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Difference between revisions of "Willbender - Support Alacbender"

(Undo revision 7995 by Hanz (talk))
Tag: Undo
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| specialization = Willbender
 
| specialization = Willbender
 
| designed for = wvw zerg
 
| designed for = wvw zerg
| focus = Cleansing, Boon Support, Healing, Crowd Control
+
| focus = Condition Cleanse, Boon Support, Healing, Crowd Control
 +
| rating = draft
 
| xpac = eod
 
| xpac = eod
 
}}
 
}}
Line 21: Line 22:
 
| weapon4 = shield
 
| weapon4 = shield
 
| healing = "Receive the Light!"
 
| healing = "Receive the Light!"
| utility1 = "Stand Your Ground!"
+
| utility1 = "Advance!"
| utility2 = Hallowed Ground
+
| utility2 = Purging Flames
| elite = Mantra of Liberation
+
| utility3 = "Save Yourselves!"
 +
| elite = Signet of Courage
 
}}
 
}}
  
 +
 +
==Overview==
 +
A support Willbender build for WvW. Provides a large amount of {{tooltip|Alacrity}}, cleansing, healing and boon support.
 +
 +
 +
==Skill Bar==
 +
{{Skill bar
 +
| profession = Guardian
 +
| specialization = Willbender
 +
| weapon1 = staff
 +
| weapon2 =
 +
| weapon3 = scepter
 +
| weapon4 = shield
 +
| healing = "Receive the Light!"
 +
| utility1 = "Advance!"
 +
| utility2 = Purging Flames
 +
| utility3 = "Save Yourselves!"
 +
| elite = Signet of Courage
 +
}}
  
 
;Weapon Variants
 
;Weapon Variants
* '''Axe''' provides excellent CC but at a short range
+
* '''Torch''' provides better cleansing at the cost of shield utility
** Recommended for smaller numbers
 
  
 
;Skill Variants
 
;Skill Variants
* {{Skill|Mantra of Lore}} for large numbers or if rez is unneeded
+
* {{Skill|"Stand your ground"}} if more stability is needed
* {{Skill|Signet of Mercy}} for smaller numbers
+
* {{Skill|"Feel my wrath!"}} good fury uptime + 2 condition removal but lose the acces of the burst heal + stab from signet
  
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQExGS4rPjpLFwAANgEAAEsBAAAyAQAAGBYAAAAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQEuKzEZQRd/AAAALQEAAEwBAACKAAAAcRIAAAAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
  
Line 45: Line 65:
 
{{Specialization|Honor|top|mid|top}}
 
{{Specialization|Honor|top|mid|top}}
 
{{Specialization|Virtues|bot|mid|mid}}
 
{{Specialization|Virtues|bot|mid|mid}}
{{Specialization|Firebrand|mid|mid|bot}}
+
{{Specialization|Willbender|bot|top|top}}
;Variants
 
* {{Trait|Weighty Terms}} can be useful for lower {{Skill|Mantra of Liberation}} cooldown, especially if {{Tooltip|Quickness}} is already covered
 
  
  
Line 54: Line 72:
 
| weight = Heavy
 
| weight = Heavy
 
| stats = Minstrel
 
| stats = Minstrel
| rune = Superior Rune of Durability
+
| rune = Superior Rune of the Trooper
 
| rune-qt = 6
 
| rune-qt = 6
 
| weapon1 = Staff
 
| weapon1 = Staff
Line 60: Line 78:
 
| sigil1 = Superior Sigil of Transference  
 
| sigil1 = Superior Sigil of Transference  
 
| sigil2 = Superior Sigil of Energy
 
| sigil2 = Superior Sigil of Energy
| weapon3 = Mace
+
| weapon3 = Scepter
 
| weapon4 = Shield
 
| weapon4 = Shield
| sigil3 = Superior Sigil of Transference  
+
| sigil3 = Superior Sigil of Transference
 
| sigil4 = Superior Sigil of Energy
 
| sigil4 = Superior Sigil of Energy
| infusion1 = Concentration WvW Infusion
+
| infusion1 = Healing WvW Infusion
 
| infusion1-qt = 18
 
| infusion1-qt = 18
 
}}
 
}}
 
  
 
===Equipment Variants===
 
===Equipment Variants===
;Stats
 
* '''Healing''' infusions are also a viable choice
 
 
;Sigils
 
;Sigils
* {{Sigil|Superior Sigil of Concentration}} for higher {{Tooltip|Stability}} uptime
+
* {{Sigil|Superior Sigil of Concentration}} for higher boon uptime
;Runes
+
* {{Sigil|Superior Sigil of Water}} healing on crits every 3s, with the amount of hits you do with symbols even with minstrel you'll use it everytime it's available.
* {{Rune|Superior Rune of the Monk}} better healing but less boons, boon uptime and survivability
 
 
 
 
 
 
===Consumables===
 
===Consumables===
 
* {{Food|Bowl of Fruit Salad with Mint Garnish}}
 
* {{Food|Bowl of Fruit Salad with Mint Garnish}}
Line 83: Line 95:
 
* {{Utility|Bountiful Maintenance Oil}}
 
* {{Utility|Bountiful Maintenance Oil}}
  
 +
==General Understanding==
 +
===Understanding where the condition removal comes from===
 +
* With Trooper runes and Pure of Voice, each shout will remove 2 conditions on 5 targets.
 +
* Absolute Resolve will proc on each F2 use, 3 conditions removed 5 targets.
 +
* Purging flames, works best if we need to stay still (stairs/choke points/hand-rez fiesta...) 7 pulses each removing 1 condition on 5 targets.
 +
* Blasting symbols with Staff 2 will remove 1 condition on 5 targets
  
==Usage==
+
===Understanding how to give alacrity===
===General===
+
* The alacrity you offer to the party comes from F2 traited with "Battle Presence" and "Phoenix Protocol". After using f2, you'll gain the boon "Flowing Resolve" and every few time you attack an ennemie you'll gain and share alacrity. The easiest way is to put symbols inside the ennemies zerg (or where they are moving). This is why we use scepter instead of mace in this build.
* Focus on using your pages for your highest value skills: {{Tooltip|Epilogue Eternal Oasis}}, '''Chapter 4 Stalwart Stand''', and {{Tooltip|Epilogue Unbroken Lines}}
 
** {{Tooltip|Chapter 3 Heated Rebuke}} and {{Tooltip|Chapter 2 Daring Challenge}} can sometimes be worth the pages
 
  
 +
===Understanding how to heal===
 +
* With the Honor trait line, you'll gain the ability to heal on dodges and on aegis (shield 4 / Advance x2). Because you're playing with Energy Sigils and with Battle Presence from Virtues you'll have a higher endurance regeneration rate and can use them a bit more "freely" than other classes.
 +
* You can use Staff 2 and 4 to heal allies
 +
* Signet of Courage : Passive heal around you every few seconds and a strong active pulsing healing, stability, protection and resolution.
 +
* F2 spam give perma regeneration to allies.
 +
* You get extra +120 healing power from playing Willbender
  
===Priorities===
+
*The healing you offer is less than the other cleansing classes (but higher than firebrand due to regeneration / receive the light and signet of courage)
;High
 
* {{Tooltip|Stability}}
 
* Stunbreaking aliies
 
* {{Skill|Signet of Mercy}} - if applicable
 
  
;Moderate
+
==Usage==
* Condition clear
+
* Cleansing is mostly priority based instead of a real rotation :
* CC
+
** Advance! is used to remove a small amount (2)
* Healing
+
** Save Yourselves! is used to remove a HUGE amount (beware because you'll transfer a few to yourself, it's best to use it if you can stand inside your purging flames or if you have f2 available)
* Primary boon support
+
** F2 is to be used to remove 3 conditions on each charge and to give alacrity to allies
 +
** Your healing skill will get back someone to full health if you can aim it correctly + removing 2 conditions because it's a shout. It's often better to keep it to heal someone than to clean conditions.
  
;Low
+
* F1 and F3
* Cover boon support
+
** They are mobility and boon skills, you can use them to go support someone / come back to zerg and/or to give boon (Might from F1 and Protection from F3)
  
 +
* F2
 +
** F2 is a skill you want to use often because it's a good condition removal source + giving regeneration and you source of alac. When you see "Flowing Resolve" going out you can almost re-use F2 to reapply it to yourself to keep giving alacrity. As you have 2 Charges, you can keep one to burst clean with Save Yourself. F2 is also an evade for yourself.
 +
 +
* Weapons :
 +
** Staff is a popular weapon in all game mode for support guardian, it brings healing(Staff 2 and 4), swiftness (Staff 3), might (Staff 4) and a good crowd control skill (Staff 5). You can use Staff 3 inside ennemies to proc alacrity from F2 (you're party will always have swiftness due to running Advance) or to put a light field in case you want to blast it with Staff 2 for the extra condition removal.
 +
** Scepter is the best weapon to apply alacrity with because the symbol is ranged + extra hits (while pusling might to allies if we push inside of it). Scepter 3 can be used to root a target from 900 range, it's a fairly deadly skill if used in sync with squad damage dealers or on late ennemies.
 +
** Shield provides projectile-hate (since firebrand can't spam F3-3 anymore is pretty nice to have), extra healing from shield f5 and the aegis + proection from shield 4
  
 
====Surviving====
 
====Surviving====
* This build has high passive defense
+
* This build has high passive defense from minstrel armor
* This build has no mobility skill access
+
* This build has mobility skill access (f1-f2-f3)
* This builds has high active defense
+
* This builds has high active defense (condition removal / burst healing / Aegis)
 
** While your active defenses are strong, they are ideally saved for your group and not used selfishly
 
** While your active defenses are strong, they are ideally saved for your group and not used selfishly
** {{Skill|"Stand Your Ground!"}} can be prioritized over {{Skill|Mantra of Liberation}}, but only if your entire party is in range and not stunned (or not in range of {{Skill|Mantra of Liberation}})
 
 
{{Collapsible
 
|width=85
 
|;Active defense priority
 
|
 
* {{Skill|Mantra of Liberation}} - for stunbreaking
 
* {{Skill|"Stand Your Ground!"}} - for stunbreaking
 
* {{Skill|Tome of Resolve}} - for {{Tooltip|Immobilize}}
 
** {{Tooltip|Epilogue Eternal Oasis}}
 
** {{Tooltip|Chapter 2 Radiant Recovery}}
 
* {{Skill|Tome of Courage}} + '''Chapter 4 Stalwart Stand''' - for {{Tooltip|Immobilize}}
 
* '''Dodge'''
 
* {{Skill|Empower}} - if you have time to finish cast
 
* {{Skill|Holy Strike}}
 
* {{Skill|Shield of Absorption}} - only if the knockback isn’t disruptive
 
* {{Tooltip|Aegis}}
 
** {{Skill|Protector's Strike}}
 
** {{Skill|Shield of Judgment}}
 
** {{Skill|Mantra of Solace}}
 
}}
 
 
 
===Detailed Explanations===
 
====Stability====
 
* Apply {{Tooltip|Stability}} before allies get caught by enemy CC
 
* When using {{Skill|"Stand Your Ground!"}} cover the application by applying other boons immediately after the cast
 
** {{Skill|Mantra of Solace}} is ideal for this
 
* Avoid overlapping multiple {{Tooltip|Stability}} sources on your party, both your own and other players
 
* Enemy CC is most likely to land when they spike your group, your group is moving through theirs, or your group is moving away from theirs.
 
 
{{Collapsible
 
|width=85
 
|;{{Tooltip|Stability}} priority
 
|
 
* {{Skill|"Stand Your Ground!"}}
 
* {{Skill|Tome of Courage}} + {{Tooltip|Epilogue Unbroken Lines}}
 
* {{Skill|Hallowed Ground}}
 
* {{Skill|Mantra of Liberation}}
 
}}
 
 
 
====Stunbreaking====
 
* {{Skill|Mantra of Liberation}} is your group stunbreak, use its charges very carefully - the cooldown is too long to waste them
 
* Allies are most likely to be CCed at the same times they need {{Tooltip|Stability}} or while they are the focus target.
 
* Turn your camera, make use of a “Look Behind” keybind and listen to voice communications to pay attention to caught allies.
 
* Give them additional support after stunbreaking as needed
 
 
 
====Signet of Mercy====
 
* Watch for low allied health bars to enable precasting (Using the skill before an ally is downed so that it finishes casting on them as soon as they do go down)
 
* Give yourself quickness with {{Skill|Mantra of Solace}} before beginning the cast
 
* Cover the cast with {{Tooltip|Stability}} ({{Skill|"Stand Your Ground!"}} or {{Skill|Mantra of Liberation}} only - the others are too slow)
 
* Make sure to communicate over voice comms. Broadcast that you are beginning, casting and finishing the rez, include the name of the person being rezzed if possible.
 
* If another player with a higher priority calls they are rezzing at the same time, cancel the rez (“Stow Weapon” keybind or Escape button while in a Tome skill) and communicate the fact you are cancelling.
 
 
 
====Condition clear====
 
* You have limited condition clear compared to other supports, focus on using yours when allies have {{Tooltip|Immobilize}}
 
** Allies are very likely to get {{Tooltip|Immobilize}} at the same times they need {{Tooltip|Stability}}
 
 
{{Collapsible
 
|width=85
 
|;Condition clear priority
 
|
 
* {{Skill|Mantra of Lore}} (if applicable)
 
* {{Skill|Tome of Courage}} + '''Chapter 4 Stalwart Stand'''
 
* {{Skill|Tome of Resolve}} (to proc {{Trait|Absolute Resolve}})
 
* {{Tooltip|Epilogue Eternal Oasis}}
 
* {{Skill|Symbol of Swiftness}} {{to}} {{Skill|Holy Strike}} (Blast finisher)
 
* {{Tooltip|Chapter 2 Radiant Recovery}}
 
}}
 
 
 
====CC====
 
* Use your CC 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
 
 
{{Collapsible
 
|width=85
 
|;CC Priority
 
|
 
* {{Skill|Blazing Edge}} (if applicable)
 
* {{Skill|Line of Warding}}
 
* {{Tooltip|Chapter 3 Heated Rebuke}}
 
* {{Tooltip|Chapter 2 Daring Challenge}}
 
}}
 
 
 
====Healing====
 
* Be careful when healing others, {{Skill|Empower}} and {{Trait|Selfless Daring}} are powerful heals but can easily leave you out of position if misused
 
* Give yourself quickness with {{Skill|Mantra of Solace}} before casting {{Skill|Empower}}
 
 
{{Collapsible
 
|width=85
 
|;Healing priority
 
|
 
* {{Skill|Empower}} (if you have time to finish cast)
 
* {{Skill|Holy Strike}}
 
* {{Skill|Shield of Absorption}} (only if the knockback isn’t disruptive)
 
* '''Dodge''' ({{Trait|Selfless Daring}})
 
* {{Tooltip|Aegis}}
 
** {{Skill|Protector's Strike}}
 
** {{Skill|Shield of Judgment}}
 
* {{Tooltip|Regeneration}}
 
** {{Skill|Symbol of Faith}}
 
}}
 
 
 
====Primary boons====
 
* Defensive boons like {{Tooltip|Protection}} or {{Tooltip|Aegis}} should be prioritized when your group is on the defensive
 
* Offensive boons like {{Tooltip|Might}} and {{Tooltip|Quickness}} should be prioritized when your group is on the offensive
 
** Especially as your group spikes, try to always use a charge of {{Skill|Mantra of Solace}}
 
 
{{Collapsible
 
|width=85
 
|;Primary boon priority
 
|
 
* {{Skill|Mantra of Solace}} -  {{Tooltip|Aegis}} + {{Tooltip|Quickness}}
 
* {{Skill|Empower}} - {{Tooltip|Might}}
 
* {{Skill|Protector's Strike}} -  {{Tooltip|Protection}} + {{Tooltip|Aegis}}
 
* {{Skill|Shield of Judgment}} - {{Tooltip|Protection}} + {{Tooltip|Aegis}}
 
}}
 
 
 
====Cover boons====
 
* Cover boons are low value boons applied to soak strips instead of critical boons like {{Tooltip|Stability}}
 
* While most boon rips randomly choose from the boons on a target, boon corrupts always work on a first in, last out priority.
 
** This means that cover boons should be applied ''after'' primary boons when possible
 
 
{{Collapsible
 
|width=85
 
|;Cover boon priority
 
|
 
* {{Skill|Symbol of Swiftness}} - {{Tooltip|Swiftness}}
 
* {{Skill|Symbol of Vengeance}} - {{Tooltip|Fury}} (if applicable)
 
* {{Skill|Symbol of Faith}} - {{Tooltip|Regeneration}}
 
}}
 

Revision as of 17:47, 18 December 2022

This is a rough draft. Once adequately written, it will progress to the testing stage, where it can be rated by the community. You can help by proposing changes with a comment.

Focused on: Condition cleanseBoon supportHealing and Crowd control

Designed for: WvW Zerg

Expansions required: End of Dragons builds

Difficulty:
TBD
This build was last updated on December 18, 2022.


Overview

A support Willbender build for WvW. Provides a large amount of Alacrity Alacrity, cleansing, healing and boon support.


Skill Bar

Staff
Scepter/Shield
Utility


Overview

A support Willbender build for WvW. Provides a large amount of Alacrity Alacrity, cleansing, healing and boon support.


Skill Bar

Staff
Scepter/Shield
Utility
Weapon Variants
  • Torch provides better cleansing at the cost of shield utility
Skill Variants
  • "Stand your ground" if more stability is needed
  • "Feel my wrath!" good fury uptime + 2 condition removal but lose the acces of the burst heal + stab from signet


Template Code

[&DQEuKzEZQRd/AAAALQEAAEwBAACKAAAAcRIAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations


Equipment

Head
Minstrel
Shoulders
Minstrel
Chest
Minstrel
Hands
Minstrel
Legs
Minstrel
Feet
Minstrel
Backpiece
Minstrel
Accessory
Minstrel
Accessory
Minstrel
Amulet
Minstrel
Ring
Minstrel
Ring
Minstrel
Staff
Minstrel
Sigil
Sigil
Scepter
Minstrel
Shield
Minstrel
Sigil
Sigil
Rune
x6
Infusion
x18

Equipment Variants

Sigils
  • Sigil of Superior Sigil of Concentration for higher boon uptime
  • Sigil of Superior Sigil of Water healing on crits every 3s, with the amount of hits you do with symbols even with minstrel you'll use it everytime it's available.

Consumables

    • personal food option

General Understanding

Understanding where the condition removal comes from

  • With Trooper runes and Pure of Voice, each shout will remove 2 conditions on 5 targets.
  • Absolute Resolve will proc on each F2 use, 3 conditions removed 5 targets.
  • Purging flames, works best if we need to stay still (stairs/choke points/hand-rez fiesta...) 7 pulses each removing 1 condition on 5 targets.
  • Blasting symbols with Staff 2 will remove 1 condition on 5 targets

Understanding how to give alacrity

  • The alacrity you offer to the party comes from F2 traited with "Battle Presence" and "Phoenix Protocol". After using f2, you'll gain the boon "Flowing Resolve" and every few time you attack an ennemie you'll gain and share alacrity. The easiest way is to put symbols inside the ennemies zerg (or where they are moving). This is why we use scepter instead of mace in this build.

Understanding how to heal

  • With the Honor trait line, you'll gain the ability to heal on dodges and on aegis (shield 4 / Advance x2). Because you're playing with Energy Sigils and with Battle Presence from Virtues you'll have a higher endurance regeneration rate and can use them a bit more "freely" than other classes.
  • You can use Staff 2 and 4 to heal allies
  • Signet of Courage : Passive heal around you every few seconds and a strong active pulsing healing, stability, protection and resolution.
  • F2 spam give perma regeneration to allies.
  • You get extra +120 healing power from playing Willbender
  • The healing you offer is less than the other cleansing classes (but higher than firebrand due to regeneration / receive the light and signet of courage)

Usage

  • Cleansing is mostly priority based instead of a real rotation :
    • Advance! is used to remove a small amount (2)
    • Save Yourselves! is used to remove a HUGE amount (beware because you'll transfer a few to yourself, it's best to use it if you can stand inside your purging flames or if you have f2 available)
    • F2 is to be used to remove 3 conditions on each charge and to give alacrity to allies
    • Your healing skill will get back someone to full health if you can aim it correctly + removing 2 conditions because it's a shout. It's often better to keep it to heal someone than to clean conditions.
  • F1 and F3
    • They are mobility and boon skills, you can use them to go support someone / come back to zerg and/or to give boon (Might from F1 and Protection from F3)
  • F2
    • F2 is a skill you want to use often because it's a good condition removal source + giving regeneration and you source of alac. When you see "Flowing Resolve" going out you can almost re-use F2 to reapply it to yourself to keep giving alacrity. As you have 2 Charges, you can keep one to burst clean with Save Yourself. F2 is also an evade for yourself.
  • Weapons :
    • Staff is a popular weapon in all game mode for support guardian, it brings healing(Staff 2 and 4), swiftness (Staff 3), might (Staff 4) and a good crowd control skill (Staff 5). You can use Staff 3 inside ennemies to proc alacrity from F2 (you're party will always have swiftness due to running Advance) or to put a light field in case you want to blast it with Staff 2 for the extra condition removal.
    • Scepter is the best weapon to apply alacrity with because the symbol is ranged + extra hits (while pusling might to allies if we push inside of it). Scepter 3 can be used to root a target from 900 range, it's a fairly deadly skill if used in sync with squad damage dealers or on late ennemies.
    • Shield provides projectile-hate (since firebrand can't spam F3-3 anymore is pretty nice to have), extra healing from shield f5 and the aegis + proection from shield 4

Surviving

  • This build has high passive defense from minstrel armor
  • This build has mobility skill access (f1-f2-f3)
  • This builds has high active defense (condition removal / burst healing / Aegis)
    • While your active defenses are strong, they are ideally saved for your group and not used selfishly


Ratings

This build has a rating of 4 stars based on 4 votes.
Log in or register to rate this build.
5 stars
Peliagudest gave this build 5 stars • August 2023
Same cleanses than druid or ele, good burst healing with some passive heal, a lot of alac and some boons. Really good 2nd supp with different option if you need go more deffensive, stabs, signet, etc. The only thing is has low CC
4 stars
Lyco gave this build 4 stars • February 2023
- Fairly easy to use (No hidden CD compared to Tempest/Scrapper nor the need to do field finishers) but still rewarded for reading the situation well with Purging Flames / Signet of Courage, using your mobility skill to help people stuck and using the CC that comes from guardian weapons. As of patch 14/02/22, you don't lose the active effect of virtues if you use another (so you can use f1-f3 when you wish now as you won't stop the flowing resolve effect). - I believe the closest meta build would be support tempest (Alacrity / Cleansing / Healing), Alacbender gives more alacrity (and as it pulses, even after ennemie corrupt it gets reapplied instantly), Cleansing feels similar but the Tempest really takes it in the healing deppartement (the party with the willbender will get a lot more Aegis compared to other subs tho, helping mitigating damages) while having the best res-utility with Glyph of Renewal. - It really improves the capability of pure damage dealers with perma alacrity and high might uptime due to Empower having low CD from playing Willbender (IE : Revenant hammer skill 3 goes down to 9s, which makes it sync with hydro sigil procs from legend swap which makes the gameplay much more fluid). It's a nice "offensive" support but wouldn't recommend running only that as support class in a squad, it's an exotic Build with niche applications, that can be strong, but is by no means a staple in comps.
3 stars
Dolan gave this build 3 stars • December 2022
Pros: Very fun to play, very good cleanse, good alac reapplication \\ Cons: limited usefulness, lacking lots of necessities \\ Overall: Has no place in a squad in the current iteration. Cannot be the healer/off-support role because close to no healing (and no, signet of courage is not a potent heal), cannot replace chrono for strips (as it does not strip), cannot replace fb as there's literally no stab or group resistance. It's just an awkward cleanse/alac bot. I've really enjoyed playing it (albeit with a bit of a different build) but it just doesn't really fit anywhere in current squads. \\ Note: signet of courage also does NOT apply stability in wvw
5 stars
Fowin49396 gave this build 5 stars • December 2022
Still a solid meta build. An insane amount of relentless a.o.e. cleanses to employee, and just so you don't get bored, you can always play that wonderful little game of drifting, simply the most fun you can have with your clothes on.

Comments

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