Difference between revisions of "Willbender - Radiant Celestial Roamer"
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| designed for = WvW Roaming | | designed for = WvW Roaming | ||
| focus = hybrid damage, mobility | | focus = hybrid damage, mobility | ||
− | | rating = | + | | rating = good |
+ | | difficulty = 1 | ||
+ | | xpac = EoD, SotO | ||
}} | }} | ||
==Overview== | ==Overview== | ||
− | The hybrid damage and sustain offered by Celestial | + | The hybrid damage and sustain offered by Celestial combined with the outstanding mobility of Willbender makes this a rather formidable roamer in WvW. The addition of dual Pistols made the condition aspect of the build even stronger. |
Line 15: | Line 17: | ||
| profession = Guardian | | profession = Guardian | ||
| specialization = Willbender | | specialization = Willbender | ||
− | | weapon1 = | + | | weapon1 = pistol |
− | | weapon2 = | + | | weapon2 = pistol |
− | | weapon3 = | + | | weapon3 = axe |
− | | weapon4 = | + | | weapon4 = torch |
− | | healing = | + | | healing = Signet of Resolve |
| utility1 = Contemplation of Purity | | utility1 = Contemplation of Purity | ||
| utility2 = Judge's Intervention | | utility2 = Judge's Intervention | ||
Line 25: | Line 27: | ||
| elite = Renewed Focus | | elite = Renewed Focus | ||
}} | }} | ||
+ | |||
+ | |||
+ | ===Skill Variants=== | ||
+ | '''Weapons''' | ||
+ | * Players without access to [https://wiki.guildwars2.com/wiki/Weaponmaster_Training Weaponmaster Training] from the '''Secrets of the Obscure''' expansion will have to use ''Scepter'' instead of ''Axe'', and Sword/Sword instead of Pistol/Pistol. Take {{Trait|Righteous Instincts}} on Radiance as this is a bit more Power-oriented setup. | ||
+ | |||
+ | |||
+ | '''Heal''' | ||
+ | * {{Skill|Reversal of Fortune}} - worse cleansing but it might work better under pressure due to the lower cast time (assuming it blocks an attack). The same's true the other way around, this could let you quickly recover some health while pressuring targets without skipping a beat. Both healing skills are popular options. | ||
+ | |||
+ | |||
+ | '''Utility''' | ||
+ | * {{Skill|"Stand Your Ground!"}} over {{Skill|Contemplation of Purity}} - it's a much stronger stun break if you're fine giving up a mass cleanse. | ||
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [& | + | code = [&DQEQGS4aQR04AQMBBAE2AUcBBAHYGi0BNwE3AQAAAAAAAAAAAAAAAAAAAAADNgAFAGYAAA==] |
}} | }} | ||
==Specializations== | ==Specializations== | ||
− | {{Specialization|Radiance|top|mid| | + | {{Specialization|Radiance|top|mid|top}} |
{{Specialization|Virtues|mid|mid|top}} | {{Specialization|Virtues|mid|mid|top}} | ||
− | {{Specialization|Willbender|bot| | + | {{Specialization|Willbender|top|bot|top}} |
+ | '''Variants''' | ||
+ | * {{Trait|Tyrant's Momentum}} increases your damage (and even your healing because the other GM trait makes your healing worse) while giving you longer burst windows on your F1, but it's going to cost all of your {{Tooltip|Alacrity}} so you'll pay the price with longer CDs. | ||
Line 43: | Line 60: | ||
| weight = Heavy | | weight = Heavy | ||
| stats = Celestial | | stats = Celestial | ||
− | | rune = Superior Rune of | + | | rune = Superior Rune of Balthazar |
| rune-qt = 6 | | rune-qt = 6 | ||
− | | weapon1 = | + | | weapon1 = Pistol |
− | | weapon2 = | + | | weapon2 = Pistol |
− | | weapon3 = | + | | weapon3 = Axe |
− | | weapon4 = | + | | weapon4 = Torch |
− | | sigil1 = Superior Sigil of | + | | sigil1 = Superior Sigil of Geomancy |
− | | sigil2 = Superior Sigil of | + | | sigil2 = Superior Sigil of Doom |
| sigil3 = Superior Sigil of Cleansing | | sigil3 = Superior Sigil of Cleansing | ||
| sigil4 = Superior Sigil of Energy | | sigil4 = Superior Sigil of Energy | ||
| infusion1 = Mighty WvW Infusion | | infusion1 = Mighty WvW Infusion | ||
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
+ | | relic = Relic of Speed | ||
}} | }} | ||
− | + | ===Equipment Variants=== | |
− | '''Runes''' | + | <!--'''Runes''' |
− | |||
− | |||
− | |||
− | |||
* {{Rune|Superior Rune of Balthazar}} - high damage option with significantly increased {{Tooltip|Burn}} damage. | * {{Rune|Superior Rune of Balthazar}} - high damage option with significantly increased {{Tooltip|Burn}} damage. | ||
+ | * {{Rune|Superior Rune of the Aristocracy}} - while the build doesn't have a whole lot of Weakness synergy it still has {{Skill|Whirling Light}} and the rune has excellent offensive stats plus helps a lot with Might stacking which you do passively via {{Trait|Righteous Instincts}}.--> | ||
+ | '''Relics''' | ||
+ | * {{Relic|Relic of the Mirage}} - adds a new condition to the build. | ||
− | + | * {{Relic|Relic of the Brawler}} - higher burst damage when playing with Sword/Sword and {{Trait|Righteous Instincts}}. | |
− | |||
− | * {{ | ||
Line 79: | Line 94: | ||
'''Utility''' | '''Utility''' | ||
− | * {{Utility| | + | * Optimal: {{Utility|Magnanimous Tuning Crystal}} <!--or {{Utility|Tuning Icicle}}, whichever is cheaper (the difference beween them is negligible, a grand total of 2 condition damage stat in favor of Tuning Icicle).--> |
+ | |||
+ | * Budget: {{Utility|Compact Quality Tuning Crystal}} either from Canned Food Crates found in WvW {{Item|Skirmish Chest}}s or purchased from the [https://wiki.guildwars2.com/wiki/Permanent_Portable_Provisioner Permanent Portable Provisioner]. | ||
==Usage== | ==Usage== | ||
− | + | '''General''' | |
+ | * What sets Willbender apart from other burn Guardian specs is how they apply {{Tooltip|Burning}}. Unlike other builds where you're holding on to the F1 for passive condition stacking, here you're encouraged to use {{Skill|Rushing Justice}} on CD because the passive only works for an 8 second period ''after'' using the active of the F1. | ||
+ | |||
+ | * ''Sword version:'' {{Tooltip|Resolution}} increases your critical strike chance by 25% via {{Trait|Righteous Instincts}} while {{Trait|Inner Fire}} passively provides a high uptime of {{Tooltip|Fury}} for another 20%. | ||
+ | ** Every Virtue and shadowstep (teleport) grants {{Tooltip|Resolution}} from the traits {{Trait|Vanguard Tactics}} and {{Trait|Virtue of Resolution}}. Most of the time these skills are part of your burst combos so you don't have to worry too much about maintaining this boon. | ||
+ | |||
+ | * Every '''Virtue''' skill is a '''mobility''' skill on Willbender. Besides their base functionality they are great for sticking to targets or escaping damage. | ||
+ | |||
+ | * {{Skill|Rushing Justice}} is refreshed after each kill so make sure you always have it on cooldown right before a kill (this is very useful when soloing camps). Using it also applies AoE {{Tooltip|Blind}} which is great for stomping or making high priority skills miss. It's also one of the hardest hitting skills in the build. | ||
+ | |||
+ | * Try to burn through all of your virtues before resorting to {{Skill|Renewed Focus}}. RF is your strongest defensive skill but since your virtues have cast times you can't use them once you begin channeling RF, causing you to potentially lose out on a lot of value. | ||
+ | |||
+ | * {{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. | ||
+ | ** Most of the teleports require a target, but you can get creative with that by doing things like selecting a far away enemy target (even a random NPC) and spamming teleports to get away from an enemy chasing you. | ||
+ | ** {{Skill|Advancing Strike}} is a good mobility skill even without a target as it makes you dash forward. | ||
+ | |||
+ | * When playing with {{Trait|Phoenix Protocol}} you gain {{Tooltip|Alacrity}} when you're scoring hits on targets while under {{Skill|Flowing Resolve}}'s effect. For this reason you should consider using one charge of this skill only for the Alacrity even if you don't have to evade or cleanse, especially if you're not playing against condition-based builds and you don't have to worry about losing out on some cleansing later. | ||
+ | |||
+ | |||
+ | '''Damage''' | ||
+ | * Use {{Skill|Rushing Justice}} on CD. While the skill itself hits rather hard, the main purpose of this is the 8s burst window that follows, a window where every 3rd attack inflicts {{Tooltip|Burning}} on your foe. | ||
+ | |||
+ | * Try to get as many hits in during this time frame as possible using Symbols or skills that strike multiple times such as {{Skill|Whirling Light}} or {{Skill|Zealot's Defense}}. | ||
+ | |||
+ | * {{Skill|Zealot's Flame}} is a great source of passive AoE burning - it's instant and doesn't interfere with your combos. While active you'll have access to its chain skill {{Skill|Zealot's Fire}} which lets you throw a ball of fire at your target for burst damage. | ||
+ | ** Using {{Skill|Blazing Edge}} or {{Skill|Chains of Light}} beforehand (depending on whether you use Axe or Scepter mainhand with Torch) can help with landing the projectile. | ||
+ | ** The trait {{Trait|Radiant Fire}} occasionally procs its own version of {{Skill|Zealot's Flame}}, you can throw this too if you're on Torch. | ||
+ | |||
+ | * On Pistol/Pistol your primary burst combo is {{Skill|Symbol of Ignition}} followed by {{Skill|Hail of Justice}}. Projectiles fired by HoJ inside the symbol inflict {{Tooltip|Burning}}. | ||
+ | ** Using {{Skill|Rushing Justice}} before this chain or after placing Symbol of Ignition could increase your damage significantly. | ||
+ | |||
+ | * {{Skill|Peacekeeper}} is a solid filler that requires no setup. It has great range and is one of the few non-projectile skills on this set so it cannot be reflected. | ||
+ | |||
+ | * ''Sword-only'' {{Skill|Advancing Strike}} deals good damage and sets up your next attack perfectly with {{Tooltip|Immobilize}} and {{Tooltip|Resolution}} (it's a shadowstep). | ||
+ | |||
+ | * ''Sword-only'' {{Skill|Executioner's Calling}} combos well with Advancing Strike as it benefits from the setup of the Immob. | ||
+ | |||
+ | * Scepter acts as your best source of ranged damage in the build, but that's not saying much. The projectiles are rather unreliable at a distance so most of the time this is more of a midrange/melee weapon. Even skill #2 {{Skill|Symbol of Punishment}} is best used in melee as that way you're getting buffed while the enemy's taking damage. | ||
+ | |||
+ | |||
+ | '''Sustain''' | ||
+ | * {{Skill|Flowing Resolve}} is an excellent reactive skill with multiple charges which cleanses several conditions and even has an evade frame in case you need to dodge something but don't have the endurance. | ||
+ | |||
+ | * {{Skill|Reversal of Fortune}} (your healing skill) is best used when an attack is already coming your way or you're absolutely certain that you're going to be hit in order to get maximum healing (and block value) out of it. If you're not being focused but want to heal consider moving briefly into an enemy AoE skill. | ||
+ | |||
+ | * {{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, 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. | ||
+ | |||
+ | * {{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. | ||
+ | |||
+ | * {{Trait|Conceited Curate}} causes Willbender flames left behind by your Virtue skills to heal you when they damage an enemy, further encouraging you to fight inside the flames. | ||
+ | |||
+ | |||
+ | ==Related Builds== | ||
+ | * [[Build:Willbender_-_Radiant_Burnbender|Willbender - Radiant Burnbender]] - Conquest PvP version of the build. |
Latest revision as of 12:55, 21 November 2024
The community gave this build a rating, making it second-tier: Good
Focused on: Hybrid damage and Mobility
Designed for: WvW Roaming
Difficulty:
Easy
This build was last updated on November 21, 2024 and is up to date for the October 8, 2024 patch.
Overview
The hybrid damage and sustain offered by Celestial combined with the outstanding mobility of Willbender makes this a rather formidable roamer in WvW. The addition of dual Pistols made the condition aspect of the build even stronger.
Skill Bar
Pistol/Pistol
Axe/Torch
Utility
Skill Variants
Weapons
- Players without access to Weaponmaster Training from the Secrets of the Obscure expansion will have to use Scepter instead of Axe, and Sword/Sword instead of Pistol/Pistol. Take on Radiance as this is a bit more Power-oriented setup.
Heal
- - worse cleansing but it might work better under pressure due to the lower cast time (assuming it blocks an attack). The same's true the other way around, this could let you quickly recover some health while pressuring targets without skipping a beat. Both healing skills are popular options.
Utility
- over - it's a much stronger stun break if you're fine giving up a mass cleanse.
Template Code
[&DQEQGS4aQR04AQMBBAE2AUcBBAHYGi0BNwE3AQAAAAAAAAAAAAAAAAAAAAADNgAFAGYAAA==]
Specializations
Variants
- Alacrity so you'll pay the price with longer CDs. increases your damage (and even your healing because the other GM trait makes your healing worse) while giving you longer burst windows on your F1, but it's going to cost all of your
Equipment
Head
Celestial
Celestial
Shoulders
Celestial
Celestial
Chest
Celestial
Celestial
Hands
Celestial
Celestial
Legs
Celestial
Celestial
Feet
Celestial
Celestial
Backpiece
Celestial
Celestial
Accessory
Celestial
Celestial
Accessory
Celestial
Celestial
Amulet
Celestial
Celestial
Ring
Celestial
Celestial
Ring
Celestial
Celestial
Pistol
Celestial
Celestial
Pistol
Celestial
Celestial
Sigil
Sigil
Axe
Celestial
Celestial
Torch
Celestial
Celestial
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Equipment Variants
Relics
- - adds a new condition to the build.
- - higher burst damage when playing with Sword/Sword and .
Consumables
Food
- - great defensive food that also provides some offensive stats, much like Celestial.
- - active damage mitigation via more access to dodging and a bit more Might stacking.
- is a cheaper version of Orrian Truffle and Meat Stew and sufficient enough in most cases.
Utility
- Optimal:
- Budget: either from Canned Food Crates found in WvW s or purchased from the Permanent Portable Provisioner.
Usage
General
- What sets Willbender apart from other burn Guardian specs is how they apply Burning. Unlike other builds where you're holding on to the F1 for passive condition stacking, here you're encouraged to use on CD because the passive only works for an 8 second period after using the active of the F1.
- Sword version: Resolution increases your critical strike chance by 25% via while passively provides a high uptime of Fury for another 20%.
- Every Virtue and shadowstep (teleport) grants Resolution from the traits and . Most of the time these skills are part of your burst combos so you don't have to worry too much about maintaining this boon.
- Every Virtue skill is a mobility skill on Willbender. Besides their base functionality they are great for sticking to targets or escaping damage.
- Blind which is great for stomping or making high priority skills miss. It's also one of the hardest hitting skills in the build. is refreshed after each kill so make sure you always have it on cooldown right before a kill (this is very useful when soloing camps). Using it also applies AoE
- Try to burn through all of your virtues before resorting to . RF is your strongest defensive skill but since your virtues have cast times you can't use them once you begin channeling RF, causing you to potentially lose out on a lot of value.
- 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.
- Most of the teleports require a target, but you can get creative with that by doing things like selecting a far away enemy target (even a random NPC) and spamming teleports to get away from an enemy chasing you.
- is a good mobility skill even without a target as it makes you dash forward.
- When playing with Alacrity when you're scoring hits on targets while under 's effect. For this reason you should consider using one charge of this skill only for the Alacrity even if you don't have to evade or cleanse, especially if you're not playing against condition-based builds and you don't have to worry about losing out on some cleansing later. you gain
Damage
- Use Burning on your foe. on CD. While the skill itself hits rather hard, the main purpose of this is the 8s burst window that follows, a window where every 3rd attack inflicts
- Try to get as many hits in during this time frame as possible using Symbols or skills that strike multiple times such as or .
- Using or beforehand (depending on whether you use Axe or Scepter mainhand with Torch) can help with landing the projectile.
- The trait occasionally procs its own version of , you can throw this too if you're on Torch.
is a great source of passive AoE burning - it's instant and doesn't interfere with your combos. While active you'll have access to its chain skill which lets you throw a ball of fire at your target for burst damage.
- On Pistol/Pistol your primary burst combo is Burning.
- Using before this chain or after placing Symbol of Ignition could increase your damage significantly.
followed by . Projectiles fired by HoJ inside the symbol inflict
- is a solid filler that requires no setup. It has great range and is one of the few non-projectile skills on this set so it cannot be reflected.
- Sword-only Immobilize and Resolution (it's a shadowstep). deals good damage and sets up your next attack perfectly with
- Sword-only combos well with Advancing Strike as it benefits from the setup of the Immob.
- Scepter acts as your best source of ranged damage in the build, but that's not saying much. The projectiles are rather unreliable at a distance so most of the time this is more of a midrange/melee weapon. Even skill #2 is best used in melee as that way you're getting buffed while the enemy's taking damage.
Sustain
- is an excellent reactive skill with multiple charges which cleanses several conditions and even has an evade frame in case you need to dodge something but don't have the endurance.
- (your healing skill) is best used when an attack is already coming your way or you're absolutely certain that you're going to be hit in order to get maximum healing (and block value) out of it. If you're not being focused but want to heal consider moving briefly into an enemy AoE skill.
- 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.
- is an excellent and versatile defensive skill. Short CD, 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.
- causes Willbender flames left behind by your Virtue skills to heal you when they damage an enemy, further encouraging you to fight inside the flames.
Related Builds
- Willbender - Radiant Burnbender - Conquest PvP version of the build.
Ratings
Update: After buffs this is now the best all-round build for guard roaming. It loses many 1v1 matchups that DH would win/draw, but smurfs on newbs 1vX and flees from ganks/losing fights far better than DH can. (Also use sword, it's far better than axe.)
Great burst damage and mobility, both of which are very important things for roaming. Makes good use of Celestial stats too, although it doesn't have the healing output of other cele builds. It's somewhere between "great" and "good" for me, I could be convinced of either of them. Depends on the situation really but one thing's for certain, it's viable. I'm giving this a 5 for now because I consider it to be better than other Guardian builds in most situations.
Comments
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