Showing Posts For Juyo.2634:
Rampage on a max height male norn… lol. You’ll be like an armored hulk, beating your enemies’ faces in while smiling.
A pure dps build will look a lot like 30/10/0/0/30 or 30/20/0/0/20. Both are viable and powerful builds. But, as Lampshade mentioned, it would be better if you made and customized your own build based on your comfort zones and play style. The above build is not without weakness. For one thing, you’ll be downed a lot because your traits are focused on damage-dealing.
I hate getting downed, or taking damage like a weeping child, so I made my own build. Mine is 0/20/20/30/0. It’s a defensive build that utilizes banners for healing, adrenal health, and cleansing ire for increased survival. I also use IX on tactics 20 (quick breathing) for condition conversion. And my build isn’t without offense either; arms 20 uses rending strikes/deep strike and forceful greatsword to melt my enemies. I gear up with full berserker stats (armor, accessories, and jewels). My armor has +boon duration runes for personal reasons, but you can use berserker runes if you want more damage. I use healing signet + mango pie (or omnomberry stuffs, but I prefer mango pies most of the time), along with banner healing and adrenal health for four sources of healing. With it, the damage I take is healed back up in seconds.
I don’t deal superior damage, but I’m not overly squishy either. It takes a lot to bring me down, or it can be easy if I’m being kitteny or careless. My traits + my gear = a balanced build for offense and defense PvE.
I don’t know if this is a bug, probably is, but my war horn skills (with quick breathing) remove at least 2 conditions in addition to the ones they’re supposed to remove. For example, if you’re immobilized, war horn #4 (charge) will remove it, as well as two other conditions such as bleed and vulnerability. Packing it with a 20% cooldown reduction, you have an invaluable method for removing conditions. I also use cleansing ire (remove 1 condition per bar of adrenaline – a maximum of 3) and the active for signet of stamina (remove all conditions). Already, that’s four methods for condition removal, but I save signet of stamina for just-in-case situations due to its long cooldown, especially since I don’t have signet mastery (discipline 10).
The best advice is definitely to make your own build. You’ll be glad you did. Don’t play the way others tell you to. They’re not wrong, and you’ll probably be top tier in dps, but I assure you that something will tick you off about the build that others give you. In that case, don’t be afraid/ashamed to switch it up.
Can’t blame a guy for being curious. Annoying, yes; repetitive, yes. But curious? I’d say we’re all a little curious in the inside.
I guess that’s not a bad idea.
Though, my suggestion is that banners are made a little smaller and, when picked up, replace the main hand slot of the secondary weapon set. For example, banner + war horn. Weapon skill slot #1 would be the general default attack, 2 would be the default banner-specific skill, and 3 is the plant standard skill. When 3 is used, the banner would be planted on the ground and the warrior would revert to using whatever main hand he/she had before picking up the banner, then vice versa upon picking it up again.
Other suggestion(s):
- Other players can pick up the banners, but they return to the summoner’s side after 600 units of distance has been placed in between.
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)
I second this. I get so annoyed after summoning a banner, to supply me its effects as well as passive health regeneration, only to have some random passerby stride in and take it away. Most of the time, I don’t even notice it’s gone until I no longer have the regeneration boon. Then, I look around a bit only to notice that it is, indeed, gone. I look at my utilities bar and see that I still have X seconds until the banner is off cool down. Until it’s up again, I don’t have my regeneration. It’s very frustrating.
I know banners are environmental weapons, and that they can be taken by any allies as soon as they’re summoned, but I really wish said weapons can only be picked up by the summoner or their party members. I don’t mind everyone getting the regeneration boon from my banner, that’s why it’s there, but having them take it and run off with it is what really gets to me.
Okay, maybe making it so that only party members/the summoner can take the summoned environmental weapon is unfair. All right, but at least tweak it so that the environmental weapon is somewhat tied to its summoner. Like, if some random person takes it and tries to run off with it, it returns to the summoner’s foot after a certain distance (400-600 units? I think that’s fair) is created between said weapon and the summoner.
And it’s not just banners. I’ve seen people run off with an elementalist’s fiery greatsword. I feel bad for those eles, really, unless they intended to summon that weapon so random people can actively use them.