Showing Posts For xepaman.7892:
I believe the footsteps are only visible to yourself when stealthed, not enemies.
I like the idea of the build. I traited 0/10/30/30/0 independently without looking through the forums and it seems like overall the concept is the same. My question is, why no empowering might? I’d like the 5 in virtues but cant see myself giving up 20% cd reduction on 2h or EM, so 30 in honor is pretty mandatory for me. Seems like with AH, the might stacks on crit for you and allies from EM would add up for nice heals.
Ruby orbs are cheap and offer great offensive stats. I would start there for your armor runes.
I have 2 sets of gear with 2 different specs that I use for WvW. The first is the usual full berserker, glass cannon, grenadier build. I use this when running with the zerg taking keeps etc where its more likely that you can snipe from the outskirts, or at least be less likely to take a lot of damage.
The second set is rabid where possible, and carrion for the rings/accessories. This gives you good condition damage with a good amount of survivability. I use this set when I run solo or in small groups, taking supply camps or roaming. For this setup I use a pistol/alchemist build. Grenades are fairly popular for condition builds too. I put out enough damage to whittle someone down fairly quickly while maintaining good survivability with the added defensive stats and condition removal from alchemy.
Pistol is affected by both power and condition. Power affects the initial damage done by each skill, which compared to rifle is lower. Pistols however also have condition damage after the initial hit with the bleeds, burns, and poisons, so a big portion comes from that. The condition portion of the damage is not affected by power, so it is only half as useful for the most part.