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− | {{Build
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− | | profession = Revenant
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− | | specialization = Vindicator
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− | | designed for = wvw zerg
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− | | focus = Strike Damage, DPS, Boon Support
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− | | rating = good
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− | | xpac = eod
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− | }}
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| | | |
− | ==Overview==
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− | A Power based Vindicator build for WvW. The power of greatsword, the durability of Jalis, and the damage of {{Skill|Coalescence of Ruin}} allow this build to deal strong damage with great survivability.
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− | ==Skill Bar==
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− | {{Skill bar
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− | | profession = revenant
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− | | specialization = Vindicator
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− | | weapon1 = hammer
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− | | weapon3 = Greatsword
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− | | legend1 = Archemorus
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− | | legend2 = Jalis
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− | }}
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− |
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− |
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− | ==Template Code==
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− | {{TemplateCode|
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− | code = [&DQkDPg8mNDfcEdwRKxIGEgYSKxLUEdQRyhHKEQ8NDwAAAAAAAAAAAAAAAAA=]
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− | }}
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− |
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− |
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− | ==Specializations==
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− | {{Specialization|Devastation|mid|top|mid}}
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− | ;Variants
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− | * {{trait|Notoriety}} selfish stat boost, can be worth it if you party has only two DPS
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− | * {{trait|Brutality}} constant stability removal with quickness uptime but less DPS.
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− | {{Specialization|Invocation|mid|bot|bot}}
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− | {{Specialization|Vindicator|mid|bot|top}}
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− | ;Variants
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− | * {{Trait|Leviathan Strength}} if your party is providing might cap on spikes without your help
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− | * {{Trait|Reaver's Curse}} with extremely high vigor uptime and regularly hitting 3+ targets with {{Trait|Forerunner of Death}}
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− |
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− |
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− | ==Equipment==
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− | {{PvE equipment
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− | | weight = Heavy
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− | | stats = Berserker
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− | | rune = Superior Rune of the Scholar
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− | | rune-qt = 6
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− | | weapon1 = Hammer
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− | | weapon2 =
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− | | sigil1 = Superior Sigil of Force
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− | | sigil2 = Superior Sigil of Accuracy
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− | | weapon3 = Greatsword
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− | | weapon4 =
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− | | sigil3 = Superior Sigil of Energy
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− | | sigil4 = Superior Sigil of Bloodlust
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− | | amulet = Assassin
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− | | accessory1 = Berserker
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− | | accessory2 = Berserker
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− | | backpiece = Berserker
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− | | infusion1 = Mighty WvW Infusion
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− | | infusion1-qt = 18
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− | }}
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− |
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− |
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− | ===Equipment Variants===
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− | ;Stats
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− | * {{tooltip|Marauder stats}}/{{tooltip|Dragon stats}} if you find you need extra defensive stats, but do not go over crit cap
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− |
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− | ;Sigils
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− | * '''Greatsword''' {{Sigil|Superior Sigil of Hydromancy}}
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− | * {{Sigil|Superior Sigil of Stamina}}
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− |
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− | ===Consumables===
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− | * {{Food|Peppercorn-Crusted Sous-Vide Steak}}
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− | ** {{Food|Carrot Soufflé}} personal food option
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− | * {{Utility|Superior Sharpening Stone}}
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− |
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− |
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− | ==Usage==
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− | ===Priorities===
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− | ;High
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− | * Ranged Spike
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− |
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− | ;Moderate
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− | * Sustained damage
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− | * {{Tooltip|Might}}
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− |
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− | ;Low
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− | * CC
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− |
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− |
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− | ====Surviving====
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− | * This build has moderate passive defense
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− | * This build has moderate mobility skill access
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− | ** {{skill|Phantom's Onslaught}} will lunge towards a target if they are within range, otherwise it moves you considerably less than 900 range
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− | *** Neutral creatures can be used as targets
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− | * This builds has high active defenses
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− | ** Only use {{Skill|Phase Smash}} defensively if desperate, it will likely leave you more out of position than when you started
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− | ** Toggle {{Skill|Vengeful Hammers}} on whenever you expect significant pressure, its upkeep is cheap
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− | ** {{Skill|Rite of the Great Dwarf}} breaks stuns at the beginning of the cast, dodge or weapon stow to cancel the cast if you're in danger
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− |
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− | {{Collapsible
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− | |width=85
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− | |;Active defense priority
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− | |
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− | * {{Skill|Reaver's Rage}} - for stunbreaking
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− | * {{Skill|Rite of the Great Dwarf}} - for stunbreaking
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− | * {{Skill|Soothing Stone}} - for {{Tooltip|Immobilize}}
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− | * {{Skill|Alliance Tactics}} - Saint Viktor
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− | ** {{Skill|Awakening}} - for stunbreaking
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− | ** {{Skill|Battle Dance}} - for {{Tooltip|Immobilize}}
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− | ** {{Skill|Tree Song}} - for {{Tooltip|Immobilize}}
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− | * {{Skill|Vengeful Hammers}}
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− | * '''Dodge'''
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− | ** {{Skill|Energy Meld}} - if short on '''Endurance'''
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− | * {{Skill|Imperial Guard}}
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− | * {{Skill|Rite of the Great Dwarf}} - general use
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− | * {{Skill|Selfish Spirit}}/{{Skill|Soothing Stone}} - general use
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− | * {{Skill|Alliance Tactics}} - Saint Viktor
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− | ** {{Skill|Battle Dance}}
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− | ** {{Skill|Selfless Spirit}}
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− | * {{Skill|Phase Smash}}
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− | }}
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− |
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− | ===Detailed Explanations===
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− | ====Ranged Spike====
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− | * Casting {{Skill|Coalescence of Ruin}} immediately before {{Skill|Phase Smash}} will make both hits land at the same time
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− | ** {{Skill|Phase Smash}} is the priority skill if you can't use both
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− | * Avoid casting {{Skill|Phase Smash}} as groups cross each other so you aren't left behind
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− |
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− | ====Sustained damage====
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− | * You can {{Skill|Phase Smash}} through traps and marks to activate them without taking any damage.
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− | * Try to place {{Skill|Inspiring Reinforcement}} in the direction your group is pushing if possible, but prioritize hitting enemies
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− | * Toggle on {{Skill|Vengeful Hammers}} any time you're in range and in '''Jalis''', but prioritize other skills when energy is limited
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− | {{Collapsible
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− | |width=85
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− | |collapsed=true
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− | |;Skill priority
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− | |
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− | * {{Skill|Scavenger Burst}} - if lacking {{Tooltip|Fury}} or {{Tooltip|Quickness}}
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− | * {{Trait|Forerunner of Death}}
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− | * {{Skill|Nomad's Advance}}
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− | * {{Skill|Scavenger Burst}} - general use
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− | * {{Skill|Inspiring Reinforcement}}
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− | * {{Skill|Vengeful Hammers}}
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− |
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− | ;Greatsword
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− | * {{Skill|True Strike (Vindicator)}} - 5 charges
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− | * {{Skill|Eternity's Requiem}}
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− | * {{Skill|Phantom's Onslaught}}
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− | * {{Skill|Mist Unleashed}}
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− |
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− | ;Hammer
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− | * {{Skill|Phase Smash}}
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− | * {{Skill|Coalescence of Ruin}}
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− | }}
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− | ====Might====
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− | * Your might is mostly passively generated through {{Trait|Amnesty of Shing Jea}} through using '''Aliiance''' skills and {{Skill|Energy Meld}}
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− | * Stay close to your group, {{Trait|Amnesty of Shing Jea}} has a small radius
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− | * Before leaving '''Alliance''' stance, use {{Skill|Alliance Tactics}} to swap to '''Saint Viktor''' and proc {{Trait|Amnesty of Shing Jea}}
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− | ** As soon as you reenter '''Alliance''' stance, use {{Skill|Alliance Tactics}} again to get access to '''Archemorus''' skills
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− |
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− | ====CC====
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− | * Use {{Skill|Forced Engagement}} when:
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− | ** Your group calls a spike:
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− | *** Winds - {{Skill|Winds of Disenchantment}}
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− | *** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}}
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− | *** Shades - {{Skill|Desert Shroud}}
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− | *** Traps - {{Skill|Procession of Blades}}+{{Skill|Test of Faith}}
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− | ** On top of enemy downs (while alive players are on top of them)
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− | ** Enemy groups moving defensively while your group is pushing
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− | * Use {{Skill|Drop the Hammer}} when all other skills are on cooldown and projectile block is stopping your {{Skill|Hammer Bolt}}
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