(edited by Siroso.2769)
WvW Roaming Build - Condition Interrupt
You messed up the links m8.
Hulk Roaming Montages/Build Vids
I always rage but never quit.
Thanks for the heads up – edited now hopefully!
Well I just wanted to say some things… First of all this build existed for quite some time now (I guess over a year) and was first played by Lord Griffin.
Secondly… It is very easy to win with this build vs necromancers! Not sure why you’re having a hard time against them with such a CC-heavy build.
I would recommend using this version:
http://gw2skills.net/editor/?fJAQNApcTjMdUGarHWhwJigegC5NEDGDgl+UGo8OmDA-TpBCwAAeAAF3fwyRAwbZgLHCgKnAAA
You don’t really need 6 in disci. The adren is a nice to have but since we run a condition build we don’t hit very hard with our f1 skills anyways. Getting a longer bleeding duration is a lot better! Especially when people in WvW usually use -% cond buff-food. Fear me is a nice to have when fighting multiple opponents to make sure enemys won’t ress. Also Fear Me! works great to forcefully make people walk while having torment on them. Though it can be replaced by Endure Pain.
Also… I wouldn’t place comments from some WvW players as a testamony of the build being good… in WvW you can run almost everything and be good because people are playing like bots.
But to – nevertheless – underline your statement of the build being good: It has been run by some high ranking warrs in tpvp (in EU). For example ROM used it some times in the ESL weekly cups.
Member of Snow Crows [SC]
Hi Celeste/Raphael,
Thanks for your comments!
I definitely wasn’t suggesting that this was a new build – I did mention that ROM had popularised the build prior to the latest patch. It’s also cool to hear of the pioneer of the build, Lord Griffin… it’s nice to learn where it originated from. The build you posted has a similar concept, and the use of distracting strikes is not new, but I wanted to make the option of a celestial strength mace/sword warrior clear and public for newer players (and as you will see, I personally think that the choices I make are at least equally valid).
Regarding your comment about fights with condition necromancers being “easy” I would have to continue to disagree – from my skill level anyway! If the necromancer makes correct use of their condition transfers, it will put you in a world of hurt. Don’t get me wrong, I’m aware cleansing ire and beserker stance do well against conditions, but a very well played condi necromancer is something that I personally find difficult. Perhaps if I were better at consistently dodging the staff transfer the fights would be easier.
As you know, celestial amulet with strength runes is particularly strong at the moment (despite the small nerf to strength), and I find that adding a decent power element to the build is far more effective than the few additional bleeds and far greater condition damage from rabid with undead. The PvP version of the build I outlined is undoubtedly a power build (it has less spike damage than celestial axe/sword, longbow, but the consistent power damage is very similar).
Utilising Fear Me! is an excellent idea – I run it on Skyhammer at times, but should experiment with it more in WvW… though I do love the range and reliability of technobabble. I can see the AoE CC being very useful for 1vX.
Taking Deep Cuts instead of Burst Mastery is an interesting concept, and one I had not encountered before (incidentally, if my memory serves me right, ROM used burst mastery and carrion amulet). In PvP (lets use pindown, one of only two bleeds in the OP build, as an example) pindown lasts for 14 seconds and deals 5393 damage with 0 might stacks. It would be very rare to be without any might stacks, so your damage would likely be closer to 8000 damage over the 14 seconds. In WvW with condition duration food it will last for 19 seconds and deal 12917 damage with zero might stacks and no guard leech. If anyone has left a 6 stack of bleed on themselves for 19 seconds (or even 14 seconds), then they are in a lot of trouble! I am certain that the additional bleed duration is less important on a dire and celestial build than the ability to use your F1 skills whenever you require them (which is typically almost off CD). However, in the build you suggested, with the additional precision from rabid amulet, and the short bleed from Precise Strikes, I can see how Deep Cuts is useful.
As you may have noticed, I think it is a less effective build on the whole, though obviously still powerful!
Finally regarding my “testimonies” it was really just a jocular addition to the post – I didn’t want it taken too seriously! I do know that often people ignore a build post if it comes without a video, so I used some spoken quotes from well known NA talking about me playing the build to try and raise some interest. I think Snow Crows is an EU guild, yes? I personally play on NA servers. Of the players I mentioned, only Choxie (http://www.twitch.tv/choxie808/profile) is primarily a WvW player – Hiba (http://www.twitch.tv/hibatheshoopuff/profile) and Zoose (http://www.twitch.tv/thundercatshoooo/profile) are both primarily PvP players (who you can vote for to attend the All-Stars tournament), although those humorous quotes from Hiba came from duels we had in WvW. It would be a little harsh to say that any of those three were “playing like bots”.
Anyway, sorry about the massive wall of text, but you raised lots of good points in your reply so I wanted to respond properly with my thoughts. I know I haven’t been very clear, so feel free to pick my post to pieces!
Cheers,
Broskies
I run this version with a rabbid amulet – giving more precision than power – which is why I don’t need the 7% dmg boost from the XI trait. But that’s different if you run the powerversion of it.
Also, I don’t particulary use deep cuts for Pin down from the bow. It’s just a nice bonus (since a lot of people directly try to cleanse the pin down). Deep cuts comes really handy when using the Sigil of Geomancy which applies 3 stacks of bleeding for 9 seconds. With deep cuts + food + 4 points in strength this adds up to the 100% condi duration cap (18 seconds here) dealing some nice additional dmg.
Regarding necromancers: Practice I guess. They don’t have any viable stability aside from their elite. If you see them pop the elite just kite them for 20 secs. What is dangerous about necromancers is if you drop below 50% health. Then passive traits will kick in and rip boons and deal additional dmg + conditions. Also try to remember when a nec has the DS off CD. He will willingly come into close combat to proc his DS trait which applies bleeding in close combat (if he has 2 points in the 2. traitline and runs the trait but a lot do). One last thing: You have to dodge his signet of spite… When he uses it a big signet-animation pops above his head and since it has 3/4 sec castingtime you should be able to dodge it.
Cheers,
Raph
Member of Snow Crows [SC]
Well, those builds are known for 8 months or even longer…
Looks more like a dueling build. Can’t really roam effectively without at least some mobility in there.
I don’t understand how people talking about cancer, gays, and cursing their faces off constitutes as testimonial lol
Looks more like a dueling build. Can’t really roam effectively without at least some mobility in there.
This.
Hulk Roaming Montages/Build Vids
I always rage but never quit.
i wanna know in which videos they said those things, just for the luls
First of all not any new build I used this build about 9 months ago worked well in pvp but roaming it was so bad cuz no one wanted to stay and fight, roaming is all about fight and kill or run and hide, can’t force anyone to fight you, so really bad mobility on this build means you can duel someone but that’s about it, you won’t kill any decent roamer, they’d run when you get close and you won’t be able to do a thing about it. Anyway enjoy your build, most don’t agree.
Guild Wars Vet since 05
multi-class all game modes