefully they’ll move more stuff into PvP eventually.
The altruism runes are actually the ones I use for my HGH pistol roamer. It’s also for my HGH condi grenade build, but that’s partially because I use the same gear set for both since I don’t want to buy another one. I like the altruism runes because they give a bonus to all boons, but the AoE makes them very nice for group play. In a dungeon group, you’ll be able to give all your party members might and fury whenever you heal, which can be really helpful. In total, that’ll be 15 might stacks you pump out per heal, it’ll just be distributed across your party members instead of all being on you.
It’s also nice for WvW zerging since you’re just making your allies stronger as well, but it might not be as ideal for solo roaming.
It can be a bit iffy having those things trigger on healing as well, but if you’re not needing to heal during a fight then you’re probably not going to need those might stacks and fury. They’d be especially good if they used condition damage instead of healing power, but oh well.