Difference between revisions of "Vindicator - DPS Vindicator"
Line 54: | Line 54: | ||
| weapon2 = | | weapon2 = | ||
| sigil1 = Superior Sigil of Hydromancy | | sigil1 = Superior Sigil of Hydromancy | ||
− | | sigil2 = Superior Sigil of | + | | sigil2 = Superior Sigil of Fire |
| weapon3 = Greatsword | | weapon3 = Greatsword | ||
| weapon4 = | | weapon4 = |
Revision as of 13:50, 26 November 2023
This build was last updated on November 26, 2023 and is up to date for the October 8, 2024 patch.
Overview
A Power based Vindicator build for WvW. The power of greatsword, the durability of Jalis, and the damage of
allow this build to deal strong damage with great survivability.
Skill Bar
Hammer
Greatsword
Utility
Utility
Template Code
[&DQkDPg8mNDfcEdwRKxIGEgYSKxLUEdQRyhHKEQ8NDwAAAAAAAAAAAAAAAAA=]
Specializations
- Variants
- worth it if two other DPS in your party lack fury uptime
- constant stability removal with quickness uptime but less DPS.
- Variants
- if your party is providing might cap on spikes without your help
- with extremely high vigor uptime and regularly hitting 3+ targets with
Equipment
Head
Marauder
Marauder
Shoulders
Marauder
Marauder
Chest
Marauder
Marauder
Hands
Marauder
Marauder
Legs
Marauder
Marauder
Feet
Marauder
Marauder
Backpiece
Marauder
Marauder
Accessory
Marauder
Marauder
Accessory
Marauder
Marauder
Amulet
Marauder
Marauder
Ring
Berserker
Berserker
Ring
Marauder
Marauder
Hammer
Marauder
Marauder
Sigil
Sigil
Greatsword
Marauder
Marauder
Sigil
Sigil
Rune
x6
x6
Infusion
x17
x17
Infusion
x1
x1
Relic
Equipment Variants
- Stats
- Feel free to use as much Berserker stats as you feel comfortable with
- Relic
- - more damage if fights are ranged heavy
- Sigils
- Greatsword
Consumables
-
- personal food option
Usage
Priorities
- High
- Ranged Spike
- Moderate
- Sustained damage
- Might
- Low
- CC
Surviving
- This build has moderate passive defense
- This build has moderate mobility skill access
- Neutral creatures can be used as targets
will lunge towards a target if they are within range, otherwise it moves you considerably less than 900 range
- This builds has high active defenses
- Only use defensively if desperate, it will likely leave you more out of position than when you started
- Toggle on whenever you expect significant pressure, its upkeep is cheap
- breaks stuns at the beginning of the cast, dodge or weapon stow to cancel the cast if you're in danger
|
Detailed Explanations
Ranged Spike
- Casting
- is the priority skill if you can't use both
immediately before will make both hits land at the same time
- Swap legends during at 3/4ths through the cast to activate
- Avoid casting as groups cross each other so you aren't left behind
Sustained damage
- You can through traps and marks to activate them without taking any damage.
- Try to place in the direction your group is pushing if possible, but prioritize hitting enemies
- Toggle on any time you're in range and in Jalis, but prioritize other skills when energy is limited
Might
- Your might is mostly passively generated through through using Aliiance skills and
- Stay close to your group, has a small radius
- Before leaving Alliance stance, use
- As soon as you reenter Alliance stance, use again to get access to Archemorus skills
to swap to Saint Viktor and proc
CC
- Use
- Your group calls a spike:
- Winds -
- Wells - +
- Shades -
- Traps - +
- On top of enemy downs (while alive players are on top of them)
- Enemy groups moving defensively while your group is pushing
when:
- Your group calls a spike:
- Use when all other skills are on cooldown and projectile block is stopping your
Ratings
Comments
Get MetaBattle Premium
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium
Enjoy an ad-free experience & support the website, for less than $1 per month! Upgrade to Premium