Hulk Roaming Montages/Build Vids
I always rage but never quit.
Answering this would be beneficial to know when to properly use my utility based on health. Thanks!
This is not the correct way to think of using Endure Pain. Try using it to mitigate incoming burst, not to extend your lifespan by checking your low health bar. You may use EP when you are at 35%, making sure you don’t take direct damage for four seconds (or 5), but your enemy might have all their burst capabilities on cooldown at that moment. You would have been better off using it at 90% when your opponent spiked you down to 35%.
Oh okay, I didn’t realize it would be a waste. I thought I could leave it sit or something. Just too new to this game I guess.
I’m already working on a couple other classes that I think will be more interesting.Thanks for the help :P
Just curious, what did you not like about the class? Warrior IMO is one of the most versatile classes to play in this game, as many builds are viable to some extent. Especially in PvE.
Changing mace back to what is was is a bad idea. Honestly, it was too good. Being able to stun your opponent for 4 seconds as soon as you close the gap is insane. 1/4 cast time is ridiculous.
They overnerfed it though, like they overnerfed a lot of things. They could have started out with just the cast time, but no, they had to give it what is probably the most obvious tell ingame after killshot.
So I agree with killah, increase the range a bit. Don’t let it cleave tho, that would make it over the top again (or maybe not, but don’t overbuff right?).
The mace block on the #2 could be a conical attack where the warrior slams the ground (kind of like Hammer #3). I personally would not like more ‘spin’ attacks on warrior.
By the way, Mace 3 is fine IMO. Quick interrupt on a low CD, and it is actually a decent dodge-bait (Mace 3, opponent gets thrown off, you stay on him using auto attack, lot of people dodge that suspecting you would follow up with SC, then you SC).
(edited by Cygnus.6903)
Facing GH and VS right now, dull as hell. WvW is completely devoid of enemies.
Axe Mace for fighting, and sword warhorn for gettign around and applying weakness to enemies in tougher fights.
But, as has been mentioned, GS would provide you with more mobility.
That’s assuming it was tested at all. The fact that Thrill of the Kill went unchanged when Adrenaline was changed to its current state leads me to believe that there was either no testing at all, or it was kitten poor at best.
This.
I have zero confidence that this glaring issue will be adressed soon. In fact, it is unbelievable that they didn’t fix this in this week’s patch.
nerf-fear-induced-response
Seriously dude, a grenade engineer? We are talking sniping, not locking somebody down and bursting. A ranger can Rapid Fire from 1500 range without any need for locking the target down. A grenade engineer makes these big red circles on the ground telling you to move out of the way… No need even to dodge.
Thieves can ‘snipe’ somebody, but not without serious danger for retaliation. You have to get up close and personal, which leaves you open to AoE, focus fire, lockdown, etc.
Rapid Fire in it’s current form is just another stupid crutch thing in this game that allows the terribads to have some fun in a WvW setting. Making it so that it can not track through stealth anymore would be a start, but not a fix at all.
How they could give Hundred Blades-like damage to a class at 1500 range… There is no justification IMO. Especially when you look at the real things that are wrong with ranger.
Well, tbh, WvW does involve a lot of running. That’s why you will probably want either 25% movement increase (which warriors can get easily) or perma swiftness (wow, can get that easy too).
You just need to figure out the ‘hotspots’ for roaming. Then there are primetime hours, when you won’t have trouble finding opponents (they will find you), and the quiet hours, in which you can find nobody at all.
It’s not perfect, but it can be incredible.
So you say go zerk for roam instead of knights.
This.
If you want to roam using a power spec, zerk gear will give you all the versatility you need. You can still buy different weapons or trinkets (which are a hell of a lot cheaper) to get more toughness (cavalier or knight’s), while retaining the possibility to go full zerk (useful in both roaming and PvE).
This one is legendary. GG
You play WvW, but do you roam or zerg?
Either way, I would still go with berserker’s, just in case you do some PvE on the side. For roaming, zerk is definitely the way to go.
And if you decide to go zerging anyway, get soldier’s or knight’s trinkets. After the ferocity introduction, it does not matter if you get critical damage on trinkets or armor. So Zerk gear is the most versatile IMO.
I play WvW 90% of my time. Thing is, the general level of opponents (and allies) in WvW is much lower then in PvP. However, this gets countered by sheer numbers. Fighting outnumbered fights is a lot of fun.
Don’t expect WvW to be clear of condispecs though. If anything, conditions are more present in roaming, as they are generally easy to play effectively and very rewarding. Some condition specs make outnumbered fighting seem trivial (PU condi mesmer, engineer, p/d thief). This is the reason a lot of warriors in WvW stack Dogged March with -condi duration food and Hoelbrak/Melandru.
I’d play more PvP if they introduced more diverse playing modes. The node-sitting style of PvP gets old IMO. Thing is, it is probably the only reason warriors exist in PvP right now, as longbow is such an effective point-holding weapon.
I have been running this build with air and fire on GS. Helps a lot with the sustained damage, as even GS 4 can do like 6k damage if both sigils proc.
They have an absolutely insane amount of blocks and blinds, and warriors rely on single hard hitting abilities that are very telegraphed and predictable.
Take GS/Axe for example. All the Guardian really needs to do is put down symbols, block evis and bull’s rush and it is GG. The Guardian can do insane amounts of damage while maintaining these defenses.
Same goes for Hammer. Block Earthshaker and Backbreaker and you will be taking high damage all the time.
They also have no problem sticking on you thanks to the teleport and the leap skills. So when they want to burst you, they will.
I duel a lot of these lately, and I must say if I meet a good one I will lose 60-70% of all duels. What seems to get them is to kite damage as much as you can while still trying to bait out their defenses (with Whirlwind for instance). Once they used up all their blocks and blinds, you try for a CC-chain (I play HammerGS a lot). Also, Mace/Shield works very well IMO, because of the reflects, blocks and interrupts on that set. Landing skullcrack can still be hard though. You just have more time to do so due to the defenses on Mace/Shield.
Also, when they activate the shield thing that blocks attacks (Focus #5, so they will be on sword or scepter) and does damage if it isn’t broken in time, make sure you either destroy the shield or save some defense. They will most likely teleport to you when the timer runs out, and this skill does backstab-to-the-back damage (literally).
They are somewhat weaker to conditions, so overloading them at the right moment can give you a win. Conditions specs pack more natural defenses, so you can survive longer to wittle them down through sustained damage. Longbow also means they either stand in your fire field (which does most of your condi damage through burning) or don’t damage you until they switch to scepter. Then you pull out your sword and start reflecting to keep the pressure.
If you are even with them right now, you don’t need advice. DPS med guards are counters to almost any warrior.
Only S/S longbow condi wins more then it loses. I guess celestial can do well for the same reasons.
So the advice would be to go deeper into condi. Or don’t, because it sucks.
Wow, my bad, you’re right! Just never use either trait really, so I didn’t know Duel Wielding was called that lol.
Find a ranger with 30 sec stabi….Skullcrack build destroyed.
Find a nec popping lich form…skullcrack build destroyed.Its way to unreliable to me eventhough i Used to roll it alot,it seems so kitten useless now unless you arnt running into people who know what Stabi means.
That ranger won’t be able to kill my in 30 seconds. I will reflect a lot of his stuff, putting pressure on him, and GS allows me to kite if there is any LoS stuff around.
The necro will just get kited for 30 seconds.
Still, I agree it is unreliable though. HammerGS is probably the most versatile warrior roaming spec.
Guardian is the strangest class in this game. They have been at the top of the foodchain in every part of the game except WvW roaming since launch; best DPS or support PvE, best tank PvP, best commanders in WvW. Yet nobody ever really complains.
I guess this means Guardian is the centre of Anet’s balancing universe.
Rapid Fire tracking through stealth is a dumb mechanic and it really should not work that way.
Thing is, stealth is so ridiculously broken in gw2, nobody aside from thieves will agree with you.
It gives you a 10% increase in attack speed. I don’t know of any 5% damage increase though…
Hey killahmayne, I decided to put together a couple clips from my stream to show the potential of the build. Here it is: https://www.youtube.com/watch?v=7tMugRdNOio
I really liked the vid. Good music too
The fight with the warrior and thief (where the warrior ends up running after exhausting his 1-button-finger, but gets replaced with the ele) really shows what this build can do. Well played. Your clip makes me want to take out my mace again.
This fight actually shows that a p/d thief can be outlasted by this build. I know they can range you, but the thief does not do enough damage if you reflect his sneak attack back at him. Torment is where most damage would come from, which can be blocked. And if he tries to use it, that’s when you take the advantage.
This is similar to what I used to run.
Skullcrack is dead, though. Nobody runs it, because in anything other then a (serious) 1v2 you will get wrecked by, you said it, the random stuff. Nobody is good enough to watch what three opponents do, and this game has so many random blocks/blinds/evades that you won’t be able to land the skullcrack.
However, I agree that it is quite strong in the dueling scene. This is IMO because of reflect. Engineers, Rangers, Guardians are just some of the classes that have a lot of ranged attacks.
I don’t understand why you say you have trouble with P/D thieves though.. If I meet a P/D thief that’s a little kitteny, I slap on my mace and shield and beat the kitten out of him… You reflect his sneak attack, which is where 30-50% of his damage comes from (depending on how confusion reliant he is). Now, not only are you not taking those 5 bleeding stacks, but he is.
Also, P/D thieves tend to pack 2-3 stun breaks max, and Shadow Step is on a very long cooldown (and you can just kite until the timer for the double use is up).
PU mesmer is a totally different thing though. The worst spec ingame IMO, although being able to block clone deaths without still getting the condi helps. Still, a half decent PU condi mesmer will be half AFK while destroying you.
Shatter mesmers are just as bad on this spec. Try Skullcracking something with a teleport on an 8-10 second cooldown.
This spec sure punishes the current flood of longbow rangers though. Seriously, half the players in WvW are rangers right now, and Anet gave them a braindead mechanic that tends to work when there are so many using it on you at the same time.
On the runes, there is some merit to using Pack on this, as you stack 0 might (Forceful GS doesn’t count on it’s own due to the low base duration). You can leave Warriors Sprint if you take Pack, as it gives you 13 seconds of speed just for getting hit on a 20 second cooldown. Along with SoR and Balanced Stance, you will have 100% uptime in battle (only ~75% out of battle if you use Balanced Stance also).
The extra precision helps to dump some Zerk gear for either Soldiers or more Cavalier.
The 10 seconds of Fury allows you to lose Furious Reaction, although the options in that slot are limited. Rending Strikes may seem awesome on a build that has a 100% crit combo, but HB only strikes 8 times (or was it 9?), so along with Skullcrack itself (which I believe stuns before doing damage) you will get an average of 3 stacks of vulnerability. Very mediocre. Deep Cuts may seem worth it, but also isn’t IMO, as the crits from your HB will already give you a good chance of activating the 10% boost through Precise Strikes. Thus, Furious Reaction may still be the best choice, even if it’s just for the Vigor.
Lastly, Pack also helps out your squad, should you roam in a group. 50% uptime on Fury and Swiftness groupwide (ok, best case scenario) is not something to scoff at.
The problem with pack is that you lose 20% condi reduction, making you prone to movement conditions. Skullcrack just suffers from too little trait points.
Took out Endure Pain and put in SoS for more condition cleansing, dodging, and because you have toughness like a boss. I also don’t like Might on Block on this, as you won’t be blocking, you will be reflecting most stuff (which does not proc).
By the way, you can get a full Mace auto-chain off if you land a skullcrack. Don’t hesitate to do so, because it hurts like a kitten. Equal to 60% of the damage you get from HB, which is decent, if you realise HB is on a cooldown or you don’t want to stand still.
Rune of the Juggler
1) +25 Ferocity
2) Gain Fury for 4 seconds when you swap weapons (9 second cooldown)
3) +50 Ferocity
4) Lose a condition when you swap weapons (9 second cooldown)
5) +100 Ferocity
6) After swapping weapons, your next two attacks deal 15% more damage and heal you for 15% of the damage dealt (9 second cooldown).
And in 5v5, the focus target has time to realize that there’s an enemy, then they’re downed.
In which case the focussed target got outplayed, or, in a more broad perspective, one group of five got outplayed.
I also play WvW (pretty much solely) and I focus on smaller skirmishing. With our past few and current match-ups, we have been facing insane numbers. I would not want to play a game in which those numbers can not be overcome.
As for PvE, I find that part of the game painfully boring as is (it’s a personal thing, I don’t like PvE in any game anymore). So being able to zerk my way through it if I time whatever active defense I have right, is a blessing to me.
Well, people die plenty fast in this game. I see no issue with fixing defensive skills first to provide longer lifetime, more time to be tactical about your fight, and less reliance on pure physical performance in a fight. Seems sensible. then evaluate whether offensive skills should actually be fixed or just kept at the level they are and changed to not be as obviously prone to bugging.
I do see an issue with that. I simply disagree that lifetime is too short in this game. I prefer a game in which you can burst somebody down, not a game where some random guardian can run around a point using every single lifeprolonging thing he has and outsustaining a zerking warrior hitting him in the face for minutes. Not only is this a little stupid, it is boring as hell too.
Seriously Burr, you should stop trying.
Anytime somebody posts a topic like this, however strong your argument may be, you will get the inevitable ignorance of the gross amount of forum posters here to bury the topic.
You must understand by now that this discussion could only dwindle into bickering about wether or not you can compare skills on different classes to make a point. In this very specific example I believe you were right to do so, but you were also incorrect. Not because the comparison doesn’t make sense, as you are only making it to adress the fact that one mechanic does not work as intended where the other one does. But because you inevitably invited a horde of warrior haters to come and flame this illustrative example.
I like the idea of a cast time before Bull’s, then make it so you instant hit the target after the CT. Such an animation could actually look really cool, while still not insulting the warriors-can’t-use-magic-even-though-they-can-magically-transform-themselves-crowd. We’re playing a freaking fantasy game, get over yourself.
The cast must be longer then 1/2 second though, as that’s still not very much on a 900 range guarantueed 2sec knockdown (apart from blocking or evading). 3/4 second seems better. The warrior would still need to be able to move while casting though, otherwise it would be clunky as hell.
No. Warriors need a nerf to mobility, not a buff.
This response is incredible.
Both ways have advantages. What Defektive is saying is that if you need to stay on a point solo, banner bunker is probably better, as you will have less ways to acquire regen if you are alone (dogged march is little uptime and you may not want to pick it if you go bunker warrior, converting poison is random, there are better runes then regen, etc).
Honestly though. In every way, a guardian does a better job at bunkering. Hell, even an elementalist does it better. Both have better support options too.
So my question would be, if not for fun, why would one bunker with a warrior to start with?
I want my ranger’s autoattacks to crit for 3-4k at any range, not just max range
This is the best bit of QQ in this topic.
I hope you do realize warriors aren’t magic users, so they will never add teleportation to the class mechanics.
As I said in my post it will only be a teleport as far as mechanics are concerned. As far for looks you could just speed up the current BC and make it look like you became the flash and leave behind a speed trail.
As for those doubting the reliability of teleports, I’m only focused on Judge’s Intervention, which for me only fails if you’re not on the same elevation and I think this was intentional.
That animation sounds awesome. I would totally make a character looking like Flash to add to my collection. Can already hear the themesong lol.
Still, KD on a teleport is a bad idea.
Make it work like it should. I also like the Leap idea, but that is not going to happen.
Still, if you get moa’d when your half HP, done and done.
The problem with this is that BR is not only a gap closer but also knocks down your opponent for two seconds. Doing that with absolute certainty that it would hit is a bad thing IMO, and would only ensure further warrior nerfing.
Honestly, just make it work as it should.
Moa is cheesy, but it is worth it when you kill somebody while moa’d.
Or, if you just want to have fun, play w/e the hell you want.
GS longbow is perfectly viable though.
Ya whatever you want to do is fine I have to disagree with Cygnus.6903 that the build originated here and with Raiden he may of popularized it.
But the concept is as old as 2012 and 1st appeared in spvp streams. And I personally was using it as early as 2 month after the game came out as were many others here.
I also kinda have to disagree with the whole reasoning that so and so such opponent sees Intel icon and knows when to dodge. People know when to dodge because of your animations. And you should be baiting out dodges and stun breaks anyways before u evicerate.
I also pretty much never agree that warriors should be using maintenance oils. Always sharpening stones. Maint oil is more of a guardian thing.
I don’t think whirl wind is the highest damage skill on GS. Rush is. ANd bulls charge to knock somone down followed by rush can 1 shot people I have done it before.
I’m not gonna argue on wether or not the build originated here. All I know is Raiden popularised AxeGS, then he transformed it on the forums here to 4 in Arms. Off course, pretty much any build has been used before. How can it not be in a game with this many users.
About the dodging of Evis, for most people, just swapping to Axe is gonna tell them you want to Evis them. If you have the intel icon, they know it is going to be one of your first three moves. This is a key piece of information for a decent player. If your opponent is not decent, who cares about the build.
Baiting out dodges, sure. But who can count all the random blinds, aegis, blocks, and sigil of energy procs?
About the maintenance oil, power might be a better stat, but it is all about critting with Evis. Thus maintenance oil is very justifiable on this particular build. Although I myself do tend to roll with the stones and 50+20+10 crit chance on Evis.
Seriously though man, rush is the most damaging skill? I mean come on, we are not just theorycrafting here. If rush does not hit, you don’t do damage. And rush doesn’t hit. Besides, 4-5 HB hits after bull’s rush does more damage I believe. Especially if you follow it up with whirlwind after your opponent gets up (and dodges).
Whirlwind does most of your sustained damage on GS, as it is easy to hit because of the instant cast. Most people will be moving away from you, ensuring that whirlwind hits more then once. And if you happen to catch them against a wall, gg right there.
Such a relaxing video.
One piece of advice, try using leg specialist to offset the misses with Earthshaker. some of these fights would have been over sooner, or just plain easier (better cleansing) if you hit ES more reliably. LS also throws off the enemies rotation, and you have a cripple on both sets.
You can use Bloodlust instead of one of your fire sigils, or even sigil of battle (this will grant you 6 stacks of might=210 power continuously after about 10-15 seconds into a fight) to cover the loss of power.
Keep it up.
Yeah I completely disagree with Warlord.
0/4/6/0/4 is in fact still meta for Axe Shield GS, and it has originated from the forum here. After Raiden got popular with his vids using 4/0/6/0/4 he came to the forum here, a discussion resulted and he actually modified his build because of the advice given to him, popularising 4 in arms instead.
4 in Arms grants incredible advantages to the AxeshieldGS build that any other trait allocation can not accomplish.
Furious Reaction grants you very high uptime on Fury. Most fights will be over before you have to use GS burst to get more Fury. This ensures an added 20% crit chance at all times. The vigor does not hurt, either.
Then, the minor Master trait in Arms gives your Eviscerate another 10% crit chance. Thus, with the build Flitzie posted, you get 90% on Eviscerate, without Intelligence sigil. This is, in fact, far superior to using intelligence sigil, as a smart opponent will notice it and can easily play around it. Nothing spells ‘I am going to Evis you’ more like swapping to Axe and showing a little icon that says ‘I will crit you very soon, sucka’. Whereas the 4 in Arms build allows you to be as unpredictable as you wish with Eviscerate. And that’s without the fact that almost all of your attacks will crit (which is a pretty big deal coming off of 212 crit damage.
Finally, Forceful GS is actually a great trait. Not as much because of the might stacking, although it does synergize very well with Bull’s Charge>HB>Evis, but more because of the -20% cooldown reduction. As this build relies on mobility for survival, this trait makes you 20% more mobile. Another important thing to note is that Whirlwind is essentially your highest damage dealing ability on GS, and it is a free dodge that you get -20% cd on with this trait.
Also, don’t forget that you will often be cleaving a downed enemy with HB, which will result in double the chance to proc might on crit. The amount of might stacks you can gain from this is actually way higher then just 5, especially when using hoelbrak. It all synergizes extremely well with the higher crit chance from 4 in Arms. The fact that the might lasts a very short time is less relevant, as you mostly power up to use Evis anyway.
Personally, I run Hoelbrak runes and full zerk if I use this build. This gets me up to 2650+ power and it boosts the duration of my might stacks.
In short, I think the slight loss of power compared to other versions of the build is not only well worth it, but makes the other builds significantly inferior to the meta build.
Edit: Do pick DotE over Sharpened Axes. Just manage your adrenaline and you won’t need SA. DotE is a must have on this build.
(edited by Cygnus.6903)
Does anyone else notice that guardians are, have been, and probably will always be top tier in every part of the game, yet they never get any QQ? I mean like, serious QQ.
You might want to adjust the first post of the topic if you want to link it, I am not going to search through an entire topic to find one post.
I still find playing conditions too easy, although it is harder on warrior then on other classes (thief, engie), simply because you have pretty much no kiting ability and have to soak up everything after Endure Pain runs out.
Along with Celestial Axebow, this is the best dueling build warrior has though.
Good job Cygnus. Now you should have arrived at my build
See sig
Though i do not use sigil of energy, using more cleanse instead (transfer sigil and cleanse sigil).
lol wait.. this is still a perplexity build :O nvm .. but the changes were towards it
Yeah, I never really explored the condition side of the spectrum all that much, as I kind of detest the playstyle (too easy).
Just wanna help Flitzie out.
Also, your build still seems completely different. No fast hands=no HULK SMASH.
I guess sometimes you blow the warhorn, and sometimes the warhorn… well. You understand.
Don’t take last stand. A decent player will use a simple CC to test for it, wait 10 seconds, and you are done for. Remember, when Bull’s is on cooldown, you don’t have a lot of mobility because you don’t have any -condi except for DM. You will get kited to all hell, and longbow auto attack does 0 damage.
Honestly, this build has 1 trait point too little. I could never go back to using warrior without Fast Hands, it is what defines the class to me. More so then Burst skills or adrenaline.
Thus, I would say this might suit you;
Things I changed;
Apothecary trinkets and back to healing shouts: fighting with banners in wvw won’t work. Unless you are fighting an idiot, seriously. I will just stand out of your range until you fight me, or not, in which case I move on.
So you take Shake it Off, of course, and trait for reduced shouts. I put in Fear Me as the second shout. I find Fear Me to work excellent as pseudo stability, as long as your stomptarget can not CC you (because downed people don’t get feared, strange enough). Fear Me also adds an instant interrupt that is unblockable. Try Fearing somebody in close range when you just stacked 14 stacks of bleed, GG.
Stability is less nessecary on this build, as you can take a lot of hits with insane base armor and health.
I took out mango Pie to make room for dropping deep cuts in Arms. Deep Cuts is awesome, but you just don’t have the spare points. The minor trait also does nothing for you as you have really low crit chance. Also, condition duration adds no damage until the non-boosted condition would run out. So if your opponent has a plethora of cleanses (like warriors, elementalists, etc.) your condi duration does exactly squat.
After losing Last Stand you can go 20 in Discipline, taking that fast hands. The Adept minor is good for building adrenaline too. You will use both bursts on this build very often, so more gain is a good thing.
Finally, Mobile Strikes stops you from getting ganked by a single long lasting immobilise if your SiO and Longbow Burst is on cooldown.
Replace it with +40% condi duration, so along with sigil of malice you get a 6 sec immobilise on sword. The bleeds also get 50% like this, 40% on longbow.
Also, Sigil of Energy bro. Always.
Just saying, I feel the damage is what would make AS really worth it. Currently, it isn’t. Warrior has better AoE options in longbow and hammer, so using it for AoE is a waste too, IMO.
Really the only thing it has going for it is the cleanse. Which is good, don’t get me wrong, but again, longbow does a better job.
Even the fury seems lackluster. Although being nice to have, warriors can already get a lot of fury quite easy. So using my adrenaline to get more does not fit right now.
Don’t get me wrong, it is still better then it used to be. Not hard to accomplish that though.
I was looking forward to the new AS, but I am not using it half as much as I thought I would. The payoff is just not worth spending a full bar.
Actually, because the damage doesn’t scale, I always try to use it when still building adrenaline, as to not waste a full bar on it. Here lies an opportunity to really improve the skill. Just make it do the damage they promised (100% increase below 50% hp) if you have a full bar only. 75% on 2 bars, 50% on 1.
I’d use that regularly.
It’s funny how you say the terror necro is countered by a stability warrior.
http://wiki.guildwars2.com/wiki/Corrupt_Boon
This is the most painful, but necro’s have more boon removal then any other class, except maybe mesmers. Also note what the stability turns into.
This would be the funniest thing ever in EotM.
It is not even where it should be. In fact, it is somewhat where it was; only used to cleanse a few conditions. Granted, it has become quite decent for that.
Most people don’t realise that Arcing Slice to a <50% foe does ~the same damage as Rush (if that would ever hit anything).
This is one angry kitten.
There is some logic behind meta builds being meta, and non meta builds being, well, inferior.
If you are dead set on confusion, something like this would work;
Almost 2k condition damage with WvW stacks.
Thing is, a condi warrior that does not stack confusion can be just as, if not more dangerous. We already have the most damaging condition through longbow, and you can easily get +100% condi duration on bleeds, allowing you to stack insane amounts.
I’d say this is the strongest warrior dueling build. Not a lot of fun to play though, as any condition spec.
So I took a look at what some of you said, and tried to incorporate your notes into this updated build.
Please take a look and see what you think.
Changes: Improved power and armor over precision (still at 30%), changed shield to warhorn, changed some of the traits around a bit (i.e. add merciless hammer and quick breathing), changed sigils to intelligence and renewal on both weapon sets
UPDATED: changed the stats again so I have increased ferocity…at base level I have 14% precision, but with perma-fury, I have 34%, so I figure I’m crit-hitting every third attack…I figured with sigil of intelligence, this would be enough
Couple things.
Your damage is still low. Believe it or not, but 2300 power with guard stacks, without a decent way to either stack might or a lot of crit chance/damage, you will not be doing enough damage to a decent opponent. Talking roaming, off course.
Taking sigil of intelligence on sword is not going to change that. The sigil only helps with final thrust, but you won’t always be able to use that after swapping to sword.
In my opinion, you are trying to do too many things at once with this build, which results in not doing any of those things as well as you could.
Your base HP is too high, you can lose some vitality in favor of precision. Don’t forget that acquiring guard stacks (which is easy) will net you another 2500 HP, making your Hp go well over 30k. Don’t get me wrong, HP is useful, but in combat it becomes less useful then other stats like toughness, or even healing power. A high base vitality only helps against lots of conditions (but you have insane condi mitigation already) and initial burst damage. Once that HP is gone, your high vitality stat does nothing for you anymore.
kitten this, Ill go offtopic now. This is to exciting.
Been playing around in the editor with your 80k build for a bit. Why dont you take the rune of the fire ?
You’ll only receive 10% might duration instead of 30% and no minus condi-duration. But, 20% more burntime + a free fire aura for 5 seconds that’ll give you even more might if you get hit (A big plus imo). And the Might gain while getting hit is still there aswell.I’d also take the Health gain soup with +70 toughness. Realistically you only sit at 2700 armor atm once you get hit because of that minor trait.
Yeah, sorry for the off topic.
I’ve looked at that rune, but 20% burn duration increase adds less damage then you would think. 30% might, plus another 30% boon from 30 in tactics gets you 60% might increase, which means that unlike many builds that claim to keep up high stacks, you will actually always have at least 11 stacks, and you go up to 20+ stacks, which can be maintained.
The -20% on condi’s is still a big deal too. Dogged March along with hoelbrak still gives you a good reduction on immobilise, cripple and chill, thus allowing you to escape when facing unfavourable odds.
On the health regen food, I would use the toughness food, but I can’t find it on the tp!
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