Difference between revisions of "Wyrdern/Sandbox1"
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* {{Utility|Sharpening Skull}} (or its other variants) | * {{Utility|Sharpening Skull}} (or its other variants) | ||
|} | |} | ||
+ | |||
+ | ==Usage== | ||
+ | '''General''' | ||
+ | |||
+ | This build relies heavily on cycling between {{Skill|Fire Attunement}} and {{Skill|Air Attunement}} while double attuning to each in order to maintain {{Trait|Elements of Rage}}. {{Skill|Water Attunement}} and {{Skill|Earth Attunement}} are typically only used for defense or crowd control. | ||
+ | |||
+ | '''Damage''' | ||
+ | |||
+ | You have two major damage buffs with overlapping windows. You should try to fit all your major damage skills in these windows: | ||
+ | * {{Trait|Elements of Rage}} | ||
+ | * {{Trait|Elemental Surge}} | ||
+ | |||
+ | This build is quite easy to deal damage with if you follow this skill priority based on your attunement: | ||
+ | * Air/Air: Prioritize {{Skill|Quantum Strike}} and AA Chains | ||
+ | * Fire/Air: {{Skill|Flame Uprising}} > {{Skill|Pyro Vortex}} > {{Skill|Ride the Lightning}} | ||
+ | * Fire/Fire: {{Skill|Fire Grab}} > {{Skill|Ring of Fire (elementalist)}} > {{Skill|Flame Uprising}} > {{Skill|Cauterizing Strike}} | ||
+ | * Air/Fire: AA Chains | ||
+ | |||
+ | If you wind up in Water: | ||
+ | * {{Skill|Twin Strike}} > Water AA Chain > {{Skill|Shearing Edge}} | ||
+ | |||
+ | Earth: | ||
+ | Earth actually has a few useful blast finishers which can help with might if you have a fire field down | ||
+ | * {{Skill|Earthquake}} > {{Skill|Lava Skin}} Try to leave earth as soon as possible | ||
+ | |||
+ | Ideally you'll use your {{Skill|Primordial Stance}} in Air for {{Tooltip|Vulnerability}}, though if a mob is already capped on vuln using it in Fire is higher DPS. Try not to interrupt your AA chains in Air, it's fine to interrupt fire if a big skill is about to come off cooldown. | ||
+ | |||
+ | |||
+ | '''Defense''' | ||
+ | |||
+ | Sword/Dagger's defense is somewhat low. | ||
+ | * {{Skill|Riptide}} - heal and evade | ||
+ | * {{Skill|Frost Aura}} - damage reduction | ||
+ | * {{Skill|Cleansing Wave}} - condi cleanse | ||
+ | * {{Skill|Earthen Vortex}} - evade & blast finisher | ||
+ | |||
+ | Focus has significantly more defensive options & CC, though loses DPS: | ||
+ | * {{Skill|Magnetic Wave}}, {{Skill|Swirling Winds}} - projectile hate | ||
+ | * {{Skill|Obsidian Flesh}} - invuln | ||
+ | |||
+ | '''Crowd Control''' | ||
+ | * {{Skill|Updraft}} | ||
+ | * {{Skill|Earthquake}} | ||
+ | * {{Skill|Gale Strike}} | ||
+ | |||
+ | |||
+ | ==Variants== | ||
+ | ====Skill Variants==== | ||
+ | '''Healing Skills''' | ||
+ | * {{Skill|Glyph of Elemental Harmony}} - burst heal | ||
+ | * {{Skill|Signet of Restoration}} - passive healing | ||
+ | |||
+ | '''Utility Skills''' | ||
+ | * {{Skill|Arcane Shield}} - defense | ||
+ | * {{Skill|Twist of Fate}} - stunbreak and evade | ||
+ | * {{Skill|Glyph of Storms}} - high damage and AOE blind | ||
+ | * {{Skill|Arcane Wave}} - more AOE | ||
+ | * {{Skill|Lightning Flash}} - mobility | ||
+ | * {{Skill|Stone Resonance}} - defensive barrier and stability | ||
+ | * {{Skill|Conjure Lightning Hammer}} - Burst damage and cleave | ||
+ | |||
+ | '''Elite Skills''' | ||
+ | * {{Skill|Weave Self}} - high CC | ||
+ | * {{Skill|Glyph of Elementals}} - Summon provides damage in fire, tanking in earth or sustain in water | ||
+ | |||
+ | |||
+ | ====Trait Variants==== | ||
+ | * {{Trait|Fresh Air}} - Higher burst damage, especially good against trash | ||
+ | * {{Trait|Zephyr's Boon}} - Swiftness and fury uptime if running Fire traitline due to {{Trait|Sunspot}} | ||
+ | * {{Trait|One with Air}} - Mobility | ||
+ | * {{Trait|Bolstered Elements}} / {{Trait|Invigorating Strikes}} - More defense | ||
+ | * {{Trait|Superior Elements}} - Sacrifice HP for more damage in groups if not crit capped | ||
+ | |||
+ | |||
+ | '''Arcane''' | ||
+ | |||
+ | Arcane can replace Water for an increase to defense at the loss of DPS. | ||
+ | {{Specialization|Arcane|mid|mid|top|variant=y}} | ||
+ | * {{Trait|Final Shielding}} - Trades Protection uptime for passive blocks | ||
+ | * {{Trait|Arcane Resurrection}} - Boosts revive power in group events | ||
+ | |||
+ | |||
+ | '''Fire''' | ||
+ | |||
+ | Fire can replace Water as an alternative damage option and might generation if needed. | ||
+ | {{Specialization|Fire|top|bot|mid|variant=y}} | ||
+ | * {{Trait|Conjurer}} - Use this if you plan on holding onto conjures | ||
+ | * {{Trait|Burning Fire}} - Passive condition cleanse | ||
+ | * {{Trait|Persisting Flames}} - DPS option if might generation is not needed or obtained elsewhere | ||
+ | * {{Trait|Blinding Ashes}} - Defensive option vs trash | ||
+ | |||
+ | |||
+ | ====Weapon Variants==== | ||
+ | * Focus - Defensive offhand | ||
+ | * Staff - Ranged option for open world zergs | ||
+ | |||
+ | |||
+ | ====Variant Equipment==== | ||
+ | '''Gear''' | ||
+ | * {{Tooltip|Knight}}, {{Tooltip|Soldier}} - Trinkets can be mixed with other sets for increased defense | ||
+ | * {{Tooltip|Marauder}} - Most stat efficient defensive option with a minor damage loss | ||
+ | |||
+ | |||
+ | '''Runes''' | ||
+ | * {{Rune|Superior Rune of the Flame Legion}}, {{Rune|Superior Rune of Strength}} - Budget option | ||
+ | * {{Rune|Superior Rune of the Eagle}} - Option if needing more precision | ||
+ | * {{Rune|Superior Rune of the Pack}} - Self boon generation if these boons are not gained elsewhere or from other players | ||
+ | * {{Rune|Superior Rune of the Herald}}, {{Rune|Superior Rune of Durability}}, {{Rune|Superior Rune of the Scrapper}} - Defensive options | ||
+ | * {{Rune|Superior Rune of Vampirism}} - Strongest defensive rune if zerging | ||
+ | |||
+ | |||
+ | '''Sigils''' | ||
+ | * {{Sigil|Superior Sigil of Air}} - Alternative DPS | ||
+ | * {{Sigil|Superior Sigil of Energy}} - Defense | ||
+ | * {{Sigil|Superior Sigil of Strength}} - Might gen if not running {{Trait|Pyromancer's Puissance}} | ||
+ | |||
+ | |||
+ | ====Consumable Variants==== | ||
+ | |||
+ | * {{Food|Plate of Steak and Asparagus}}/{{Food|Can of Steak and Asparagus}} + {{Utility|Hardened Sharpening Stone}} - Budget options | ||
+ | * {{Food|Bowl of Curry Butternut Squash Soup}} - Budget option with more precision | ||
+ | * {{Food|Dragon's Breath Bun}} - High damage buff against trash | ||
+ | * {{Food|Fried Golden Dumpling}} - Burst self might gen, especially when cleaving |
Revision as of 00:26, 1 September 2022
TEST
Overview |
A strike-based weaver build for open world. This build has very high burst damage and good mobility. |
|
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Weapon Set 1 |
Skill Bar |
Sword/Dagger
Utility
|
Weapon Set 2 |
Equipment |
Specializations |
Head
Berserker Shoulders
Berserker Chest
Berserker Hands
Berserker Legs
Berserker Feet
Berserker Backpiece
Berserker Accessory
Berserker Accessory
Berserker Amulet
Berserker Ring
Berserker Ring
Berserker sword
Berserker dagger
Berserker Sigil
Sigil
Rune
x6
|
Consumables | |||
Ascended Feasts |
Damage |
Defense |
Farming
|
Usage
General
This build relies heavily on cycling between
and while double attuning to each in order to maintain . and are typically only used for defense or crowd control.Damage
You have two major damage buffs with overlapping windows. You should try to fit all your major damage skills in these windows:
This build is quite easy to deal damage with if you follow this skill priority based on your attunement:
- Air/Air: Prioritize and AA Chains
- Fire/Air: > >
- Fire/Fire: > > >
- Air/Fire: AA Chains
If you wind up in Water:
- > Water AA Chain >
Earth: Earth actually has a few useful blast finishers which can help with might if you have a fire field down
- > Try to leave earth as soon as possible
Ideally you'll use your Vulnerability, though if a mob is already capped on vuln using it in Fire is higher DPS. Try not to interrupt your AA chains in Air, it's fine to interrupt fire if a big skill is about to come off cooldown.
in Air for
Defense
Sword/Dagger's defense is somewhat low.
- - heal and evade
- - damage reduction
- - condi cleanse
- - evade & blast finisher
Focus has significantly more defensive options & CC, though loses DPS:
- , - projectile hate
- - invuln
Crowd Control
Variants
Skill Variants
Healing Skills
- - burst heal
- - passive healing
Utility Skills
- - defense
- - stunbreak and evade
- - high damage and AOE blind
- - more AOE
- - mobility
- - defensive barrier and stability
- - Burst damage and cleave
Elite Skills
- - high CC
- - Summon provides damage in fire, tanking in earth or sustain in water
Trait Variants
- - Higher burst damage, especially good against trash
- - Swiftness and fury uptime if running Fire traitline due to
- - Mobility
- / - More defense
- - Sacrifice HP for more damage in groups if not crit capped
Arcane
Arcane can replace Water for an increase to defense at the loss of DPS.
- - Trades Protection uptime for passive blocks
- - Boosts revive power in group events
Fire
Fire can replace Water as an alternative damage option and might generation if needed.
- - Use this if you plan on holding onto conjures
- - Passive condition cleanse
- - DPS option if might generation is not needed or obtained elsewhere
- - Defensive option vs trash
Weapon Variants
- Focus - Defensive offhand
- Staff - Ranged option for open world zergs
Variant Equipment
Gear
- Knight, Soldier - Trinkets can be mixed with other sets for increased defense
- Marauder - Most stat efficient defensive option with a minor damage loss
Runes
- , - Budget option
- - Option if needing more precision
- - Self boon generation if these boons are not gained elsewhere or from other players
- , , - Defensive options
- - Strongest defensive rune if zerging
Sigils
- - Alternative DPS
- - Defense
- - Might gen if not running
Consumable Variants
- / + - Budget options
- - Budget option with more precision
- - High damage buff against trash
- - Burst self might gen, especially when cleaving
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