then (back when HoT first shipped):
http://de.gw2skills.net/editor/?vJEQNAR8ejMdQXIWFC2dAnIG6BKsG6hcwCgPIC02I8DDA-TlDEABZfAB6QDTb6Ag4gA8wBQoLlgJq+j7HIQzAAXgAmU+42DA4JlQRcEASZ/hAAIA38mZz2M4oH9oDdoDtrbzbezbezSBMxCA-w
After many many builds in between it’s proven to just be a 360 degree turn back to the burst build.
THings reallly haven’t changed much….burst builds are just too darned effective to giveup. Endurance regen builds are great….fun….give you lots of control…..they aren’t as effective though in the current meta.
I like running signet of stamina over might for guild/zerg runs but outside of that signet of might trumps all.
The current/now build:
-replace sigil of air with sigil of night for ur night gs.
What…? You don’t have 2 gs, one for night and 1 for day….? You are doing it wrong…
-use sword (marauder)/shield until you are about to engage….swap to axe when u find ur fight.
-swap out signet of might for stamina when running exclusively with a zerg (guild run). sigil of fire over air as well if u feel like it….just for the potential extra 4 adrenaline procs. I mean over a 10 second period its like 3 vs 10 max adrenaline procs
-You don’t have many moves, and you have to guess what the enemy is gonna do to land ur combo/burst quickly enough.
-You have only a set amount of tank (pure blocks) to distribute over each 60 second cd period.
-You hit like a truck. Jump into a shield wall….proc ur unblockable and mbe endurepain/berserker stance…swap to gs and 100 blades cleave everything to death. use whirlwind….dodge back into the frey to proc reckless dodge….swap to axe for another dodge….cleave and kite till gs ready to swap to again.
I switch to gs in combat….and if hydromacy crits AND air triggers its an automatic 5k damage on a single target and all i did was swap weapons….i mean whats better than that? Well….3k hit + 10% extra gs damage is gonna be better (@ night) but still. Plus its 2 adrenaline procs.
-other: can replace endure pain with bulls rush for getting around the map or kiting/avoiding enemy zergs; can take radiation field (asura knows best) over endurepain/signetofmight for certain situations
-Weaknesses: daredevils, prolonged fights, heavy ‘condition’ ‘kiters’
-Strengths: any and everything else
I mean don’t get me wrong….I swap to gs and whirlwind and i instantly down a competent full hp daredevil no problem. Chances to land that are so slim though and they often kite and condi spam you to death…not having extra dodges (from stamina/food) reallly does leave you helpless after the first few seconds. Running air on the axe/shield and stamina over signet of might (and mbe a sigil of energy on the gs or somewhere…mbe not) is a great anti-daredevil variant….just ur pretty screwed against dh noaw without that unblockable. So just….learn to be a bit weaker against daredevils than you otherwise could be, its alll for the greater good.
I ran weird sigils all over the place in between these two builds and this combo fits me best atm it seems…..I’m throwing sigil of agility in the garbage (it was a weird phase). Sigil of force is kitten as welll….KITTEN CRACKERS. my formatting is terribad this post. ur main cleave is gs… all ur burst revolves around that brief period where you swap to gs and trigger and cleave all ur damage out. Best to engage the enemy with axe/shield so you have early burst….swapping to gs right after shield 4 almost always works on the kind of wvsw players you see these days. Then you can screw around and use ur gs abilities…use up ur dodges (might wanna save 50% of ur endurance) as well while ur doing that if they are of use then swap to axe/shield and that gives you a 3 second block (shield 5) and another dodge that you can use to buy even more time with…2 dodges tends to equal 2 seconds anyways so ur pretty much invulnerable unless the enemy cc’s/conditions/or uses an unblockable on you. Having fury uptime is relatively important so if u want the early eviscerate for 20% extra damage on ur next gs burst then you should have signet of might proc’d. Otherwise go for arcing slice over eviscerate if adrenal health isn’t needed while axe is up….everyone dodges eviscerate anyways so don’t go harping on about always using ur burst as soon as u got it.
For duels its kinda nice ‘sometimes’ to swap signet of might for stamina…the majority of the time you should resist this urge though. I mean even against other warriors its equally good to have might running over stamina…they expect their mace/shield blocks to block, when they don’t they freak out. Many keys to victory in such mirror matchups rely in doing things in unpredictable ways and guessing what ur opponent is going to do and taking a gamble countering it ahead of time. You do so much damage that its gonna be one kitten of a payoff should it work. I just can’t get over those warriors that jump dodge roll and feint (weapon stow before attack) and all that kitten stuff CONSTANTLY…only to end up dead cause i ‘gamble countered’ them with signet of might. I mean I would love to be able to do all that cool stufff but i can’t…but why should I do it anyways? feinting ur greatsword 4 is all well and dandy but with ur melee sets theres reallly no other point when fighting. I mean if it takes any resources at all for you to feint/jumpdodge then you shouldn’t do it….you should be focused on the actual fight. Otherwise im gonna be laughing my kittens off if a feinter/jumpdodger gets beat cause of a signet of might.
Down and repeat.
Get night gear. Max ur bloodlust. Grab a gs. Use only damage stats.
Come join the 3k club.
The Tiny Yuno Sniper of Ebay [EBAY]
(edited by Cerby.1069)