Stunlock build
I run something similar in terms of weaponry but my traits are different. I run a 0/10/30/0/30 build where you pick up cleansing ire, hammer trait, and burst mastery. This makes switching back and forth and having enough adrenaline to land unlimited stuns when you want them. Plus it packs more of a punch because of crit damage.
I also run full knights on mace/shield so I land around 3500 total armor so it helps. Sits over 3k with a berserker hammer.
Run Hoelbrak Runes, Dogged March, and lemongrass. Cleansing ire is gravy for adrenaline gain and for those min maxers that run +40% condition duration food.
It works but yea you called it; mobility. That’s why I play it for a bit, then when I get killed by some zerg that I normally would get away with the gs I go back to the 0/20/20/0/30 spec with forceful greatsword.
And my utilities are vastly different. Because I can land unlimited stuns with the cleansing ire/burst mastery combination, instead I go with berserker’s stance for spiking down conditions or heavy blind opponents like thieves, endure pain for well you know, and dolyak signet which gives me the toughness upgrade coupled with signet mastery.
Someone Correct me if i’m wrong, but i believe stun isn’t considered a condition but a control effect, which means that condition duration wont affect it.
Just looking at traits the 5 points spent in Arms to get Critical Burst would probably be better spent in Discipline to pick up Signet Mastery and get the extra burst recharge.
And unless your goal is to extend Cripple and Weakness all that condition duration is useless since it doesn’t affect control effects.
Also you’re probably going to have a hard time gaining enough adrenaline to maximize both burst stuns, even with swapping weapons constantly.
Someone Correct me if i’m wrong, but i believe stun isn’t considered a condition but a control effect, which means that condition duration wont affect it.
Ow, didn’t know, then the whole point of this build is kinda screwed up
Still got stuff to learn, it looks like. Got to totally revamp it, will edit later
Do condition duration sigils even stack?
Condition duration doesn’t effect stuns, and you need to read up on how sigils work.
Tested earlier and 2 sigils of paralyzation do stack making Shield Bash and Skull Crack last a whole extra second
Tested earlier and 2 sigils of paralyzation do stack making Shield Bash and Skull Crack last a whole extra second
I’d have to double check, but I think 1 sigil of paralyzation will do the same thing. That is, if you have 1 sigil equipped, your skull crack will be 4s, same as if you had 2 sigils.
The way those sigils work, they often round up to the next second even if they’re partial seconds. So if you have 1 sigil, you get 3.45 seconds on skull crack, which rounds to 4 seconds. A second sigil would give 3.9 seconds on skull crack, which rounds to 4 seconds.
The behaviour is perhaps not consistent among abilities, but 1 sigil of parylzation is sufficient to land the full hundred blades without quickness when following up from skull crack, with enough to to perform the weapon swap and hit them with whirlwind afterwards.
There’s no easy way to check it in game other than direct observation, but I believe just one sigil will allow you the 4 seconds on skull crack, without the need for a second one.
Tested earlier and 2 sigils of paralyzation do stack making Shield Bash and Skull Crack last a whole extra second
I’d have to double check, but I think 1 sigil of paralyzation will do the same thing. That is, if you have 1 sigil equipped, your skull crack will be 4s, same as if you had 2 sigils.
The way those sigils work, they often round up to the next second even if they’re partial seconds. So if you have 1 sigil, you get 3.45 seconds on skull crack, which rounds to 4 seconds. A second sigil would give 3.9 seconds on skull crack, which rounds to 4 seconds.
The behaviour is perhaps not consistent among abilities, but 1 sigil of parylzation is sufficient to land the full hundred blades without quickness when following up from skull crack, with enough to to perform the weapon swap and hit them with whirlwind afterwards.
There’s no easy way to check it in game other than direct observation, but I believe just one sigil will allow you the 4 seconds on skull crack, without the need for a second one.
Correct.
Jade Quarry – Team Savvy – #1 NA WvW Solo Guild
Here’s what I think you’re heading towards mate, let me know if you have any questions.
Phaatonn, London UK
@Yamsand
I tested with one sigil and with 2 sigils, one sigil didn’t seem to do anything as the duration of skull crack would start at 2 seconds then go 1..0..gone. However with 2 sigils it went 3..2..1..gone.
Same thing for Shield Bash, 0..gone to 1..0..gone
Tested earlier and 2 sigils of paralyzation do stack making Shield Bash and Skull Crack last a whole extra second
I believe stuns get rounded up so if a stun is 3.45 it will last 4 seconds. I remember reading that somewhere, I could be wrong.
www.youtube.com/stefanplc
@Yamsand
I tested with one sigil and with 2 sigils, one sigil didn’t seem to do anything as the duration of skull crack would start at 2 seconds then go 1..0..gone. However with 2 sigils it went 3..2..1..gone.
Same thing for Shield Bash, 0..gone to 1..0..gone
There is definatly something fishy about the way the sigils stack.. it took me a few tries to get it a 4 second stun with only one sigil equipped.
This could of been due to a possible confliction with force sigils.. might be worth someone checking this one over..
Phaatonn, London UK