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Difference between revisions of "Rosnzn"

 
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==Overview==
 
==Overview==
An unkillable 1v1 build with decent damage wich can adapt to more offensive or defensive variants. It can manage up to 3 enemies without too many problems and can cycle trough invulnerabilities to survive for a decent amount of time even against more enemies.
+
An unkillable 1v1 build with decent damage wich can adapt to more offensive or defensive variants. It can manage to survive up to 3 enemies without problems and can cycle trough defensives in order to survive for a decent amount of time even against more enemies.
  
  
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==Usage==
 
==Usage==
 
===General===
 
===General===
While this build does provide mid to low damage, it is unkillable in 1v1 and can outsustain any offensive build without breaking a sweat, by kiting and running it can tank up to 3-4 people for a good amount of time.
+
While this build does provide mid to low damage, it can manage anyone in a 1v1 and can outsustain offensive builds without breaking a sweat <br>
It's only weakness being boonrip and excessive condi pressure, but yet again by cycling blocks and the insane amount of dodges it has access to, it can be managed.
+
Against more enemies you can also easily manage to survive and eventually kill squishy targets by kiting and running dishing out some damage while in the process.
 +
It's only weakness being boonrip and excessive constant condi pressure, but yet again you can always disengage with your movement skills and cycle block/heal/dodges to run away from bad situations.
  
 
===Surviving===
 
===Surviving===
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* This builds has high active defenses
 
* This builds has high active defenses
  
 
 
==Usage==
 
 
'''Synergies''' <br>
 
'''Synergies''' <br>
  
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You also have a lot of might enabler like: {{Trait|Marching Orders}} , {{Trait|Empower Allies}} , {{Trait|Forceful Greatsword}} , {{Trait|Reckless Dodge}} , {{Skill|Signet of Rage}}  
 
You also have a lot of might enabler like: {{Trait|Marching Orders}} , {{Trait|Empower Allies}} , {{Trait|Forceful Greatsword}} , {{Trait|Reckless Dodge}} , {{Skill|Signet of Rage}}  
 
+
When applying might you also get heal and endurance from: {{Trait|Might Makes Right}} and {{Trait|Mending Might}} . While {{Trait|Adrenal Health}} will passively heal you as long as you hit with your burst skills.
And don't forget that when applying might you also get healed from: {{Trait|Might Makes Right}} and {{Trait|Mending Might}} . While {{Trait|Adrenal Health}} will passively heal you as long as you hit with your burst skills.
 
  
 
'''How to do damage''' <br>
 
'''How to do damage''' <br>
  
Simply by cycling your damaging and defensive spells will eventually grind down your enemies while keeping you full of defensive buffs and heals, traits like {{Trait|Empowered}}  and {{Trait|Pinnacle of Strength}} Pinnacle of Strength seamlessly synergize, providing a decent amount of damage, while {{Trait|Resilient Roll}} will make you ignore conditions like blind, root, chill; making it easier to land your skills <br>
+
Simply by cycling your damaging and defensive spells will eventually grind down your enemies while keeping you full of defensive buffs and heals, traits like {{Trait|Empowered}}  and {{Trait|Pinnacle of Strength}} '''Pinnacle of Strength''' seamlessly synergize, providing a decent amount of damage, while {{Trait|Resilient Roll}} will make you ignore conditions like blind, root, chill; making it easier to land your skills <br>
Dont use {{Skill|Hundred Blades}} unless your enemy is stunned/downed or if you are high on health and you think it will it for at least half of its duration. Greatsword purpose is to act as gap closer/distance maker with spell numer #3 and #5, and because of its easy poke with #4 and good damage of its burst skill.
+
Dont use {{Skill|Hundred Blades}} unless your enemy is stunned/downed or if you are high on health and you think it will hit for at least half of its duration. Greatsword purpose is to act as gap closer/distance maker with spell numer #3 and #5, and because of its easy poke with #4 and good damage of its burst skill.
  
 
'''How to defend while being pressured''' <br>
 
'''How to defend while being pressured''' <br>
  
 
When being pressured you will have to cycle between your active defensive options wich will be used either to dodge damage, or to create distance from danger: <br>
 
When being pressured you will have to cycle between your active defensive options wich will be used either to dodge damage, or to create distance from danger: <br>
   Evades
+
   Evades/Block
{{Skill|Whirlwind Attack}} {{Skill|Whirlwind Attack}} {{Skill|Signet of Stamina}} {{Skill|Bullet Catcher}} <br>
+
  {{Skill|Whirlwind Attack}} {{Skill|Signet of Stamina}} {{Skill|Bullet Catcher}} <br>
 
  Movement Skills
 
  Movement Skills
 
  {{Skill|Valiant Leap}} {{Skill|Line Breaker}} {{Skill|Rush}} {{Skill|Line Breaker}} <br>
 
  {{Skill|Valiant Leap}} {{Skill|Line Breaker}} {{Skill|Rush}} {{Skill|Line Breaker}} <br>
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  {{Skill|Valiant Leap}} {{Skill|Line Breaker}}  {{Skill|Path to Victory}} {{Skill|Defiant Roar}}  
 
  {{Skill|Valiant Leap}} {{Skill|Line Breaker}}  {{Skill|Path to Victory}} {{Skill|Defiant Roar}}  
  
Your goal is to cycle Evades, dodges and Movement skills to reduce the damage received, while using of cooldown the Heals and then using the Damage reducer/absorb when you expect to take high amount of damage.
+
Your goal is to cycle your defensives in way where you are always using a defensive after another. You will have to use your Evades/Block to dodge bursts, Movement Skills to create distance when in danger, spam Heals when you have received some damage and use Damage reducer/absorb when you expect a burst to be coming (while {{Skill|Balanced Stance}} provides immunity to critical hits it's better to use it as stunbreak). <br>
 +
Some ability like {{Skill|Valiant Leap}} {{Skill|Line Breaker}} are both heals and movement skills, use it offensively when not in danger and use them to run away from the enemies while in danger. <br>
 +
Permanent Alacrity will make it easier to cycle trough your skills, keep in mind to swap weapons almost every time you can in order to trigger sigil of Energy. Also never overcap your endurance while swapping weapons, remember that you can initiate a dodge and swap weapon in the middle of it.

Latest revision as of 23:28, 8 September 2024

This is a test build. You may comment and rate it.

Designed for: WvW Roaming

Expansions required: Secrets of the Obscure builds

Difficulty:
Easy

Overview

An unkillable 1v1 build with decent damage wich can adapt to more offensive or defensive variants. It can manage to survive up to 3 enemies without problems and can cycle trough defensives in order to survive for a decent amount of time even against more enemies.


Skillbar

Staff
Greatsword
Utility


Skill Variants

Weapon

You can replace greatsword, wich is a balanced weapon between offense and defense for: Mace/shield for full defensive anti projectile setup. Dagger/sword for offensive variant.

Utility
  • Endure Pain over "Shake It Off!" - Against bursty non condi user endure pain may be useful


Template Code

[&DQILLgQpFhkpD6YAagCtALIArwA9AXEAnACcAAAAAAAAAAAAAAAAAAAAAAACMgBZAAA=]
Copy Template Code


Specializations


Equipment

Head
Celestial
Shoulders
Celestial
Chest
Celestial
Hands
Celestial
Legs
Celestial
Feet
Celestial
Backpiece
Celestial
Accessory
Celestial
Accessory
Celestial
Amulet
Celestial
Ring
Celestial
Ring
Celestial
Greatsword
Celestial
Sigil
Sigil
Staff
Celestial
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Equipment Variants

Runes

  • Rune of Superior Rune of the Herald - Stronger against non-condi users


Consumables

Food

  • Great boost to endurance regeneration
  • Cheap variant


Usage

General

While this build does provide mid to low damage, it can manage anyone in a 1v1 and can outsustain offensive builds without breaking a sweat
Against more enemies you can also easily manage to survive and eventually kill squishy targets by kiting and running dishing out some damage while in the process. It's only weakness being boonrip and excessive constant condi pressure, but yet again you can always disengage with your movement skills and cycle block/heal/dodges to run away from bad situations.

Surviving

  • This build has high passive defense
  • This build has moderate mobility skill access
  • This builds has high active defenses

Synergies

Relic of Rivers provide Regeneration and Alacrity on dodge, by leveraging: Might Makes Right , Building Momentum , , Last Stand , Signet of Stamina and sigil of energy that procs on weapon swap you will have access to an ungodly amount of dodges wich will provide 100% uptime of regeneration and alacrity.

You also have a lot of might enabler like: Marching Orders , Empower Allies , Forceful Greatsword , Reckless Dodge , Signet of Rage When applying might you also get heal and endurance from: Might Makes Right and Mending Might . While Adrenal Health will passively heal you as long as you hit with your burst skills.

How to do damage

Simply by cycling your damaging and defensive spells will eventually grind down your enemies while keeping you full of defensive buffs and heals, traits like Empowered and Pinnacle of Strength Pinnacle of Strength seamlessly synergize, providing a decent amount of damage, while Resilient Roll will make you ignore conditions like blind, root, chill; making it easier to land your skills
Dont use Hundred Blades unless your enemy is stunned/downed or if you are high on health and you think it will hit for at least half of its duration. Greatsword purpose is to act as gap closer/distance maker with spell numer #3 and #5, and because of its easy poke with #4 and good damage of its burst skill.

How to defend while being pressured

When being pressured you will have to cycle between your active defensive options wich will be used either to dodge damage, or to create distance from danger:

 Evades/Block
Whirlwind Attack Signet of Stamina Bullet Catcher 
Movement Skills Valiant Leap Line Breaker Rush Line Breaker
Damage reducer/absorb Defiant Stance Balanced Stance
Direct Heals Valiant Leap Line Breaker Path to Victory Defiant Roar

Your goal is to cycle your defensives in way where you are always using a defensive after another. You will have to use your Evades/Block to dodge bursts, Movement Skills to create distance when in danger, spam Heals when you have received some damage and use Damage reducer/absorb when you expect a burst to be coming (while Balanced Stance provides immunity to critical hits it's better to use it as stunbreak).
Some ability like Valiant Leap Line Breaker are both heals and movement skills, use it offensively when not in danger and use them to run away from the enemies while in danger.
Permanent Alacrity will make it easier to cycle trough your skills, keep in mind to swap weapons almost every time you can in order to trigger sigil of Energy. Also never overcap your endurance while swapping weapons, remember that you can initiate a dodge and swap weapon in the middle of it.

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