Armor stats for Hambow roaming
A great alternative to berserker stats is to go marauder’s. It takes away a bit of your ferocity to give you health. The 4 stat gear also has a higher stat count, so the difference between full berserker and full marauder’s is about 5% less damage for a huge boost in health.
In soldiers you won’t kill anyone in today’s game. But they will still kill you. Guards overall sustain is surprisingly low for their blocks and etc. you can’t just heal away like an engi or ele, you die if the fight goes on. So take marauders with a soldiers amulet and runes of durability or defender.
In soldiers you won’t kill anyone in today’s game. But they will still kill you. Guards overall sustain is surprisingly low for their blocks and etc. you can’t just heal away like an engi or ele, you die if the fight goes on. So take marauders with a soldiers amulet and runes of durability or defender.
This was a surprise to me, too, after a 9 month hiatus. I’m not the best at pvp (getting better with practice), but playing a few matches for the first time in HoT was learning experience, to say the least. As of now, I’ve gone bunker, using sc/f and sw/she with meanders stats.
I can apply pressure with a teammate around doing the real damage, but I rarely kill. I can, however, hold off 3 enemies with heals, shields, and safe zones long enough for a few teammates to come kill them. More often than not, I get top heals, defense, and rarely, even top damage during a constant assaults on my node.
Since changing to this build I have lost 2 nodes in about 25 games, and that was against a poorly played zerg team; 5 people running as a single group to a single node throughout the entire match, lol. I lost mine, but while I held off 5 players for longer than they would have expected, they lost the node they just took.
I guess my point is just to build on yours. If you wanna be tanks, you need to go all out, and you need to understand the role you need to play in that spec. It is also good to understand that what works for me, might not work as well for you. If you wanna roll hammerbow, go for it, know it will be hard with a lack of defensive you would have as a bunker, but if you stick with it, the abilities will become second nature, and things other might not have thought useful may be more so in your hands.
Edit to change zero to zerg. Kitten auto correct lol.
(edited by Klowdy.3126)
Guardian weapon damage coefficients are the lowest in the game due to 2012 design where guards weren’t meant to deal damage. Perspective; using your weapon alone you will never out damage a warriors passive healing from adrenal health + healing signet if they mitigate even a few of your attacks. That’s why test of faith is almost mandatory for all power guards since it puts our damage over the killing threshold minimum. Only necros would actually die to your weapon damage alone.
Thanks for the advice everyone! I think once I find the trinkets that work the best for me Marauders will be a good set to start running with.
Full zerker or either a combo between (mostly) zerker and marauder or valkyrie. I run valk in weapons and a couple of armor pieces due I don’t like to fight with only 12k HP, so I step up the HP a bit jut to be sure that I can’t be one shooted.
Hambow won’t net you many kills against experienced roamers. It will also leave you very vulnerable to gank groups due to low mobility. It may work pretty well in duels and even then, your lack of gap closers won’t work too well if your opponent has many ways to deal with longbow. It is worth keeping though since it’s a fun weapon combo that can be very situationally useful! If you run hambow I highly recommend Traveler’s runes since you otherwise won’t have much mobility.
The good part is that the marauder’s gear will serve you well as a roamer for whatever weapons you like to use.