Difference between revisions of "Willbender - Meditation Swordbender Roamer"
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| designed for = WvW Roaming | | designed for = WvW Roaming | ||
| focus = strike damage, mobility | | focus = strike damage, mobility | ||
− | | rating = | + | | rating = good |
| difficulty = 1 | | difficulty = 1 | ||
+ | | xpac = EoD | ||
}} | }} | ||
Line 20: | Line 21: | ||
| weapon3 = sword | | weapon3 = sword | ||
| weapon4 = sword | | weapon4 = sword | ||
− | | healing = | + | | healing = Signet of Resolve |
| utility1 = Smite Condition | | utility1 = Smite Condition | ||
| utility2 = Judge's Intervention | | utility2 = Judge's Intervention | ||
Line 26: | Line 27: | ||
| elite = Renewed Focus | | elite = Renewed Focus | ||
}} | }} | ||
+ | |||
+ | |||
+ | ===Skill Variants=== | ||
+ | '''Utility''' | ||
+ | * {{Skill|Contemplation of Purity}} over {{Skill|Smite Condition}} - trades a low CD source of {{Tooltip|Fury}}, healing and cleansing for a stun break + mass cleanse on a longer CD. | ||
+ | |||
+ | |||
+ | '''Heal''' | ||
+ | * {{Skill|Litany of Wrath}} - no passive cleansing and usually heals for less, but the low cast time makes it safer to use under pressure and the extra {{Tooltip|Fury}} via trait synergy could be relevant when you're not playing with {{Skill|Smite Condition}}. | ||
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQEuOQ0qQS44AQMBeAE2AUcBBAHYGi0BNwE3AQAAAAAAAAAAAAAAAAAAAAACWgAyAAA=] |
}} | }} | ||
Line 62: | Line 72: | ||
'''Relics''' | '''Relics''' | ||
− | * {{Relic|Relic of | + | * {{Relic|Relic of the Brawler}} - burst damage increase after using shadowstep skills such as {{Skill|Judge's Intervention}} or {{Skill|Advancing Strike}} thanks to {{Trait|Vanguard Tactics}} synergy. |
+ | |||
+ | * {{Relic|Relic of Zakiros}} - better healing. | ||
Line 82: | Line 94: | ||
==Usage== | ==Usage== | ||
− | To be | + | '''General''' |
+ | * Every '''Virtue''' skill is a '''mobility''' skill on Willbender. Besides their base functionality they are great for sticking to targets or escaping damage. | ||
+ | |||
+ | *Try to burn through all of your virtues before resorting to {{Skill|Renewed Focus}}. RF is a great skill to use if you're being focues by the enemy team and you don't have any CDs left. Just keep in mind that this skill makes you lose capture point contribution for its duration. | ||
+ | |||
+ | * {{Skill|Whirling Light}} is as much of a defensive skill as it is offensive, offering AoE {{Tooltip|Weakness}} application on top of great damage. | ||
+ | |||
+ | * One of Willbender's greatest strengths is its '''mobility''': | ||
+ | **Every virtue skill is a mobility skill. | ||
+ | ** Both weapon sets have either teleports or leaps. Most of the teleports require a target, but you can get creative with that by doing things like selecting a far away enemy target and spamming teleports to get across the map faster, or selecting objects such as a Trebuchet on Battle of Kyhlo to leave enemies behind. | ||
+ | ** {{Skill|Advancing Strike}} is a good mobility skill even without a target as it makes you dash forward. | ||
+ | |||
+ | * {{Tooltip|Blind}}s are important even when bursting targets as Blind spam prevents them from counterpressuring you. {{Skill|Symbol of Blades}}, {{Skill|Leap of Faith}} and {{Skill|Rushing Justice}} all apply this condition on top of doing great damage. | ||
+ | |||
+ | |||
+ | '''Sword/Sword''' | ||
+ | |||
+ | *The main source of burst damage here comes from the the offhand skills: | ||
+ | ** {{Skill|Advancing Strike}} deals good damage and sets up your next attack perfectly with {{Tooltip|Immobilize}} and {{Tooltip|Resolution}} (it's a shadowstep). | ||
+ | ** {{Skill|Executioner's Calling}} is the hardest hitting skill on this set and combos well with Advancing Strike. | ||
+ | |||
+ | * {{Skill|Zealot's Defense}} is both defensive and offensive, deals solid damage while destroying enemy projectiles. Note that the damage of this skill can be very unreliable in anything but melee range. | ||
+ | |||
+ | *{{Skill|Symbol of Blades}} has many uses: vertical mobility via teleportation, symbol for cleaving, {{Tooltip|Blind}} to make an important skill miss, or a combo field which can be used for AoE cleansing by executing a blast finisher in it. | ||
+ | |||
+ | |||
+ | '''Greatsword''' | ||
+ | |||
+ | *{{Skill|Whirling Wrath}} is the main burst skill in the build, make sure it lands - do an unexpected ranged burst with {{Skill|Judge's Intervention}}, or use it after pulling targets in with {{Skill|Binding Blade}}. | ||
+ | |||
+ | * {{Sigil|Superior Sigil of Hydromancy}} and {{Sigil|Superior Sigil of Rage}} are there to help you secure Whirling Wrath by snaring enemies and speeding up the skill. {{Skill|Whirling Light}} is a great followup with {{Tooltip|Quickness}} too. | ||
+ | |||
+ | *When in combat, always try to combo {{Skill|Leap of Faith}} in a Light field such as {{Skill|Symbol of Wrath}} for {{Tooltip|Light Aura}}. Few things to note when using this for mobility: | ||
+ | ** If you're '''OOC''' (out of combat), swap weapons just before the leap finishes in order to cancel the final part of the skill which would otherwise bring you to a halt. | ||
+ | ** '''In combat''' this can be used for jumping away from the fight to avoid damage. To do that simply just detarget (click anywhere on your screen that's not an enemy player) before using the skill, and make sure that auto-targetting is disabled. | ||
+ | |||
+ | *{{Skill|Binding Blade}} is useful even when the target has {{Tooltip|Stability}} and thus cannot be pulled. The damage over time part of this skill is decent, and you could time it in a way that the target's stability runs out before Binding Blade does, allowing you to pull them in later. '''Note:''' the skill itself ''can'' be dodged, but once the blades are attached, you can pull targets out of any kind of evade frame! Last but not least, the blades seek out enemies even if they are {{Tooltip|Stealth}}ed. | ||
+ | |||
+ | |||
+ | '''Ranged burst combo example''' | ||
+ | # If possible, have an active {{Tooltip|Aegis}} to gain the damage bonus from{{Trait|Unscathed Contender}}. | ||
+ | # Weapon Swap to GS if you're not already on it (in combat this also procs your sigils). | ||
+ | #{{Skill|Whirling Wrath}} - start casting it from range. | ||
+ | #{{Skill|Judge's Intervention}} to teleport to the target right before WW starts doing damage. | ||
+ | |||
+ | |||
+ | '''Sustain''' | ||
+ | * {{Skill|Flowing Resolve}} is an excellent reactive skill which cleanses several conditions and even has an evade frame in case you need to dodge something but don't have the endurance. | ||
+ | |||
+ | * ''If taken'' {{Skill|Smite Condition}} can help you manage conditions and recover health frequently throughout a fight. | ||
+ | |||
+ | * ''If taken'' {{Skill|Contemplation of Purity}} is a purely defensive stun break and your best answer against an overwhelming amount of conditions. Usually a last resort for when you're heavily pressured and other options don't cut it anymore. | ||
+ | |||
+ | * {{Skill|Crashing Courage}} is an excellent and versatile defensive skill. Short CD, breaks stuns, grants boons, it's also a ground targeted ranged teleport which adds a lot of vertical mobility to the build. Leaving attackers behind while teleporting to the highground can save your life. As with most Willbender skills, it's not purely defensive - the AoE it leaves behind upon landing is a good source of cleave damage too, so you could sacrifice this skill to chase or pressure targets if you're fine with giving up a defensive CD. | ||
+ | ** {{Trait|Redemption}} adds a lesser {{Skill|Litany of Wrath}} proc to this skill, allowing you to recover health if you burst someone right after. | ||
+ | |||
+ | * {{Skill|Judge's Intervention}} is also a stun break but most of the time it'll be used to execute burst combos from range. Worth holding onto for defensive purposes when every other stun break is on CD though. | ||
+ | |||
+ | * As long as you have {{Skill|Renewed Focus}} you're somewhat safe. It's an incredibly powerful defensive skill which grants you immunity to incoming damage and CC (other than fall damage) when under heavy pressure, and refreshes all of your Virtues which could either help you stay alive longer or run away. | ||
==Related Builds== | ==Related Builds== | ||
+ | * [[Build:Willbender_-_Radiant_Swordbender_Roamer|Radiant Swordbender Roamer]] - the more high risk/reward Radiance version of Willbender. | ||
+ | |||
* [[Build:Guardian_-_Radiant_Greatsword_Roamer|Radiant GS Roamer]] - core version. | * [[Build:Guardian_-_Radiant_Greatsword_Roamer|Radiant GS Roamer]] - core version. |
Latest revision as of 14:44, 7 August 2024
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage and Mobility
Designed for: WvW Roaming
Difficulty:
Easy
This build was last updated on August 07, 2024 and is up to date for the October 8, 2024 patch.
Overview
A Power Willbender build for WvW Roaming focusing on burst damage and mobility. Deals less damage than the Radiance version but offers slightly better sustain for longer fights.
Skill Bar
Greatsword
Sword/Sword
Utility
Skill Variants
Utility
- Fury, healing and cleansing for a stun break + mass cleanse on a longer CD. over - trades a low CD source of
Heal
- Fury via trait synergy could be relevant when you're not playing with . - no passive cleansing and usually heals for less, but the low cast time makes it safer to use under pressure and the extra
Template Code
[&DQEuOQ0qQS44AQMBeAE2AUcBBAHYGi0BNwE3AQAAAAAAAAAAAAAAAAAAAAACWgAyAAA=]
Specializations
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Marauder
Marauder
Ring
Marauder
Marauder
Greatsword
Marauder
Marauder
Sigil
Sigil
Sword
Marauder
Marauder
Sword
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Relics
- - burst damage increase after using shadowstep skills such as or thanks to synergy.
- - better healing.
Consumables
Food
- - strong mix of sustain and damage.
- - cheaper defensive option.
- - active damage mitigation via more access to dodging.
- is a cheaper version of Orrian Truffle and Meat Stew and sufficient enough in most cases.
- - non-ascended offensive option.
Utility
- or
Usage
General
- Every Virtue skill is a mobility skill on Willbender. Besides their base functionality they are great for sticking to targets or escaping damage.
- Try to burn through all of your virtues before resorting to . RF is a great skill to use if you're being focues by the enemy team and you don't have any CDs left. Just keep in mind that this skill makes you lose capture point contribution for its duration.
- Weakness application on top of great damage. is as much of a defensive skill as it is offensive, offering AoE
- One of Willbender's greatest strengths is its mobility:
- Every virtue skill is a mobility skill.
- Both weapon sets have either teleports or leaps. Most of the teleports require a target, but you can get creative with that by doing things like selecting a far away enemy target and spamming teleports to get across the map faster, or selecting objects such as a Trebuchet on Battle of Kyhlo to leave enemies behind.
- is a good mobility skill even without a target as it makes you dash forward.
- Blinds are important even when bursting targets as Blind spam prevents them from counterpressuring you. , and all apply this condition on top of doing great damage.
Sword/Sword
- The main source of burst damage here comes from the the offhand skills:
- Immobilize and Resolution (it's a shadowstep). deals good damage and sets up your next attack perfectly with
- is the hardest hitting skill on this set and combos well with Advancing Strike.
- is both defensive and offensive, deals solid damage while destroying enemy projectiles. Note that the damage of this skill can be very unreliable in anything but melee range.
- Blind to make an important skill miss, or a combo field which can be used for AoE cleansing by executing a blast finisher in it. has many uses: vertical mobility via teleportation, symbol for cleaving,
Greatsword
- is the main burst skill in the build, make sure it lands - do an unexpected ranged burst with , or use it after pulling targets in with .
- Quickness too. and are there to help you secure Whirling Wrath by snaring enemies and speeding up the skill. is a great followup with
- When in combat, always try to combo Light Aura. Few things to note when using this for mobility:
- If you're OOC (out of combat), swap weapons just before the leap finishes in order to cancel the final part of the skill which would otherwise bring you to a halt.
- In combat this can be used for jumping away from the fight to avoid damage. To do that simply just detarget (click anywhere on your screen that's not an enemy player) before using the skill, and make sure that auto-targetting is disabled.
in a Light field such as for
- Stability and thus cannot be pulled. The damage over time part of this skill is decent, and you could time it in a way that the target's stability runs out before Binding Blade does, allowing you to pull them in later. Note: the skill itself can be dodged, but once the blades are attached, you can pull targets out of any kind of evade frame! Last but not least, the blades seek out enemies even if they are Stealthed. is useful even when the target has
Ranged burst combo example
- If possible, have an active Aegis to gain the damage bonus from .
- Weapon Swap to GS if you're not already on it (in combat this also procs your sigils).
- - start casting it from range.
- to teleport to the target right before WW starts doing damage.
Sustain
- is an excellent reactive skill which cleanses several conditions and even has an evade frame in case you need to dodge something but don't have the endurance.
- If taken can help you manage conditions and recover health frequently throughout a fight.
- If taken is a purely defensive stun break and your best answer against an overwhelming amount of conditions. Usually a last resort for when you're heavily pressured and other options don't cut it anymore.
- adds a lesser proc to this skill, allowing you to recover health if you burst someone right after.
is an excellent and versatile defensive skill. Short CD, breaks stuns, grants boons, it's also a ground targeted ranged teleport which adds a lot of vertical mobility to the build. Leaving attackers behind while teleporting to the highground can save your life. As with most Willbender skills, it's not purely defensive - the AoE it leaves behind upon landing is a good source of cleave damage too, so you could sacrifice this skill to chase or pressure targets if you're fine with giving up a defensive CD.
- is also a stun break but most of the time it'll be used to execute burst combos from range. Worth holding onto for defensive purposes when every other stun break is on CD though.
- As long as you have you're somewhat safe. It's an incredibly powerful defensive skill which grants you immunity to incoming damage and CC (other than fall damage) when under heavy pressure, and refreshes all of your Virtues which could either help you stay alive longer or run away.
Related Builds
- Radiant Swordbender Roamer - the more high risk/reward Radiance version of Willbender.
- Radiant GS Roamer - core version.
Ratings
Weak training wheels build. Play this only if you are unable to make the Radiance version work. Willbender does not have the tools to out-sustain bruisers like holo/vindi/any cele build no matter how tanky you build; damage is what matters.
Still works fine but I think Radiance is the better version of the build, the extra damage helps snowball fights harder. The extra healing here is nice but it won't help you outlast a Cele build, what you need is burst.
A great build for learning WB, and even better when you know it well. High sustain, with burst damage that's nothing to snuff at. The 02/14/23 patch will remove the restriction of allowing only one Willbender Flames buff at a time. A build that was already very versatile will get even better.
This is a fun and effective build, with a well-rounded feel to it. I would recommend it to anyone with a bit of WB experience under their belt. The only major drawn back I found was it has next to no range ability, but that's not the end of the world on a roaming build and the long range teleport takes the edge off the problem somewhat. You can always swap to a DH build temporarily if your roaming squad decides to take a tower down.
This is acctually a really fun build .only thing i would consider is the meditation heal skill
Comments
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