Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
[Testing] Banner Regen Condition Spiker
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
i usually use combustion before pin down, they arrive at the same time and give you a bit of additional time (i like to use smoldering there to prevent a hard CC). also you seem to be taking the bleeding a bit over the top when pin down into flurry alone can provide 25 stacks with rune of earth and 55%+ crit chance on flurry. your build seems to sacrifice a lot of versatiliy for this bleeding spike which can be removed easily and when your zerker / balanced run out you are quite out of options.
(edited by Steelo.4597)
i usually use combustion before pin down, they arrive at the same time and give you a bit of additional time (i like to use smoldering there to prevent a hard CC). also you seem to be taking the bleeding a bit over the top when pin down into flurry alone can provide 25 stacks with rune of earth and 55%+ crit chance on flurry. your build seems to sacrifice a lot of versatiliy for this bleeding spike which can be removed easily and when your zerker / balanced run out you are quite out of options.
The problem with using Combustive first is that if they dodge they’re probably already out of the field. Also, the constantly reapplying Burn and Torment are typically removed first because it removes the most recently applied condition. Impale can basically negate several forms of condition removal unless they rapid fire them because it does a consistent increase meaning it’s always the most recent. The bleeds only have to be there for a few seconds for them to do a ton of damage.
I went to a duel server and fought against most of the current meta builds. I trounced Ele, Spirit Ranger put up a bit of a fight but the spirits always got themselves killed in the Combustive Shot, a Hammer/Mace Warrior with the same Zerker Stance/Cleansing Ire traits I had never got me below 50% and I only dropped as low as I did because of lag, I lost the first time to a Necro because for some reason all my Pin Downs were “obstructed” no mater what but then I won the next 3 after that, Thief didn’t apply enough constant pressure and always had to stand in my fire field if they did want to attack. Didn’t get any Mesmers but they aren’t that big in the meta atm and they die instantly to condis anyways.
1v1s of course aren’t the most important things but everyone there seemed to be playing their build correctly. The Warrior Vs Warrior fight took like 5 minutes though because every time I’d get him low I’d get a lag spike and miss something. Still didn’t have much of a chance because of my high armor and regen. Necro was either hard or easy depending on whether or not I blinded/Dodged/used Zerker well. I haven’t run it in SoloQ yet, want to be certain it’s actually good because I don’t wanna screw people over.
Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)
yeah you have to be guessing a bit where they are going and put the combustion in that direction. i can see your combo being a safer way to land it though and with balanced stance you dont have the problem of getting knocked out from flurry. you might be in for a surprise against zerker phantasm mesmer, they eat through the sustain pretty fast and are evasive enough that you cant land your combo and end the match quickly. tanky condi necromancer can sit out the stances and then they are really dangerous, but yeah with this kind of build you have a fair chance of beating them. also engis can be a pain in the butt, but you outsustain their damage from my experience. guardians are a joke. in 1v1 these builds are pretty much king. would encourage you to run a few duels with my build and see if you like it, the sustained healing is probably higher, you can recover more easily and you can drag out fights untill the enemies run out of cooldowns and the mechanics are pretty much the same when it comes to combos and playstyle, except you get more boons and overall increased survivability with additional condi cleanse from horn trading for a bit lower dps.
in spvp you can drop anyone 1v1 and hold yourself for a bit in 1v2 and be a total boss at orb carrying, but because of the lack of blocks / endures you cant really bunker through a lot of damage against 2+ enemies. at least that is my experience.
(edited by Steelo.4597)
I use the same exact build (0/20/20/30/0) but with slightly different abilities since I roll with gs + sword/war horn for pve. Sporting full berserker armor, with runes of water (2 minor, 2 major, 2 superior) for the boon duration, full berserker accessories with berserker-like stat upgrades, and a berserker gs, I do enough damage to satisfy myself. The sword is only there for when I use my war horn to remove conditions and/or apply boons, and used only for secondary attacking until I can swap back to my gs, so I don’t count it in my build.
With my current build, I’m traited for balanced pve. I deal decent damage while having good regeneration. Speaking of, in terms of health sustainability, I use healing signet, adrenal health, a banner, and mango pies. I have a total of 420 healing power (50 from runes, 200 from traits, 170 from banner of tactics). It’s not a lot, but note that I have four sources of passive healing, and it easily heals for more than mending and healing surge at rank 3 . With cleansing ire (defense 20) and quick breathing (tactics 20), as well as signet of stamina, I have a wide array of condition removal as it is.
Other classes will likely out-damage me, other classes will probably heal better than I can, but I can do both pretty well too. I can stand on a few veterans and not get my butt handed to me in a silver platter (tested with veteran aetherblade thugs, strikers, etc.). I can also hold my own with champions. I can solo them, but, of course, it’ll take a while. Oh and I use 60-70% boon duration for my signet of rage. Since I don’t have any points to discipline, I don’t have signet mastery, thus the cool down of SoR is set to its default 60. But with a 48-51s duration, it doesn’t bother me. Plus, there’s always my burst gs skill for extra fury duration, so that’s always nice.
I’ve done pure power builds and pure tanking builds, but I can’t stand either of them. With a pure power build, I go down too fast and too often if I’m not careful. Whenever I go down, and someone has to revive me, that’s time wasted on trying to take down the boss/target. If I have to spam that 4 button, without someone reviving, that’s even more time wasted. If I use vengeance, I’ll go down anyway without Sweet Revenge, and I’m not too fond of the mere 25% rally chance without SR. With a pure tank build, I’m just slowing my team down with pitiful damage. But with a balanced build, I do enough damage and heal for ridiculous amounts despite having low healing power.
Power: 30xx-38xx (depending on might stacks)
Critical chance: 64% (72% with banner of discipline, and 91% SoR/GS burst)
Critical damage: 62% (77% with banner of discipline)
Healing: 420 (250 with banner of discipline)
TL;DR = my power comes from gear, but my healing comes from traits, skills, and food.
(edited by Juyo.2634)