pre-ordered HOT at this point,
save yourself the money and don’t bother.
I haven’t played in a while, but the (admittedly surprising) change to Invigorating Precision which makes it potentially useful got me thinking.
Any chance something like this might make it’s way into the meta?
There’s some variations on both the CS and acro traits if you don’t like them as is, but I’m basically wondering if the sustain offered by IP with a high crit rate (70-90%) and AR would be enough to give up 6 points in trickery for.
Alchemyst posted a vid using 6CS/Acro for sustain. I like builds that heal when dealing dmg as they allow for more aggressive gameplay. However, I personally wouldn’t go 6Acro for AR only, I always miss trickery line too much. I prefer 6CS/Trix, the heal from IP alone is still good.
I have been playing with this in a p/p s/d build and it can really add on the health especially if you start cleaves.
A single CNd on a single target with IP and AR while using Steal life on crit food nets me over 1.4k health. If you get a cleave on three targets with the AA you can easily draw in over 1k in health. My crit rate is high 84 percent base an spiking to 100 percent when fury kicks in. As such I find I really do not need two sources of fury the one from the CS line being plenty.
I gave up MUG for sundering strikes as I can keep a whole pile of stacks of Vulnerability on the target. I expect we WILL see a lot more builds using this (IP) trait.
Now I know all the naysayers will claim that Executioner superior but I do not see the logic of the statement. If one is able to get an enemies health down to 50 percent then one obviously has enough power to do so. What can cause you to lose a battle at this stage is running out of health before the enemy does.
IP users will always have more health so can stay in that battle longer. Two or more swings IMHO will adequately make up that 20 percent extra damage if the IP user can stay in battle that much longer while the Executioner user has to break off to regain health.
Now the decision I have to make is whether or not the AR worth it. I tend to like those AR traits such as vigor on heal or might on dodge. I also like the extra INI from perparedness for the p/p set and that ricochet. I like sundering strikes and or Mug and obviously can not have them all and keep IP.
in this regard I do not thing there a wrong answer as much as “What suits MY style of play the best”
I have been playing with this in a p/p s/d build and it can really add on the health especially if you start cleaves.
A single CNd on a single target with IP and AR while using Steal life on crit food nets me over 1.4k health. If you get a cleave on three targets with the AA you can easily draw in over 1k in health. My crit rate is high 84 percent base an spiking to 100 percent when fury kicks in. As such I find I really do not need two sources of fury the one from the CS line being plenty.
I gave up MUG for sundering strikes as I can keep a whole pile of stacks of Vulnerability on the target. I expect we WILL see a lot more builds using this (IP) trait.
Now I know all the naysayers will claim that Executioner superior but I do not see the logic of the statement. If one is able to get an enemies health down to 50 percent then one obviously has enough power to do so. What can cause you to lose a battle at this stage is running out of health before the enemy does.
IP users will always have more health so can stay in that battle longer. Two or more swings IMHO will adequately make up that 20 percent extra damage if the IP user can stay in battle that much longer while the Executioner user has to break off to regain health.
Now the decision I have to make is whether or not the AR worth it. I tend to like those AR traits such as vigor on heal or might on dodge. I also like the extra INI from perparedness for the p/p set and that ricochet. I like sundering strikes and or Mug and obviously can not have them all and keep IP.
in this regard I do not thing there a wrong answer as much as “What suits MY style of play the best”
84%? O.o show me your build. Do you use assassins’s amulet? Eagle runes? That’s 84% without fury? :O
I don’t know about “Meta” but I’ve been messing around with a spec similar to what you have OP.
Just focusing a bit more on might stacking.
I don’t know about “Meta” but I’ve been messing around with a spec similar to what you have OP.
Just focusing a bit more on might stacking.
O.o I tried that build before. The only difference with mine is that I placed 2 inSA for shadow’s embrace,took a stun break(shadow step or hard to catch either way) and air runes to buff the heal for invigorating precision. Sigils… Meh… XD my build is safer ovarall, small changes.
My apologies. The OP was referring to PvP. I was giving wvw experiences and i really do not know how well it will translate to PVp. I suspect the fundamentals the same.
You can get just under 80 percent base crit chance with pack runes in pvp.
(edited by babazhook.6805)
would fail in pvp. Its a very selfish build. Might be good in duels…. but in team pvp it would suck
I have been using this on sPvP:
an so far i like the results, i self stack might and getting 3 unloads on a group does a lot of damage to all of them and i can keep up with the heals, the mobility from withdraw and the initiative back from Roll of Initiate allow me to keep a lot of pressure on the team.
It may work, but it lacks the utility of the trickery traitline. If double sigils were nerfed, I could see it as an alternative, although I much rather see the old S/D build coming back then.
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