Warrior - Macebow

I suggest going Sword Sword as a variant for Mace Sword, Flurry (F1) gives a massive bleeding burst and also immobilzie your target up to 4 second, this mean that your team can focus him and kill him very easily

kk will add a variant for it. Btw don't forget to use signatures on talk pages :P --Hanz (talk) 13:56, 4 August 2014 (UTC)

Phd (one of the main popularizers of this build) runs with Celestial + Hoelbrak runes. I'd recommend splitting the S/S and Mace variants into different pages tbh, the S/S variant plays very differently and isn't nearly as effective imho.--TV Thief Icon.jpgTahiriVeila (talk) 18:24, 10 August 2014 (UTC)

Agreed, S/S is significantly worse. --Necromancer Icon Color.pngHanz(talk) 19:23, 10 August 2014 (UTC)
I approved to idea include it as a vaiant but when I've realized how many changes I need to make I started to regret it. Btw cele is just OP. Needs a nerf. Most of the builds are cele now, it fits almost everything - personally, I prefer to keep the "real" amulet associated with each build and just include cele as a vriant.--Necromancer Icon Color.pngHanz(talk) 19:39, 10 August 2014 (UTC)
I agree that Celestial is OP, but in practice, I really do believe that it is the superior option as an amulet to this build over Carrion, and that the amulet suggestions should be flipped around. --CGSN (talk) 13:56, 13 March 2015 (UTC)
I'll look into it but personally I found Carrion more effective. --Necromancer Icon Color.pngHanz(talk) 14:44, 13 March 2015 (UTC)
It might be a playstyle thing. I also am currently running Hoelbrak runes, so the difference in power really becomes noticeable between what we're playing, though I'll definitely be running Nightmare for a bit. Unless in a teamfight, I typically neglect
Skull Crack Skull Crack
½Activation.png
8Recharge.png
Skull Crack
Burst. Stun your foe with a skull crack. Effect increases with adrenaline level.
Damage.pngDamage: 535
Stun.pngLevel 1 Stun (1s): Unable to use skills or move.
Stun.pngLevel 2 Stun (2s): Unable to use skills or move.
Stun.pngLevel 3 Stun (3s): Unable to use skills or move.
Range.pngRange: 130
and keep down
Combustive Shot Combustive Shot
¾Activation.png
8Recharge.png
Combustive Shot
Burst. Ignite target area, burning nearby foes. Effect increses with adrenaline level.
Damage.png2Damage: 372
Burn.png2Burning (5s): 1,310 Damage
Duration.pngDuration: 9 seconds
Radius.pngRadius: 360
Combo.pngCombo Field: Fire
Range.pngRange: 1,200
permanently, which does really good direct damage over the course of the skill. I place a pretty high importance on landing
Arcing Arrow Arcing Arrow
¾Activation.png
10Recharge.png
Arcing Arrow
Shoot a slow, arcing arrow that explodes on impact.
Damage.pngDamage: 487
Radius.pngRadius: 240
Combo.pngCombo Finisher: Blast
Range.pngRange: 1,000
as well. Most importantly though, I run a variant which uses
Rampage Rampage
1Activation.png
180Recharge.png
Rampage
Physical. Take the form of a massive juggernaut, reducing the damage you take and the duration of incoming movement-impeding conditions.
Damage.pngDamage Reduced: 25%
Stability.png2Stability (3s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
Swiftness.pngSwiftness (3s): 33% Movement Speed
Immobilize.pngDuration Decreased
Cripple.pngDuration Decreased
Chill.pngDuration Decreased
Radius.pngBoon Application Interval: 3 seconds
Radius.pngDuration Decreased: 33%
Duration.pngDuration: 15 seconds
, which power benefits immensely, allowing me to hit 2-3k autoattacks because of the power from Celestial. CGSN (talk) 14:59, 13 March 2015 (UTC)
Carrion actually offers more power, but less crit chance and ferocity. --Necromancer Icon Color.pngHanz(talk) 15:21, 13 March 2015 (UTC)
True. Less toughness/healing as well. I ran with Carrion very shortly when initially playing and made the change to Celestial pretty quickly though. Both stat sets do work well with it. CGSN (talk) 15:40, 13 March 2015 (UTC)

Sigils[edit]

Currently it's Geo/Hydro on Mace/Sword and Doom/battle on Longbow. I think Doom should have an instant application so it's less likely to be avoided. Geo/Doom is a common combo, but Hydro works really well in Mace, makes it easier to land the burst skill and impale. After the nerf we don't even need battle, that could be replaced with something. Maybe Hydro/Doom on Mace and Geo/Leeching on bow? --Necromancer Icon Color.pngHanz(talk) 10:56, 7 March 2015 (UTC)

Geo/Doom works particularly well with Sword mainhand because Sword 2 will place you right next to an opponent prior to the weapon swap to ensure it lands. With a M/S weapon swap, there's no real mobility tool to consistently land the Geomancy sigil. I believe in this situation, Doom/Leeching on Longbow becomes the superior option to keep the consistency of the weapon swap doing damage. It also gives your initial weapon swap going into your ranged weapon set a pseudo "burst" (whatever you use + 1000 leeching + 200/s poison), which is great for taking down the last little bit of health on a retreating target. Likewise, Geomancy would go onto the melee set here which can be swapped into after a pin-down. I'm also not a huge fan of Hydromancy since the chill duration is so back breakingly short. Even with the huge Battle nerf, I think it might be better. I've moved the on-swap sigils around a lot, and it's what I've been running on this build. --CGSN (talk) 13:56, 13 March 2015 (UTC)
The thing about Doom/Leeching is that they must be applied with a strike and if the attack misses the sigil procs will be wasted, it can really backfire if you have both on 1 set. Hydro and Geo can be used to instantly proc other sigils because both Geo and Hydro deals some direct damage on swap, that's why the current setup is Geo/Doom and Hydro/Leeching. The damage of hydromancy isn't bad either and it's AoE. --Necromancer Icon Color.pngHanz(talk) 14:44, 13 March 2015 (UTC)
Was the Hydromancy damage buffed recently? I haven't looked at it in over a year, but the last time I tried it, it was hitting for roughly 400 damage on power builds. I imagine it'd be even worse on a condition build. In regards to the application on strike for Leech/Doom, that's actually the reason I prefer to run both on the Longbow. (The following is personal opinion) A ranged weapon is much easier to control when you want to attack with compared to a PBAoE hit, which can occasionally force the Leech/Doom onto clones/pets when your target is >240 units away. By placing it on the Longbow, it's been much easier to ensure that they land on who I want them to hit. Likewise, I personally value the geomancy sigil's effects above doom/leech, so the reliability of placing it on Mace/Sword for the guaranteed hit after a Pin Down (or dodge away from Pin Down) also has been more consistent in practice.CGSN (talk) 14:54, 13 March 2015 (UTC)
Hmm idk about hydro buff, might be wrong though. All I know is I used to run GS/Lb with Hydromancy and it was hitting for ~1.5-2k. --Necromancer Icon Color.pngHanz(talk) 15:21, 13 March 2015 (UTC)
2k?!?! Jesus, I did a lot of testing a long time ago with Hydromancy and never hit anywhere near that. I'll definitely need to revisit Hydromancy when I play tonight. Hahaha. CGSN (talk) 15:40, 13 March 2015 (UTC)

Doom and Geomancy are easy to deliver on Longbow, you want to be near your target to deal full 3 stack of burning from Fan of Fire. I like to run Battle and Leeching on MS because I usually have the firefield wich will proc Leeching immediatly without need of deliver a melee attack. You also can use Skull Crack to stun your enemy and deliver the sigil proc switching to Longbow. --Warrior Icon Color.png Billaboong (billa-talk) 23:53, 13 March 2015 (UTC)

I think it all comes down to personal preference, both are about equally viable.--Necromancer Icon Color.pngHanz(talk) 09:26, 14 March 2015 (UTC)

Elite Replacement?[edit]

I've been using

Rampage Rampage
1Activation.png
180Recharge.png
Rampage
Physical. Take the form of a massive juggernaut, reducing the damage you take and the duration of incoming movement-impeding conditions.
Damage.pngDamage Reduced: 25%
Stability.png2Stability (3s): Cannot be knocked down, pushed back, pulled, launched, stunned, dazed, floated, sunk, feared, or taunted.
Swiftness.pngSwiftness (3s): 33% Movement Speed
Immobilize.pngDuration Decreased
Cripple.pngDuration Decreased
Chill.pngDuration Decreased
Radius.pngBoon Application Interval: 3 seconds
Radius.pngDuration Decreased: 33%
Duration.pngDuration: 15 seconds

with this build (to be more frank, I originally used this trait spread specifically to use Rampage), and it is really, really good. Particularly because of Rampage's CC on autoattack, 2, 4, and 5 working so well with the confusion on interrupt trait. I cannot recall a single 1v1 I've ever lost or have not been able to close out in the 20 seconds of Rampage being up. The last balance patch added in the unstrippable 25% damage reduction and 33% condition reduction on movement impairs, which addressed a huge weakness. One of the last weaknesses, the long duration swiftness/fury/stability being stripped, is going to be changed in the upcoming patch as well.With the upcoming change the Rampage's stability becoming 3 second stability pulsing every 3 seconds (removes the weakness of the boon being stripped) making the Elite skill even stronger, I think it's really worth considering as an alternative. --CGSN (talk) 13:56, 13 March 2015 (UTC)

That's a good idea but I'd wait until the stability patch hits. Then Rampage will be more than decent. --Necromancer Icon Color.pngHanz(talk) 14:44, 13 March 2015 (UTC)
If you haven't tried it since the last balance update to it, I'd definitely give it another go. It's already very good right now. It's also really, really fun. Important to use 4+5 within the first ~3 seconds of the transform to get a second use out of them before the transform ends. CGSN (talk) 14:54, 13 March 2015 (UTC)
Yeah it's actually pretty good. --Necromancer Icon Color.pngHanz(talk) 09:26, 14 March 2015 (UTC)

Nightmare Rune Interrupt Question[edit]

Basically the title. Do the proc on nightmare runes count as an interrupt? I'm not home at the moment to check. If so, that's actually a really clever suggestion that I didn't think to use (using Hoelbrak on this setup at the moment). --CGSN (talk) 13:56, 13 March 2015 (UTC)

It does :) When Anet wanted to bring Perplexity runes to PvP they also wanted to change Fear and make it count as an interrupt. After the forum uproar apocalypse was delayed (no perplexity for now) but fear became an interrupt regardless, so it does proc
Distracting Strikes Distracting Strikes
Distracting Strikes
Apply confusion when you interrupt a foe.
Confusion.png4Confusion (8s): 260 Damage On Skill Use
. --Necromancer Icon Color.pngHanz(talk) 14:44, 13 March 2015 (UTC)
I knew of the fear change that made them count as an interrupt (hurray!). I just wasn't sure whether the interrupt would count on end of animations since it technically procs after you've taken a hit already. Really cool to know. I'll 100% be giving this a try. CGSN (talk) 14:54, 13 March 2015 (UTC)
You're actually right about that the fear happens after the attack so it won't always proc the trait, but channeled skills like mesmer GS autoattack, rapid fire etc will be interrupted and proc the trait. It's fairly relyable against projectiles: when a projectile hits you and triggers the rune, chances are your enemy is already casting his next skill. AoEs like Chaos Storm can also proc it. Even if the rune does not trigger the trait it can still mess up enemy rotations and gives 15% overall condition duration. --Necromancer Icon Color.pngHanz(talk) 15:21, 13 March 2015 (UTC)
Yeah. The "nerf" to Nightmare runes' fear from 2 seconds to 1 second actually works out in favor of this build because the ICD went from 90 to 60 seconds, allowing more frequent chances at interrupt. The 15% condition duration is also very nice. Because Combustive Shot is a 3 second burn, 34% is the first threshold to pass for an extra burn tick, and this brings it up to 35%. You've convinced me that Nightmare is the best rune option for this build.
^^ --Necromancer Icon Color.pngHanz(talk) 09:26, 14 March 2015 (UTC)

Update[edit]

So based on feedback I'll add Rampage as elite, Battle as sigils variant and main bar Celestial. If mighty Defenses would be on the Strength line I'd main bar it, but there are simply better traits on the Discipline line especially if you use your blocks offensively or the enemy figures out your move and won't attack while you are blocking. I'll also try to expand on the usage section, but it's a fairly simple build there isn't much to explain. --Necromancer Icon Color.pngHanz(talk) 09:26, 14 March 2015 (UTC)

Or actully I don'tt think post-nerf battle is that good for this build. --Necromancer Icon Color.pngHanz(talk) 09:30, 14 March 2015 (UTC)

Signet variant[edit]

I've been running a sigil based variant wich I've found to be very strong: the main problem with this build (based on my experience) is that you don't have much condition removal (berserker stance doesn't remove and it's 60s CD) and you don't have any Endure Pain. If you go for Signet of Stamina you solve both problem, you get a full condi removal that can reset a fight with any condition class and you get the permanent Endurance Regeneration (wich is basically vigor, but it can't be removed) allowing you to dodge more and mitigate damage. At this point you don't need

Vigorous Focus Vigorous Focus
Vigorous Focus
Gain vigor when using a Stance.
Vigor.pngVigor (6s): 100% Endurance Regeneration

and you instead go for Signet Mastery Signet Mastery. Now you can change Balanced Stance (wich after the patch gives 5 stacks of Stability) for Signet of the Dolyak, wich has 8 seconds longer CD but offers more toughness (wich we need because we have a carrion amulet) and gives 10 stacks of Stability, wich is a safe stomp even on many Null Field. Elite is of course Signet of Rage, I don't like Rampage because you apply so much CC pressure to not let you your opponent use any skill (so no condi damage) and when you are on CD he'll just run around until you finish your transformation. --Warrior Icon Color.png Billaboong (billa-talk) 17:08, 16 March 2015 (UTC)

The passive bonus of signets are lost when the signet is on CD. The endurance regeneration from Signet of Stamina is only half as effective as Vigor, but Dolyak sounds like a good idea, will add it. --Necromancer Icon Color.pngHanz(talk) 17:44, 16 March 2015 (UTC)

Gameplay Videos[edit]

Anyone have some footage of this build being played? I'd like to see some rotations, tips and tricks, what to look out for etc... Bhagwad (talk) 21:43, 17 May 2015 (UTC)

Couldn't really find any footage. But there is a brief usage guide at the bottom of the page with tricks like adrenaline buildeing pre-match + its playstyle is very similar to Axebow, if you can play that this should be no problem for you. --Necromancer Icon Color.pngHanz(talk) 07:12, 18 May 2015 (UTC)
Remove ads

Remove all ads across the entire website for only $4.99! Click here for more info.