Showing Posts For Androme.6479:
You need to be targeting a hostile NPC for this ability to function properly, unfortunately.
(that’s just stupid)
Yeah I’ve only been using the signet myself. Our other heals needs something to make them more attractive.
- I’d suggest making that block heal last longer and heal over time, longer cd.
- Remove signet cooldown reduction trait and replace it with something that supports a specific weapon type (we need some Mace love, or perhaps Staff)
- Our ally heal should work differently entirely, it should create a healing symbol around the Guardian (quite large) that follows the Guardian around and heals any1 caught in it during the healing cast time. Also the CD should be longer.
edit: Nvm, just realised the OP wasn’t after a 100% offensive build. Doh.
There’s no point in mixing gear, and you’re not in need of defensive stats unless you intend to get hit, and even if you do get hit several times in a row and get downed, your teammates should be fast to bring you up again. If not, you would’ve been dead anyways.
Since we only have one condition, condition damage is out of the question, just go entirely for berserkers stuff, the damage output is absolutely apekitten.
(Greatsword + Staff)
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(edited by Androme.6479)
Hammer number 5 ability should be a symbol that roots every1 caught in it for a couple of seconds.
3rd swing on the autoattack should be weaker but faster
Hammer number 2 ability shouldn’t lock the player in place
weapon fixed
We need something defensive.
I soon have a full exotic set of berserkers stuff, mostly for PvE purposes. But I’m gonna be getting a full exotic set of ’’soldiers’’ stuff aswell (Power, Vit, Tough), for WvW. Why? Well, because I’ll be able to survive better. The higher the chances of escaping with my life from a big zerg or a failed small skirmish, the better, and offensive stats isn’t really ’’needed’’ that much, considering that in organized WvW, most of the damage against structures comes from siege weapons anyways.