New stat and rune combinations
i thot berserker rune was the original berserker rune. was scared more than ever for my life
hmm… might end up going from my Berserker/Valkyrie mix to the Marauder one…
See how much of a difference it makes.
Runes don’t look too appealing or interesting.
Anyone know how condi duration is calculated from expertise?
Anyone know how condi duration is calculated from expertise?
+560 Expertise is granting me an additional 37.33% condition duration.
So every 15 expertise = +1% condition duration
[SPQR]
Thanks! I’m tempted to grab viper over sinister now.
The scrapper runes could be decent. It’s more added to Dash damage reduction, and weakness reducing damage too. It’s not like the range is gonna be an issue.
Nooctae ( Thief ) / Encelya ( Engineer ) / Jane Crimson ( Elementalist ) / Kowywr ( Revenant )
Europe, Vizunah.
Thief trapper with Runes of the Dragonhunter. All the might.
Thief trapper with Runes of the Dragonhunter. All the might.
I wonder if it triggers on Trapper’s Respite…that would be really cool.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
I wonder if it triggers on Trapper’s Respite…that would be really cool.
No reason it shouldn’t. It fits perfectly with Wanderer stats and trying to gather all the boon duration possible. You don’t get the + 45% might duration from Strength or Aristocracy, but an instant 11 Might (or 21 in the case of Shadow Pursuit) for 8+ seconds is amazing. A build like this could be nasty with all that easy might access. You should expect around 2250 power, around 22145 health, 2589 armor, and 67.33% boon duration. That makes each Trap grant 11 or 21 might for 13.25 seconds with 5 stacks lasting over 16.5 seconds. You could also replace the Bountiful Sharpening Stone for Furious Maintenance Oil to maintain 50% boon duration and get 176% crit damage and an extra 1k health.
(edited by Ghotistyx.6942)
I wonder if it triggers on Trapper’s Respite…that would be really cool.
No reason it shouldn’t. It fits perfectly with Wanderer stats and trying to gather all the boon duration possible. You don’t get the + 45% might duration from Strength or Aristocracy, but an instant 11 Might (or 21 in the case of Shadow Pursuit) for 8+ seconds is amazing. A build like this could be nasty with all that easy might access. You should expect around 2325 power, around 22145 health, 2589 armor, and 67.33% boon duration. That makes each Trap grant 11 or 21 might for 13.25 seconds with 5 stacks lasting over 16.5 seconds.
Wow, that’s ridiculous.
I didn’t had a chance to see all the changes in game yet, but dang that look ridiculous.
Full set of 5 unique skills for both dual-wield weapon sets: P/P and D/D – Make it happen
PvE – DD/CS/AC – If that didn’t work, roll a Reaper or Revenant.
I wonder if it triggers on Trapper’s Respite…that would be really cool.
No reason it shouldn’t. It fits perfectly with Wanderer stats and trying to gather all the boon duration possible. You don’t get the + 45% might duration from Strength or Aristocracy, but an instant 11 Might (or 21 in the case of Shadow Pursuit) for 8+ seconds is amazing. A build like this could be nasty with all that easy might access. You should expect around 2250 power, around 22145 health, 2589 armor, and 67.33% boon duration. That makes each Trap grant 11 or 21 might for 13.25 seconds with 5 stacks lasting over 16.5 seconds. You could also replace the Bountiful Sharpening Stone for Furious Maintenance Oil to maintain 50% boon duration and get 176% crit damage and an extra 1k health.
And where do you intend to take this build??
The Dhuumfire thread
And where do you intend to take this build??
Places
And where do you intend to take this build??
Places
Mmm just keep it’s effectiveness under control “he who knows his name” is watching.
The Dhuumfire thread
How i crafting Daredevil Runes ? Anyone know it?
hmm… might end up going from my Berserker/Valkyrie mix to the Marauder one…
See how much of a difference it makes.
I’m curious about this as well.
Might I ask…. How does the daredevil 6th rune effect work ? Is the “attack” considered to be a full chain on a skill or just one of the hits that will cause damage?
For instance… If one’s using fist flurry after a dodge roll….will all hits critically strike or just the first one in the chain ?
Might I ask…. How does the daredevil 6th rune effect work ? Is the “attack” considered to be a full chain on a skill or just one of the hits that will cause damage?
For instance… If one’s using fist flurry after a dodge roll….will all hits critically strike or just the first one in the chain ?
One hit per dodge.
Might I ask…. How does the daredevil 6th rune effect work ? Is the “attack” considered to be a full chain on a skill or just one of the hits that will cause damage?
For instance… If one’s using fist flurry after a dodge roll….will all hits critically strike or just the first one in the chain ?
One hit per dodge.
Oh kitten …it might have had some seriously good applications with more defensive/endurance oriented builds without the need to pick up actual crit chance. I wonder if it would work anyway….with vault at least.
The DH runes can provide a base of 21 might stacks on use of shadowtrap. If one specs for boon duration this can last a significant time. Now in Wvw one can spec to get a theoretical maximum of 16 might stacks on heal. While this using skelk , using the withdraw or new heal can generate 14 stacks on a low cooldowns.
This can be a tremendous boon to condition or power builds and coupled with something like bounding dodger and havoc mastery make for some huge hits with a DD build.
Nasty stuff.