Showing Posts For phantomFury.9168:
You didn’t specifically say, but I guessing since you run five Signets and the Deep Strike trait, you normally leave your Signets inactive for the increased precision. My general issue with this approach is that you are basically forgoing ALL the amazing utility of your utility slots for a maximum of 290 Precision (5 Signets * 40 Precision + 90 Precision if running Signet of Fury passively). 290 Precision is worth about 14% critical chance. That seems a very poor return for locking up 5 slots on your bar.
So, consider this…
- You spent 10 points in Arms to unlock Deep Strike
- You spent 10 points in Discipline to unlock Heightened Focus
- You lockup your entire utility bar for 290 Precision
You’ve spent 20 points and all your utility slots for effectively 579 points of precision, or roughly 27% critical chance.
Now, consider the following:
- Switch Heightened Focus for Signet Mastery (Signet cooldown reduction)
- Swap one utility slot to For Great Justice
- Keep For Great Justice and Signet of Rage on cooldown
Now, if you’re good about keeping For Great Justice and Signet of Rage on cooldown, you will have:
- 20% Critical Chance from Fury (equivalent to 420 points of Precision)
- 100 points of Precision from 10 points in Arms
- 120 points from the leftover inactive Signets (and Deep Strike)
- 90 points of Precision if you’re running Signet of Fury
An effective total of 730 points of precision. Plus, FGJ will give you 3 stacks of Might worth 105 Power up permanently, and Signet of Rage will give you 5 stacks of Might worth 175 Power up about 60% of the time.
Taken further…
- Pull 10 points out of the Strength line (you lose 100 Power [but you could consider this balance with the power from For Great Justice], and the 10% Critical Damage)
- Put it in Discipline and re-take Heightened Focus (you regain the 10% Critical Damage, regardless of weapon choice, and gain 9% critical chance)
Also, consider rethinking the Vigorous Return trait in the Defense line… seems a heavy investment in a trait that hopefully is rarely used (only worthwhile IF you rally). Consider instead Turtle’s Defense which will help survivability in cases where you’re movement is hindered.
Regen is scailing with heal pretty well, which makes it usefull with +healing, adrenal health and dolyak’s will not scale with +healing at all so keep that in mind. I don’t remember if shouts scale with +healing or not but that can be easily tested in the mists.
IMO, healing power scales horribly with the regen on SoH. The wiki indicates that on SoH, the return on healing power with the regen is only 3.3%. In other words, for every 100 points spent in healing power, you gain 3.3 points of return in health. If you max out healing power (full Cleric’s gear, 30 pts in Defense, and a Sigil of Life), you’re looking at about 1553 healing power worth….. 51 additional points of health on the regen. That is a HUGE sacrifice in damage output for such a small amount of additional health regen. Focusing on precision/critical chance and using food that steals life on crit would be a far more effective source of healing and the additional critical chance will dramatically increase damage output.
The wiki indicates that healing shouts have an effective return of 80% on healing power, so far greater return on investment in healing power. IMO, it still isn’t worth gearing for additional healing power beyond what you get when spending points in the Defense line
(edited by phantomFury.9168)
If you want maximum damage, yes a full set of Berserker’s gear will provide that. If you’re skill level is high enough to handle the relative fragility of such a build, more power to you. For Runes, consider options like Strength, Scholar, or Eagle. For Sigils, Bloodlust or Perception, and once stacked swapped out for things like Force, Battle, or Strength.
If you want to mix in survivability, you best bet is probably swapping in Knight’s gear into the mix, which replaces Toughness for the Power in the primary spot, Power gets moved to a secondary stat, and Critical Damage is dropped. You could replace a few pieces of armor with Knight’s, a couple of accessories, etc. It is quite common as well to use Knight’s accessories with Ruby (Berserker’s) Jewels in lieu of the Emerald Jewels as the trade-off between the survivability and damage favors going the damage route on the jewels. Valkyrie’s gear is also an option which maintains the Power as the primary slot, but replaces Precision with Vitality. The decision to go one way or the other depends on your critical chance, the type of damage you primarily expect to take, etc. If you expect to take lots of condition damage and have high precision, go Valkyrie’s. If you except lots of direct damage and low(er) precision probably Knight’s.
For consumables, unless you have a specific need for something else and/or your precision/critical chance is very low, I would recommend Omnomberry Pies for food which steal life on critical hits (all the more reason to go Knight’s gear to keep the precision up). Nice thing about this food is that there is no cooldown (versus something like Sigil of Blood). For your secondary consumable, either Maintenance Oil for more precision or a Sharpening Stone for more power. I generally lean towards the Maintenance Oil because I am willing to give up a little bit of damage to gain additional critical chance for additional healing from the pies.
Warriors really need to stop using Axe Offhand if they’re not farming…
Show me another skill that can heal a Warrior for 13,000+ in a matter of seconds…
Go solo the Champion Risen Giant and let me know how it turns out for you. I know a dual axe Warrior who makes it look easy and whirling axe was a key component. Offhand axe has a place and it isn’t just farming.
So, another utility for Whirling Axe…. HEALING. High crit chance, lots of enemies, and omnoberry pies… YUMMY!
Whirling Axe is not a great skill for a single enemy agreed; auto-attack does better. But, for a cluster of enemies, with the mobility, 360 arc, I’ve counted 30k+ damage (cumulative across multiple enemies) dumped in what, <4 seconds? That’s approaching a simplistic 8k DPS. That’s not worthless.
The number 4 slot on the off-hand axe also isn’t a slouch. My particular Dual-axe build routinely hits for 1700ish on each strike; total 3400 damage on a quick hitting skill. Yes, the Fury is pretty much wasted for most Warrior builds.
Are there ‘better’ options? Sure, as it’s all situational. Working with a group/party? Mace’s extra vulnerability is very attractive as is the knockdown. Shield is also great for it’s stun and blocking. Warhorn for condition removal, application of Weakness. But to make a blanket statement that off-hand axe is utterly and completely worthless is incorrect.
According to the wiki, the Toughness bonus on the Rune of Mercy (second slot) does NOT stack with the trait ‘Determined Revival’. So, if you already have this trait, you would not be getting any bonus from that. The last slot does however stack with the ‘Fast Healer’ so at least your revive speed would increase.
I have 80 warrior, all exotic weapons, 3 exotic armor sets (power+crt.dmg/vit+tough/and condition). So, condition war with sword with main hand good in pve/wvwvw? And what better for offhand?
Notable pros of a warrior bleed build:
- The sword applies 8 second duration bleeds (one of, if not the highest, auto attack bleed duration in the game)
- Adept trait in the Arms tree for a 50% increase in bleed duration; spend 10 points and the sword auto-attack bleeds are at 12 seconds in duration, off-hand sword bleeds go to 18 seconds. IMHO, this level of auto-attack duration mean it is less important to find bleed/condition duration bonuses through Runes/Consumables/etc.
- Easy access to lots Might which buffs condition damage
My issues with bleed builds in general is always:
- The maximum of 25 stacks of conditions on any single target and what seems to still be unknown mechanics of what happens when the max is reached
- The ramp up time to apply bleeds to have enough stacks where the damage is finally at a decent level (making bleed builds almost pointless in general PvE farming, since the trash mobs are dead long before you can apply any significant damage)
My issues with bleed builds specifically for warriors is:
- Pigeon-holed into using Either Sword and/or Rifle; I find sword to be the better option, but this requires being in melee combat which means the need for survivability
- Has zero non-weapon/on attack skills to apply bleeds; the only non-weapon skill that applies bleeding is the Minor Adept trait in the Arms line, which is only a 33% chance on critical hits. This means the warrior MUST be actively attacking targets with a weapon to apply and maintain stacks of bleed.
- No true AoE related bleeds skills. Yes, the sword has a swing arc that can hit multiple targets and a rifle can be traited to pierce allowing multiple targets to be hit. But these are best case scenarios for both weapons, and PALE in comparison to some of the other AoE bleed abilities available to other classes
Do I enjoy my hybrid bleed/direct damage warrior? Absolutely. But, too often it’s not as effective as either my DPS or tank build. I used to carry each set of gear in my inventory full time. I eventually put all my condition damage related items in my bank… I just wasn’t using it enough.
Just a quick question regarding armor, would getting full Vigils be good? They are Power/Vitality/Toughness and each piece is cheap compared to the crafted gear on the Trading House. I was thinking of pairing that will full Berserker Jewelry then.
I believe that armor is only Rare level which means you would be giving up some stats; specifically 37 Power, 27 Vitality, 27 Toughness, and 140 Defense from the armor itself. If it is an interim set until you can afford exotic, that’s fine, but at nearly 9G for the set, probably not worth the investment… unless you like the look and could use the armor skin later down the road.
I think the only exotic gear with Power, Vitality/Toughness is from Karma and dungeons. I bought 4 of 6 pieces of my gear with these specs from the karma vendor at the Temple of Melandru and 2 of 6 with Ascalonian Tears.
http://wiki.guildwars2.com/wiki/Aurora_armor_of_Melandru#Heavy_Aurora_Armor_of_Melandru
http://wiki.guildwars2.com/wiki/Historian_Symon#Exotic_Armor
If you haven’t spent much Karma (and/or have lots of jugs or karma from dailies unused), you might have enough to just buy the shoulders, chest, arms, and legs; total would be 168,000 Karma. You would need 360 tears for the Helm and Boots. You get 60 tears per path in Explorable mode. So, run all three paths over two days, and you’ve got those two pieces of armor (plus some decent coin for the runs as well). With the right group, AC is a very easy and quick run.
I personally use 20-0-20-30-0 with greatsword/rifle, I picked up banners because I like the regen for party and such and constant dmg boost from the precision+crit dmg banner. Full knights gear, but slowly I’ll think about getting the full set of soldier stats.
Just to point out… if you move away from Knight’s towards Soldier’s, you’ll be losing a lot of precision, but obviously picking up vitality and a little bit of power. My very quick calculations would indicate you’d probably see a noticeable decline in damage output since your crit chance would take such a big hit. You may already have considered that, but figured I’d mention it.
@cook… Some screenshots of my armor and some of the Ebonhawke (or Ebon Vanguard more accurately) weapons.
Oh, and about Healing shouts. According to the wiki, base heal is 1192. That’s hardly worthless IMO. It does have a high return though on Healing Power, at 80% effectiveness (.8 health for every 1 point of healing power). So, my build would heal for 1452 on every shout.
Phantom thanks a ton for your writeup.
My pleasure. Theory crafting is one of my new hobbies.
As far as weapons go, feel free to call me vain but I can’t find a good hammer skin that I like. Thus far the only weapons that I like visually are Greatsword and Sword. I played around with S/S for a bit and while solo it was great I can see the downside if I’m grouping…also I did dig the S/Shield (love the shield bash).
I was reading a thread somewhere (sorry been doing a lot of googling and can’t remember where I saw this thread) regarding the Shout/Heal build in that the healing on the Shouts is so minimal with 0 Healing Power that it’s almost worthless. But part of the Pros of going down that trait line is the increase in Boon uptime so that you and your party are pretty much constantly buffed.
I guess so I don’t get totally blown away I’m looking for a tanky type setup with some bite.
I am a bit odd when it comes to my armor selection. I REALLY cannot stand the flashy over the top armor. Also, though it is a bit silly, my warrior is a human who comes from the nobility, so the flashy stuff didn’t seem to fit. I actually ended up going with a variation of Scale Armor which the look is available on very low level gear. My colors are generally gold, black, steel like colors. Well, it just so happened that the Ebonhawke cultural weapons fit my armor and color perfectly. The hammer skin is one of my favorite weapon skins, and the sword and greatsword are very simple and elegant looks. The one down side is the Ebonhawke shield, while interesting, makes my warrior, literally, look like a fairly when the shield is on his back. So, I ended up with a Vigil shield. I’ll try and post shots when I get home.
If you want a tanky build with decent damage output, could copy my tank build, with tweaks for your likes. Here’s a link to show my traits, and skills I take: http://goo.gl/g6qyN Don’t pay attention to the actual stats because this editor doesn’t have enough flexibility for the gear. I take:
- Soldier’s Armor (Power, Vitality/Toughness)
- Axe and Shield are Berserker’s (Power, Precision/Critical Damage)
- Hammer is Knight’s (Toughness, Power/Precision)
- Backpiece: Soldier’s (Rare) with Berserker’s Jewel
- Trinkets: Knight’s
- Jewels: Berserker’s
My base stats with Axe/Shield / Hammer are:
1940 / 1892 Power
1374 Precision (26% Crit Chance)
1880 / 1969 Toughness (3152 / 3180 Armor)
1479 Vitality (24,002 Health)
38% / 28% Critical Damage
With Sigil of Perception stacked, consumables (Omnoberry Pie, Maintenance Oil), SoR active (20% crit chance) and the Might stacked up (should be able to maintain upwards of 20 stacks):
2640 / 2592 Power
1865 / 1871 Precision (69% Critical Chance)
Toughness, Vitality, and Critical damage are unchanged.
My first character once the game released was a Ranger; I picked it because I wanted to play a ranged class and liked the thought of the pet dynamic. I pretty much leveled exclusively with the Longbow. I still absolutely love the Longbow, am discouraged by the amount of hate/dislike of the Longbow, but can understand the arguments against it. For me, I am one of those apparently crazy Rangers that runs Longbow and Shortbow. Also, I absolutely love running WvW with my Longbow.
My build is basically glass cannon; 30/30/10/0/0 with full Berserker’s gear, trinkets, and jewels, with Ruby Orbs on the Armor (will eventually move to Ranger runes I think), Sigil of Perception on the Shortbow and Sigil of Force on one Longbow and Sigil of the Night on another Longbow. I have a Critical Damage rating of 103% and critical chance of a 75% (with consumables, stacked SoP). No surprise I take the range extending and cooldown traits.
Long story short, I primarily stay at the back of the pack, dealing heavy hard hitting hits from 1500 range in the middle of the zerg fight. Mid-to-upper 3k criticals is common for me on the auto-attack, with occassional 4k+ hits as well. Rapid Fire normally unloads for 10-13k damage (really just depends on how many are criticals); with QZ it’s not uncommon to bring down some of the other low health/armor glass cannon builds before they know what hit them. I find in these zerg situations, most people aren’t paying enough attention to the enemies at the back of the zerg to have enough situational awareness of me unloading a Rapid Fire and thus avoid it. When assaulting a point the long range is useful to pick off targets on the walls, or at least force them back away from the edge.
My best day in WvW was it was near the reset time, so I was just goofing off. I was in Eternal Battlegrounds and figured I would try to capture a supply camp (Speldan Clearcut) by myself (with my trusted pet, of course). Surprising even myself, I did successfully capture the camp on my own, and just as I finished the capture count, had two enemies roll up. Long story short… I walked away from both the capture and the 1v2 alive and kicking. Maybe they were new/low level who knows… I was still happy with the result.
So, for my playstyle, Longbow is superior, but I still have no problems switching to Shortbow when the fight gets too close.
I’m new to GW2 and am about to hit 80 on my first character. I’m wondering for PvE/Dungeons what would be best for a newbie – doing an offensive trait build and then getting Vitality/Toughness gear or defensive trait build with Power/Precision gear?
Gear gives far more bonus to your stats than the traits will. So, generally speaking, an offensive trait build with Vitality/Toughness gear will end up more a defensive build and vice versa. There are two approaches:
1. Start as pure DPS which can force you to learn the ins/outs of a dungeons or area and you’ll eventually learn the skills necessary to survive as a pure DPS player.
2. Start with a defensive/tanky approach and phase in more DPS as you learn the content.
Pick whichever method suits you better.
So I was thinking of a build that has 30 points into Tactics for the healing shouts and then 15 points into Defensive for Adrenal Health (which also gives +Healing that helps the healing shouts). Which then only leaves 25 points for some offensive talent that I’m thinking would go all into Arms and then full Berserker gear.
But I’m not sure if I would be better going the other route with a pure offensive tactic build and then wearing tankish type gear.
So, personally, I don’t find Adrenal Health to be that awesome of a skill. To me, if someone is investing points into the Defense line, it starts to push the weapon selection towards Hammer/Mace. One of beauties of Mace/Hammer are the CC skills, your F1 adrenaline based skill being one of them. So, if you’re using your adrenaline for the burst skills, you aren’t getting the passive regeneration. In short, don’t tie yourself too strongly to Adrenal Health.
Going Mace/Hammer is by no means a requirement when spending points in Defense of course, but as you said, since you’re also considering 30 points in Tactics, this limits the available points to spend elsewhere. Greatsword does well with points in both Strength and Arms, which, for the best bang-for-buck, would normally mean 20 points in each line, which you won’t have if you spend 30 in Tactics and 15 in Defense.
An alternative approach, especially if you like the Shout build and will keep 30 in Tactics is use Runes that further boost your boon duration. Example: 2x Strength, 2x Speed, 2x Water. Strength gives 20% Might duration bonus, Speed gives 20% Swiftness duration and Water gives a general 15% boon duration. (Note: There are other sets of Runes which give the same bonuses on the first two Runes, that may be cheaper than these specific Runes.) What this does is get your total Might and Swiftness duration boon to 65%. Since you’re running a Shouts build, I assume you’ve taken the Shouts cooldown reduction trait. If you also spend 10 points in Discipline and take the signet cooldown trait, you get:
- For Great Justice applying 3 stacks of Might with 41+ second duration, on a 20 second cooldown. So that’s 6 Stacks of Might up constantly.
- Signet of Rage applies 5 stacks of Might and Swiftness with 49+ second duration, on a 48 second cooldown. So, another 5 stacks of Might and Swiftness up constantly.
- Between FGJ and SoR, you also end up with permanent Fury.
If you then take the adept level Empowered trait in the Tactics line, it grants 2% damage bonus per boon, which means 6% constant damage bonus. For WvW and PvE, permanent Swiftness is just so incredibly spoiling. Dungeons it’s probably not as beneficial.
In the end, you’ve spent 40 points for a pretty much permanent bonus of 385 Power, 20% Critical Chance, Swiftness, and 6% damage bonus. Not too shabby. You have 30 points and 2 skill slots (not counting your heal) to customize to your situation, personal play style, general mood, and/or weapon choice.
This is basically the backbone of my Warrior builds. I have three basic sets of gear:
- DPS: Full Berserker’s gear set, with a GS, Longbow, and several Axes (various Sigils)
- Bleed: Full Rabid armor, Carrion trinkets (except back piece being rare Rabid)/jewels, Knight’s weapons with several Swords (various Sigils), and an Axe. (I use the Berserker’s Longbow as my secondary weapon). Great part of this particular build is Might helps both direct damage and condition damage, so the build still does respectable direct damage, with bleeds ranging from 100-125, maintaining at least 10 stacks.
- Tank: Soldier’s armor, Knight’s Hammer and Mace, Berserker’s shield and Axe, Knight’s trinkets with Berserker’s Jewels (except back piece with is a Rare Soldier’s).
I find all three builds to be incredibly fun.
the traits i am using atm are:
Beserker power, 10%gs dmg
33% chance of vualnerability, gs crit stacks might, gain quickness when enemy under 25%
2% dmg for each boon
crit chance increase based on adernaline level.sorry for not using the trait names ca not recall most off the top my head
Another option would be to take 5 of 6 of either the Rune of the Ranger or Rune of the Eagle. This would be an additional 7-8% critical chance (165 Precision), plus 8% critical damage. In the 6th slot, run a Ruby Orb for another small boost to power, precision and critical damage.
Assuming you are running FGJ and SoR, with near permanent Fury, your crit chance should approach 90%. Add Sigil of Perception, and once stacked you’re at 100% crit chance. With a full berserker gear plus these Runes and Orb, you’re looking at a Crit damage of around 80% or so (total of 230% with base 150%), so with a crit chance of 100%, every hit is hitting for 230% damage. That’s just insane.
As already discussed, need to clarify between cumulative damage versus single hit damage.
SINGLE hit damage, would be as Beta said, a ~10k Eviscerate hit. Otherwise, from my Warrior low 3k is the highest single hit I’ve seen I think (maybe a rare low 4k?). My Ranger can dole out 4k+ on a single hit from the Longbow auto-attack and easily sustain damage in the mid to upper 3k range. Cumulative damage from my Ranger has exceeded 13k on a Rapid Fire burst against some enemies. (Typical chain is Hunter’s Shot —> Rapid Fire —> Quickening Zephyr).
Really depends on the group and the nature of the others’ builds.
If you have a group that has lots of condition damage focuses players, having someone who can do direct damage can be very useful to balance things out. For example, one of my guilds has a lot of Condition Damage (bleed) necros, together they are a force to be reckoned with. However, get those guys in a situation where direct damage is needed and they may as well be shooting spits balls at solid rock.
If instead, if you have a group with several DPS players already, Warrior could be traited for more general support with CC, Shouts or Banners, party buff (as already mentioned, For Great Justice can be a huge plus for any group) and/or survivability, etc. The Tactics tree has some attractive traits if you are party support and have teammates that go down (i.e., additional armor when reviving, increase in revival speed).
As BurrTheKing stated… a Warrior’s bread and butter is damage. Generally speaking, if a Warrior strays too far from doing damage, it’s probably losing a lot of effectiveness.
(edited by phantomFury.9168)
More information would be useful, but I am guessing you aren’t using a Shouts build so Soldier’s is probably off the table. Assuming you’ve taken Forceful Greatsword trait, Rune of Strength could be an option to extend the duration of the Might from critical hits slightly, gain occasional Might, and the 5% damage bonus is fairly attractive. Rune of Divinity would boost your Critical Damage and a general low-level buff to all your stats.
Appreciate the responses. Due to my long-winded first draft, I had to trim down before I could post and apparently trimmed away my opening paragraph.
For the group I normally run with, we tend to have 1 or 2 other warriors who are already high precision dual axe builds, so Banner of Discipline would not be as beneficial to our particular group, but certainly understand the recommendation.
Combine protection with weakness, that’s effectively -83% damage with 1 skill and a boon
I don’t believe that’s how the math would work, as one is on the outgoing damage and one is on the incoming damage. A fine distinction but a distinction nonetheless. The math should not be additive.
For example, say the basic damage calculated coming from an enemy is 1000pts (and it’s not a ciritcal hit), the damage output with weakness applied would be 500. Then, if a player has Protection, that damage would be reduced by 33%. So, 500 * 33% is ~166. So, total reduction is about 666 which is a 66% reduction in damage, not 83%. Still a huge reduction in damage though.
General goals:
- Provide general support to the party as a whole
- Be very survivable
- Minimize (to the extent possible) the reduction in DPS
Gear:
Armor – Melandru (Pwr/Tgh/Vit)
Weapons – Hammer & Mace/Mace (Pwr/Tgh/Vit)
Backpiece – Soldier’s (Rare)(Pwr/Tgh/Vit)
Trinkets – Knight’s (Tgh/Pwr/Prec)
Jewels – Valkyrie’s (Pwr/Vit/Crit Dmg)
Skill Bar
- Signet of Healing
- For Great Justice
- Shake it Off
- On my mark
- Signet of Rage
Traits:
Strength: 10
- 10% Condition duration bonus (explained later)
- V – Berserker’s Power
Arms: 0
Defense: 20
- VI – Cull the weak
- X – Merciless Hammer
Tactics: 30
- VI – Empowered
- VIII – Lung Capacity
- XII – Virgorous Shouts
Discipline: 10
- VI – Signet Mastery
Runes:
- 2x Strength: To get 20% Might duration
- 2x Speed: To get 20% Swiftness duration
- 2x Water: To get the 15% boon duration
Rune choice may seem odd. Runes of the Soldier would be an obvious option. I decided against it because I already have lots of survivability. The only real benefit would be condition removal. I am hoping that if we don’t have our Guardian, I can just plow through it with the large health pool. I could also swap out SoH for Mending to have a total of 3 condition removals. With our Guardian, conditions will NOT be a problem. I run this Rune set on my DPS build & have gotten used to the permanent Swiftness and the Might duration is key to minimizing the DPS loss.
Sigils
- Mace/Mace: Sigil of Battle and Sigil of Bloodlust (swapped out for Sigil of Force once stacked)
- Hammer: Sigil of Battle
Consumables
- Food – Rare Veggie Pizza: 40% condition duration (more later)
- Sharpening Stone – Should be worth ~175 Power.
Explanation
For those familiar with the trait lines, you may see how things are coming together. Total boon duration bonus is 65% for Might/Swiftness which means:
- FGJ applies 3 stacks of Might worth 41+s, on a 20s cooldown. If I keep an eye on cooldown, this is a permanent 6 stacks of Might (210 Pwr).
- SoR applies 5 stacks of Might worth 49+s, Swiftness worth 49+s on a 48s cooldown. Again, if, I keep this on cooldown, this is another permanent 5 stacks of Might (175 Pwr)
- The 3 permanent boons means a 6% damage bonus with the Empowered trait.
- I intend to constantly swap weapons (taking advantage of CCs and Weakness on both weapons). Weapon swap is at the default 10s so Sigil of Battle, at a 9s cooldown, will apply 3 stacks of Might on every weapon swap with a 33 second duration. If I swap weapons at or close to swap cooldown, I can maintain 9 stacks of Might (315 Pwr) while in combat.
In total, I can keep 20 stacks of Might (700 Pwr) on myself, and 6 on my party. While certainly never matching a Berserker type build in damage output, this should achieve my goal of not decimating my DPS.
Party Support
Several mechanisms for party support:
- Application of Might to party
- Weakness: Rare Veggie Pizza comes into play here. With the 10% from the Strength line, total would be a 50% bonus. For enemies NOT granted Unshakable, it would be 7.5s on Mace auto-attack and 12s on the Hammer’s second slot (w/ 9.5s cooldown). The 50% reduction in damage (on non-critical hits) from the enemy affected would be very beneficial to the party. Mixed with a Hammer Guardian (a weapon our Guardian is considering playing more of) applying Protection, damage to the party is either reduced by 33% or 66%. For bosses with Unshakable, (Weakness duration reduced by 50%) durations would be ~3.75s on Mace and 6s on Hammer. Still respectable.
- Vulnerability: 4 stacks at 15s w/ the Mace on 15s cooldown, and 10 stacks worth 15s with OMM on a 24s cooldown. That averages out to a near permanent 10% increase in party damage to the affected enemy.
- Shout Heals: With the small boost to healing power, the Shouts will heal for 1372 per shout.
So, basic premise is help party with base damage (more power), increase the damage they inflict (vulnerability), reduce the damage that hey take (Weakness) and provide some help with healing through shouts.
Survivability
- See final calculated stats below, but with 3000+ Armor, and 26k+ health, survivability shouldn’t be an issue.
Calculated Stats
Base Stats:
- 1946 Power
- 1156 Precision (15% Crit Chance)
- 1818 Toughness (3029 Armor)
- 1697 Vitality (26,192 Health)
- 18% Crit Damage
Normal Buffs
- 250 Power: Sigil of Bloodlust
- 176 Power: Sharpening Stone
- 210 Power: 6 Stacks of Might from FGJ
- 175 Power: 5 Stacks of Might from SoR
- 315 Power: 9 Stacks of Might from Sigil of Battle
- 20% Crit Chance: Fury from FGJ/SoR
- 5% Damage: Sigil of Force (once Sigil of Bloodlust stacked)
Buffed Stats (only what changes):
- 3072 Power
- 35% Crit Chance
So, thoughts?
(edited by phantomFury.9168)