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Difference between revisions of "Vindicator - DPS Vindicator"

 
(16 intermediate revisions by the same user not shown)
Line 4: Line 4:
 
| designed for = wvw zerg
 
| designed for = wvw zerg
 
| focus = Strike Damage, DPS, Boon Support
 
| focus = Strike Damage, DPS, Boon Support
| rating = good
+
| rating = great
| xpac = eod
+
| meta =
 +
| xpac = hot, eod, soto
 +
| difficulty = 2
 
}}
 
}}
  
Line 16: Line 18:
 
| profession = revenant
 
| profession = revenant
 
| specialization = Vindicator
 
| specialization = Vindicator
| weapon1 = hammer
+
| weapon1 = Spear
 
| weapon3 = Greatsword
 
| weapon3 = Greatsword
 
| legend1 = Archemorus
 
| legend1 = Archemorus
Line 35: Line 37:
 
* {{trait|Brutality}} constant stability removal with quickness uptime but less DPS.
 
* {{trait|Brutality}} constant stability removal with quickness uptime but less DPS.
 
{{Specialization|Invocation|mid|bot|bot}}
 
{{Specialization|Invocation|mid|bot|bot}}
{{Specialization|Vindicator|mid|bot|top}}
+
{{Specialization|Vindicator|top|mid|top}}
;Variants
 
* {{Trait|Leviathan Strength}} if your party is providing might cap on spikes without your help
 
* {{Trait|Reaver's Curse}} with extremely high vigor uptime and regularly hitting 3+ targets with {{Trait|Forerunner of Death}}
 
  
  
Line 44: Line 43:
 
{{PvE equipment
 
{{PvE equipment
 
| weight = Heavy
 
| weight = Heavy
| stats = Berserker
+
| stats = Marauder
 +
| ring1 = Berserker
 
| rune = Superior Rune of the Scholar
 
| rune = Superior Rune of the Scholar
 
| rune-qt = 6
 
| rune-qt = 6
| weapon1 = Hammer
+
| relic = Relic of Isgarren
 +
| weapon1 = Spear
 
| weapon2 =  
 
| weapon2 =  
| sigil1 = Superior Sigil of Force
+
| sigil1 = Superior Sigil of Energy
| sigil2 = Superior Sigil of Accuracy
+
| sigil2 = Superior Sigil of Fire
 
| weapon3 = Greatsword
 
| weapon3 = Greatsword
 
| weapon4 =
 
| weapon4 =
| sigil3 = Superior Sigil of Energy
+
| sigil3 = Superior Sigil of Hydromancy
 
| sigil4 = Superior Sigil of Bloodlust
 
| sigil4 = Superior Sigil of Bloodlust
| amulet =  Assassin
 
| accessory1 = Berserker
 
| accessory2 = Berserker
 
| backpiece = Berserker
 
 
| infusion1 = Mighty WvW Infusion
 
| infusion1 = Mighty WvW Infusion
| infusion1-qt = 18
+
| infusion1-qt = 17
 +
| infusion2 = Precise WvW Infusion
 +
| infusion2-qt = 1
 
}}
 
}}
  
Line 66: Line 65:
 
===Equipment Variants===
 
===Equipment Variants===
 
;Stats
 
;Stats
* {{tooltip|Marauder stats}}/{{tooltip|Dragon stats}} if you find you need extra defensive stats, but do not go over crit cap
+
* Feel free to use as much {{tooltip|Berserker stats}} as you feel comfortable with
 +
 
 +
;Relic
 +
* {{Relic|Relic of Speed}}
 +
* {{Relic|Relic of the Thief}} - more damage if fights are ranged heavy
  
 
;Sigils
 
;Sigils
* '''Greatsword''' {{Sigil|Superior Sigil of Hydromancy}}
 
 
* {{Sigil|Superior Sigil of Stamina}}
 
* {{Sigil|Superior Sigil of Stamina}}
  
Line 82: Line 84:
 
===Priorities===
 
===Priorities===
 
;High
 
;High
* Ranged Spike
+
* Damage
  
 
;Moderate
 
;Moderate
* Sustained damage
 
* {{Tooltip|Might}}
 
  
 
;Low
 
;Low
* CC
 
  
  
Line 97: Line 96:
 
** {{skill|Phantom's Onslaught}} will lunge towards a target if they are within range, otherwise it moves you considerably less than 900 range
 
** {{skill|Phantom's Onslaught}} will lunge towards a target if they are within range, otherwise it moves you considerably less than 900 range
 
*** Neutral creatures can be used as targets
 
*** Neutral creatures can be used as targets
* This builds has high active defenses  
+
* This build has high active defenses  
 
** Only use {{Skill|Phase Smash}} defensively if desperate, it will likely leave you more out of position than when you started
 
** Only use {{Skill|Phase Smash}} defensively if desperate, it will likely leave you more out of position than when you started
 
** Toggle {{Skill|Vengeful Hammers}} on whenever you expect significant pressure, its upkeep is cheap  
 
** Toggle {{Skill|Vengeful Hammers}} on whenever you expect significant pressure, its upkeep is cheap  
Line 122: Line 121:
 
** {{Skill|Battle Dance}}
 
** {{Skill|Battle Dance}}
 
** {{Skill|Selfless Spirit}}
 
** {{Skill|Selfless Spirit}}
* {{Skill|Phase Smash}}
 
 
}}
 
}}
  
  
 
===Detailed Explanations===
 
===Detailed Explanations===
====Ranged Spike====
+
====Damage====
* Casting {{Skill|Coalescence of Ruin}} immediately before {{Skill|Phase Smash}} will make both hits land at the same time
 
** {{Skill|Phase Smash}} is the priority skill if you can't use both
 
* Avoid casting {{Skill|Phase Smash}} as groups cross each other so you aren't left behind
 
 
 
 
 
====Sustained damage====
 
 
* You can {{Skill|Phase Smash}} through traps and marks to activate them without taking any damage.
 
* You can {{Skill|Phase Smash}} through traps and marks to activate them without taking any damage.
 
* Try to place {{Skill|Inspiring Reinforcement}} in the direction your group is pushing if possible, but prioritize hitting enemies
 
* Try to place {{Skill|Inspiring Reinforcement}} in the direction your group is pushing if possible, but prioritize hitting enemies
 
* Toggle on {{Skill|Vengeful Hammers}} any time you're in range and in '''Jalis''', but prioritize other skills when energy is limited
 
* Toggle on {{Skill|Vengeful Hammers}} any time you're in range and in '''Jalis''', but prioritize other skills when energy is limited
 +
* Make sure to prioritize using at least 1 charge of {{Skill|Abyssal Raze}} in '''Spear''' to avoid wasting the cooldown reduction that other spear abilities give.
  
 
{{Collapsible
 
{{Collapsible
Line 151: Line 144:
  
 
;Greatsword
 
;Greatsword
 +
* {{Skill|Mist Unleashed}}
 
* {{Skill|True Strike (Vindicator)}} - 5 charges
 
* {{Skill|True Strike (Vindicator)}} - 5 charges
 
* {{Skill|Eternity's Requiem}}
 
* {{Skill|Eternity's Requiem}}
 
* {{Skill|Phantom's Onslaught}}
 
* {{Skill|Phantom's Onslaught}}
* {{Skill|Mist Unleashed}}
 
  
;Hammer
+
;Spear
* {{Skill|Phase Smash}}
+
* {{Skill|Abyssal Raze}}
* {{Skill|Coalescence of Ruin}}
+
* {{Skill|Abyssal Force}}
 +
* {{Skill|Abyssal Blitz}}
 +
* {{Skill|Abyssal Blot}}
 
}}
 
}}
 
 
====Might====
 
* Your might is mostly passively generated through {{Trait|Amnesty of Shing Jea}} through using '''Aliiance''' skills and {{Skill|Energy Meld}}
 
* Stay close to your group, {{Trait|Amnesty of Shing Jea}} has a small radius
 
* Before leaving '''Alliance''' stance, use {{Skill|Alliance Tactics}} to swap to '''Saint Viktor''' and proc {{Trait|Amnesty of Shing Jea}}
 
** As soon as you reenter '''Alliance''' stance, use {{Skill|Alliance Tactics}} again to get access to '''Archemorus''' skills
 
 
 
====CC====
 
* Use {{Skill|Forced Engagement}} when:
 
** Your group calls a spike:
 
*** Winds - {{Skill|Winds of Disenchantment}}
 
*** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}}
 
*** Shades - {{Skill|Desert Shroud}}
 
*** Traps - {{Skill|Procession of Blades}}+{{Skill|Test of Faith}}
 
** On top of enemy downs (while alive players are on top of them)
 
** Enemy groups moving defensively while your group is pushing
 
* Use {{Skill|Drop the Hammer}} when all other skills are on cooldown and projectile block is stopping your {{Skill|Hammer Bolt}}
 

Latest revision as of 22:49, 23 August 2024

The community gave this build a rating, making it top-tier: Great

Focused on: Strike damageDps and Boon support

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsEnd of Dragons buildsSecrets of the Obscure builds

Difficulty:
Normal
This build was last updated on August 23, 2024 and is up to date for the August 23, 2024 patch.

Overview

A Power based Vindicator build for WvW. The power of greatsword, the durability of Jalis, and the damage of Coalescence of Ruin allow this build to deal strong damage with great survivability.


Skill Bar

Spear
Greatsword
Utility
Utility


Template Code

[&DQkDPg8mNDfcEdwRKxIGEgYSKxLUEdQRyhHKEQ8NDwAAAAAAAAAAAAAAAAA=]
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Specializations

Variants
  • Assassin's Presence worth it if two other DPS in your party lack fury uptime
  • Brutality constant stability removal with quickness uptime but less DPS.


Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Berserker
Ring
Marauder
Spear
Marauder
Sigil
Sigil
Greatsword
Marauder
Sigil
Sigil
Rune
x6
Infusion
x17
Infusion
x1
Relic


Equipment Variants

Stats
Relic
  • Relic of Speed
  • Relic of the Thief - more damage if fights are ranged heavy
Sigils
  • Sigil of Superior Sigil of Stamina


Consumables

    • personal food option


Usage

Priorities

High
  • Damage
Moderate
Low


Surviving

  • This build has moderate passive defense
  • This build has moderate mobility skill access
    • Phantom's Onslaught will lunge towards a target if they are within range, otherwise it moves you considerably less than 900 range
      • Neutral creatures can be used as targets
  • This build has high active defenses
    • Only use Phase Smash defensively if desperate, it will likely leave you more out of position than when you started
    • Toggle Vengeful Hammers on whenever you expect significant pressure, its upkeep is cheap
    • 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
Active defense priority
  • Reaver's Rage - for stunbreaking
  • Rite of the Great Dwarf - for stunbreaking
  • Soothing Stone - for Immobilize Immobilize
  • Alliance Tactics - Saint Viktor
  • Vengeful Hammers
  • Dodge
    • Energy Meld - if short on Endurance
  • Imperial Guard
  • Rite of the Great Dwarf - general use
  • Selfish Spirit/Soothing Stone - general use
  • Alliance Tactics - Saint Viktor
    • Battle Dance
    • Selfless Spirit


Detailed Explanations

Damage

  • You can Phase Smash through traps and marks to activate them without taking any damage.
  • Try to place Inspiring Reinforcement in the direction your group is pushing if possible, but prioritize hitting enemies
  • Toggle on Vengeful Hammers any time you're in range and in Jalis, but prioritize other skills when energy is limited
  • Make sure to prioritize using at least 1 charge of Abyssal Raze in Spear to avoid wasting the cooldown reduction that other spear abilities give.
Skill priority
  • Scavenger Burst - if lacking Fury Fury or Quickness Quickness
  • Forerunner of Death
  • Nomad's Advance
  • Scavenger Burst - general use
  • Inspiring Reinforcement
  • Vengeful Hammers
Greatsword
  • Mist Unleashed
  • True Strike (Vindicator) - 5 charges
  • Eternity's Requiem
  • Phantom's Onslaught
Spear
  • Abyssal Raze
  • Abyssal Force
  • Abyssal Blitz
  • Abyssal Blot


Ratings

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Comments

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