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Difference between revisions of "Vindicator - DPS Vindicator"

(added usage, moved to test)
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{{SEO|description=A Power based Vindicator build for WvW. The damage of Alliance, the durability of Jalis, and the damage of Coalescence of Ruin allow this build to deal strong damage with great sustain, while buffing allies.}}
+
{{SEO|description=A Power based Vindicator build for WvW. The power of greatsword, the durability of Jalis, and the damage of Coalescence of Ruin allow this build to deal strong damage with great survivability.}}
 
{{Build
 
{{Build
 
| profession = Revenant
 
| profession = Revenant
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| designed for = wvw zerg
 
| designed for = wvw zerg
 
| focus = Strike Damage, DPS, Boon Support
 
| focus = Strike Damage, DPS, Boon Support
| rating = draft
+
| rating = test
 
| xpac = eod
 
| xpac = eod
 
}}
 
}}
  
 
==Overview==
 
==Overview==
A Power based Herald build for WvW. The damage of Alliance, the durability of Jalis, and the damage of {{Skill|Coalescence of Ruin}} allow this build to deal strong damage with great sustain, while buffing allies.
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A Power based Vindicator build for WvW. The power of greatsword, the durability of Jalis, and the damage of {{Skill|Coalescence of Ruin}} allow this build to deal strong damage with great survivability.
  
  
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==Usage==
 
==Usage==
 +
===Priorities===
 +
;High
 +
* Ranged Spike
 +
 +
;Moderate
 +
* Sustained damage
 +
 +
;Low
 +
* CC
 +
 +
 +
====Surviving====
 +
* This build has moderate passive defense
 +
* This build has moderate mobility skill access
 +
** {{skill|Phantom's Onslaught}} will lunge towards a target if they are within range, otherwise it moves you considerably less than 900 range
 +
*** Neutral creatures can be used as targets
 +
* This builds has high active defenses
 +
** Use {{Skill|Alliance Tactics}} when your defensives on '''Archemorus''' are on cooldown
 +
** Only use {{Skill|Phase Smash}} defensively if desperate, it will likely leave you more out of position than when you started
 +
** Toggle {{Skill|Vengeful Hammers}} on whenever you expect significant pressure, its upkeep is cheap
 +
** {{Skill|Rite of the Great Dwarf}} 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 {{Skill|Coalescence of Ruin}} immediately before {{Skill|Phase Smash}} will make both hits land at the same time
 +
** {{Skill|Phase Smash}} is the priority skill if you can't use both
 +
* Avoid casting {{Skill|Phase Smash}} as groups cross each other so you aren't left behind
 +
 +
 +
====Sustained damage====
 +
* You can {{Skill|Phase Smash}} through traps and marks to activate them without taking any damage.
 +
* Try to place {{Skill|Inspiring Reinforcement}} in the direction your group is pushing if possible, but prioritize hitting enemies
 +
* Toggle on {{Skill|Vengeful Hammers}} any time you're in range and in '''Jalis''', but prioritize other skills when energy is limited
 +
 +
{{Collapsible
 +
|width=85
 +
|collapsed=true
 +
|;Skill priority
 +
|
 +
* {{Skill|True Strike (Vindicator)}} - 5 charges
 +
* {{Skill|Eternity's Requiem}}
 +
* {{Skill|Phantom's Onslaught}}
 +
* {{Skill|Mist Unleashed}}
 +
* {{Skill|Phase Smash}}
 +
* {{Skill|Coalescence of Ruin}}
 +
* {{Skill|Scavenger Burst}}
 +
* {{Skill|Inspiring Reinforcement}}
 +
* {{Skill|Vengeful Hammers}}
 +
}}
 +
 +
 +
====CC====
 +
* Use {{Skill|Forced Engagement}} 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
 +
* Use {{Skill|Drop the Hammer}} when all other skills are on cooldown and projectile block is stopping your {{Skill|Hammer Bolt}}

Revision as of 19:09, 3 March 2022

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

Focused on: Strike damageDps and Boon support

Designed for: WvW Zerg

Expansions required: End of Dragons builds

Difficulty:
TBD
This build was last updated on March 03, 2022.

Overview

A Power based Vindicator build for WvW. The power of greatsword, the durability of Jalis, and the damage of Coalescence of Ruin allow this build to deal strong damage with great survivability.


Skill Bar

Hammer
Greatsword
Utility
Utility


Template Code

[&DQkDPg8mNDfcEdwRKxIGEgYSKxLUEdQRyhHKEQ8NDwAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations

Variants
  • Notoriety selfish stat boost, can be worth it if you party has only two DPS
  • Brutality constant stability removal with quickness uptime but less DPS.
Variants
  • Reaver's Curse with extremely high vigor uptime and regularly hitting 3+ targets with Forerunner of Death

Equipment

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Assassin
Ring
Berserker
Ring
Berserker
Hammer
Berserker
Sigil
Sigil
Greatsword
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18


Equipment Variants

Stats
Sigils
  • Sigil of Superior Sigil of Bloodlust


Consumables

    • personal food option


Usage

Priorities

High
  • Ranged Spike
Moderate
  • Sustained damage
Low
  • CC


Surviving

  • This build has moderate passive defense
  • This build has moderate mobility skill access
    • Phantom's Onslaught will lunge towards a target if they are within range, otherwise it moves you considerably less than 900 range
      • Neutral creatures can be used as targets
  • This builds has high active defenses
    • Use Alliance Tactics when your defensives on Archemorus are on cooldown
    • Only use Phase Smash defensively if desperate, it will likely leave you more out of position than when you started
    • Toggle Vengeful Hammers on whenever you expect significant pressure, its upkeep is cheap
    • Rite of the Great Dwarf 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 Coalescence of Ruin immediately before Phase Smash will make both hits land at the same time
    • Phase Smash is the priority skill if you can't use both
  • Avoid casting Phase Smash as groups cross each other so you aren't left behind


Sustained damage

  • You can Phase Smash through traps and marks to activate them without taking any damage.
  • Try to place Inspiring Reinforcement in the direction your group is pushing if possible, but prioritize hitting enemies
  • Toggle on Vengeful Hammers any time you're in range and in Jalis, but prioritize other skills when energy is limited
Skill priority
  • True Strike (Vindicator) - 5 charges
  • Eternity's Requiem
  • Phantom's Onslaught
  • Mist Unleashed
  • Phase Smash
  • Coalescence of Ruin
  • Scavenger Burst
  • Inspiring Reinforcement
  • Vengeful Hammers


CC

  • Use Forced Engagement when:
    • Your group calls a spike:
      • Winds - Winds of Disenchantment
      • Wells - Well of Corruption+Well of Suffering
      • Shades - Desert Shroud
      • Traps - Procession of Blades+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
  • Use Drop the Hammer when all other skills are on cooldown and projectile block is stopping your Hammer Bolt


Ratings

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Comments

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