How much crit is needed for Empowering Might
40-50% is the sweet spot for crit based builds, at least imo, im sure others think differently
I tried it in PvP with around 40% crit chance, and had near constant up-time.
I tried it in PvP with around 40% crit chance, and had near constant up-time.
Yeh, sound like I’ll be sacrificing a bit of vit for crit then. Empowering might is just too good for dungeon content to not have.
Oh, btw runes are soldier and sigil on weapon is bloodlust.
Not sure about the weapon sigil, I don’t think bloodlust would give you that much of a boost at high level, 250 power I think at max?
Personally, and this is hearsay, I don’t have a full 80 set yet, but air and accuracy would be better weapon sigils for crit builds I think.
i use accuracy on my hammer for the extra perm crit. sitting at around 46% with full knight’s gear now and it’s not bad.
i personally feel the sweet pot for HP is around 15-16k. i’m happy and comfy with 15k. bottom line is probs mid-13k for me. so perhaps, like you mentioned, a bit of HP for some more crit.
Akaigi | Warrior Made of Wood
[CDS] – Sanctum of Rall
actually i think the sweet spot for crit depends on what weapon you are using and how you are playing. If you are using a hammer u would need a higher crit rate since your attack speed is slower and unless you can hit multiple enemies constantly you are gonna need to crit more per hit.
However if you are using weapons that hit multiple times per second such as sword, torch, scepter etc…. these guys can do with a lower crit rate since EM has an internal cooldown of 1 second i think while these weapons hit 2-4 times per second per enemy, hence they dont require as high a crit rate to keep proccing EM every second ( eg. the sword auto attack 3rd phase hits 3 times to a max of 3 enemies, in an ideal situation with at least 3 enemies being in the area thats 9 hits in an instant( i have only tested this and each hit procs crit seperately), only 1 of which needs to crit to generate EM, even 1 enemy will give you 3 hits so to keep up EM you might only need 30-40% or less if you can keep drawing mobs
(edited by kitai.7638)
40% is fine. Full Knight’s, Berserker Wep, Cleric Amulet + Omnomberry Pie/Sharpening Stone should be around 14k health; 40% crit chance/dmg; 96% lifesteal on crit; 3.1k armor, 2.9k attack, and AH ticks around 80. If you’re using shouts then you usually have SY up for any major fights so 60% crit chance.
Yea anything over 40 to around 50 is perfect. 15-16k HP is a great median mark also. My stats included in SS
Ok, so with a quick test, switching from GS to Staff, using SY, Staff Might skill and then swapping to GS for WW The most Might I’ve been able to stack is about 18 but it only really lasted for a few seconds. Now without having to do super combo Sunday there, with GS and SY I can grab maybe 5 stacks. Which I’m assuming in a group will add up with other perks and do extremely well. Plus the added bonus of AH every time they get a might boon. I’d say I’m doing my profession the right way.
My hits are 18k with 40% crit chance 49% crit dmg and 3.2k defense. I have found the one hand sword and torch can generate a very decent amount of might stacks. Plus don’t forget to check out sigil of range for the weapon haste and also ghost pepper poppers for the 40% chance of gaining might on a crit during the day time, and 40% chance to chill at night.
Guardian of Gaiscioch [GSCH] and (XFX)
Guild Wars 2 Path of Fire YouTube video at https://m.youtube.com/watch?v=iJSEycMUDhY
My gear.
All Knights armor with soilder runes, all Knights trinkets with ruby jewels, Knights weapon and an Assassins back piece with ruby jewel.
With a 0/15/30/20/5 build this gives: 49% crit chance with VI on Valor and 44% crit chance with IX on Valor when using a shield.
Zarturo: Elemental – Desolation.
(edited by MajorMelchett.6042)
I was told that EM might has internal cooldown ~1 sec, and I have to agree with that.
When I use Smite + cleansing fire(both very high frequency) together on target with 50% critical chance I can get 6 might at max.
Then after I got another 20% critical from fury ( totally 70%), I can still only get 6x might.
So +20% critical make no difference to EM, which makes me believe that internal cool down theory.