gw1 – healing signet/frenzy/charge
D/D - S/A vs Acro advice
gw1 – healing signet/frenzy/charge
More damage from acrobatics.
More burst defense from acrobatics.
More stealth benefits from shadow arts. More time spent in stealth with shadow arts, thus less attrition with shadow arts.
More reliable condition removal with shadow arts, which you took in both builds anyway.
http://www.twitch.tv/impact2780
For d/d deep SA because you wanna stealth as often as possible to use your bread and butter, backstab. You might as well get even more benefit from what youll already be doing
Here’s mine
For d/d deep SA because you wanna stealth as often as possible to use your bread and butter, backstab. You might as well get even more benefit from what youll already be doing
Here’s mine
that looks nice! much more toughness then me and a fraction more power/attack if i was to also go ruby orbs which i am not sure if i want to replace my traveler runes – i heard they are getting a nerf too ? so would you recomend staying at 0/30/15/25/0 over that other build ?
gw1 – healing signet/frenzy/charge
(edited by Fat Disgrace.4275)
No stay 0/30/30/10/0 exactly how it is in the link
SA > AC when it comes to D/D.
In theory many things can be said, like “10% more dmg and dodge equals 100% mitigation”.
Dodge can be valuable when you can dodge around and deal heavy blows, but when it comes to D/D you want to stick to your target to get off auto attack chains and cloak and dagger, thus damage mitigations like toughness, vitality and regen are a lot more valuable, and stealth on steroids while you try to land your backstabs is simply awesome.
imo D/D is awful with deep trickery or acrobatics, however D/P works really good with either of the lines, since it’s less dependent on hugging your opponent, and trickery works really good in particular because it has access to extra damage mitigation from blinds and the low cooldown on steal is a buff to the 5>2>F1 combo.
Here’s what from my personal experience would call the viable zones for both weapon sets. If you have a trait spent outside of these zones your build will underperform severely compared to what you can mix and match within them.
I really wish DD went well with Acrobatics, that 10 Endurance return on the 2nd hit of D1 makes it seem like it would mesh together a little better but it doesn’t.
If you can squeeze 15 into Acrobatics you’re doing OK for some skirmish type fighting, but the damage potential with 30 SA just overwhelms it… at least for WvW.
If you want to take advantage of SA’s sustain, you’d be letting stealth drops and CnDing over and over. It does take quite a while to bring someone decent down in SPvP with this, but picking on Zerkers in WvW is really easy. Backstabbing is great for just finishing someone off with D/D SA build, but trying to do it a lot and getting yourself revealed leaves you somewhat SOL-ish. D/D has a really weak evade on 3 and you will likely not have good access to Vigor to help compensate. (Running 0/30/30/10/0 for Vigor on heal, likely HiS, isn’t that amazing with revealed)
It feels somewhat gimicky, but it works if you just casually outdamage people’s heal. It’s really trolly in duels since you don’t have to quickly kill someone and you don’t have any objectives to contest. Just be an annoying mosquito.
D/D with Acrobatics, I think ppl were just spamming evades, but you could just use S/D and get more out of it…