Difference between revisions of "Pilz"
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{{Build | {{Build | ||
− | | profession = | + | | profession = Revenant |
− | | specialization = | + | | specialization = Vindicator |
− | | designed for = wvw | + | | designed for = wvw zerg |
− | | focus = | + | | focus = Strike Damage, DPS, Boon Support |
− | | rating = | + | | rating = good |
− | | xpac = | + | | xpac = eod |
− | |||
}} | }} | ||
==Overview== | ==Overview== | ||
− | The | + | 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. |
− | |||
==Skill Bar== | ==Skill Bar== | ||
{{Skill bar | {{Skill bar | ||
− | |profession = | + | | profession = revenant |
− | |specialization = | + | | specialization = Vindicator |
− | |weapon1 = | + | | weapon1 = hammer |
− | + | | weapon3 = Greatsword | |
− | |weapon3 = | + | | legend1 = Archemorus |
− | + | | legend2 = Jalis | |
− | |||
− | |||
− | |||
− | | | ||
− | | | ||
}} | }} | ||
− | === | + | ==Template Code== |
− | + | {{TemplateCode| | |
− | + | code = [&DQkDPg8mNDfcEdwRKxIGEgYSKxLUEdQRyhHKEQ8NDwAAAAAAAAAAAAAAAAA=] | |
− | + | }} | |
− | |||
− | |||
− | |||
− | |||
− | + | ==Specializations== | |
− | == | + | {{Specialization|Devastation|mid|top|mid}} |
− | {{ | + | ;Variants |
− | + | * {{trait|Notoriety}} selfish stat boost, can be worth it if you party has only two DPS | |
− | }} | + | * {{trait|Brutality}} constant stability removal with quickness uptime but less DPS. |
+ | {{Specialization|Invocation|mid|bot|bot}} | ||
+ | {{Specialization|Vindicator|mid|bot|top}} | ||
+ | ;Variants | ||
+ | * {{Trait|Leviathan Strength}} if your party is providing might cap on spikes without your help | ||
+ | * {{Trait|Reaver's Curse}} with extremely high vigor uptime and regularly hitting 3+ targets with {{Trait|Forerunner of Death}} | ||
==Equipment== | ==Equipment== | ||
{{PvE equipment | {{PvE equipment | ||
− | | weight = | + | | weight = Heavy |
− | | stats = | + | | stats = Berserker |
− | | rune = Superior Rune of | + | | rune = Superior Rune of the Scholar |
| rune-qt = 6 | | rune-qt = 6 | ||
− | | weapon1 = | + | | weapon1 = Hammer |
− | | weapon2 = | + | | weapon2 = |
− | | sigil1 = Superior Sigil of | + | | sigil1 = Superior Sigil of Force |
− | | sigil2 = Superior Sigil of | + | | sigil2 = Superior Sigil of Accuracy |
− | | weapon3 = | + | | weapon3 = Greatsword |
− | | weapon4 = | + | | weapon4 = |
| sigil3 = Superior Sigil of Energy | | sigil3 = Superior Sigil of Energy | ||
− | | sigil4 = Superior Sigil of | + | | sigil4 = Superior Sigil of Bloodlust |
− | | infusion1 = | + | | amulet = Assassin |
+ | | accessory1 = Berserker | ||
+ | | accessory2 = Berserker | ||
+ | | backpiece = Berserker | ||
+ | | infusion1 = Mighty WvW Infusion | ||
| infusion1-qt = 18 | | infusion1-qt = 18 | ||
}} | }} | ||
− | ; | + | |
− | * {{ | + | ===Equipment Variants=== |
− | * {{ | + | ;Stats |
+ | * {{tooltip|Marauder stats}}/{{tooltip|Dragon stats}} if you find you need extra defensive stats, but do not go over crit cap | ||
+ | |||
+ | ;Sigils | ||
+ | * '''Greatsword''' {{Sigil|Superior Sigil of Hydromancy}} | ||
+ | * {{Sigil|Superior Sigil of Stamina}} | ||
===Consumables=== | ===Consumables=== | ||
− | * {{Food| | + | * {{Food|Peppercorn-Crusted Sous-Vide Steak}} |
− | ** {{Food| | + | ** {{Food|Carrot Soufflé}} personal food option |
− | * {{Utility| | + | * {{Utility|Superior Sharpening Stone}} |
− | ** {{ | + | |
+ | |||
+ | ==Usage== | ||
+ | ===Priorities=== | ||
+ | ;High | ||
+ | * Ranged Spike | ||
+ | |||
+ | ;Moderate | ||
+ | * Sustained damage | ||
+ | * {{Tooltip|Might}} | ||
+ | |||
+ | ;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 | ||
+ | ** 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 | ||
+ | |||
+ | {{Collapsible | ||
+ | |width=85 | ||
+ | |;Active defense priority | ||
+ | | | ||
+ | * {{Skill|Reaver's Rage}} - for stunbreaking | ||
+ | * {{Skill|Rite of the Great Dwarf}} - for stunbreaking | ||
+ | * {{Skill|Soothing Stone}} - for {{Tooltip|Immobilize}} | ||
+ | * {{Skill|Alliance Tactics}} - Saint Viktor | ||
+ | ** {{Skill|Awakening}} - for stunbreaking | ||
+ | ** {{Skill|Battle Dance}} - for {{Tooltip|Immobilize}} | ||
+ | ** {{Skill|Tree Song}} - for {{Tooltip|Immobilize}} | ||
+ | * {{Skill|Vengeful Hammers}} | ||
+ | * '''Dodge''' | ||
+ | ** {{Skill|Energy Meld}} - if short on '''Endurance''' | ||
+ | * {{Skill|Imperial Guard}} | ||
+ | * {{Skill|Rite of the Great Dwarf}} - general use | ||
+ | * {{Skill|Selfish Spirit}}/{{Skill|Soothing Stone}} - general use | ||
+ | * {{Skill|Alliance Tactics}} - Saint Viktor | ||
+ | ** {{Skill|Battle Dance}} | ||
+ | ** {{Skill|Selfless Spirit}} | ||
+ | * {{Skill|Phase Smash}} | ||
+ | }} | ||
+ | |||
+ | |||
+ | ===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|Scavenger Burst}} - if lacking {{Tooltip|Fury}} or {{Tooltip|Quickness}} | ||
+ | * {{Trait|Forerunner of Death}} | ||
+ | * {{Skill|Nomad's Advance}} | ||
+ | * {{Skill|Scavenger Burst}} - general use | ||
+ | * {{Skill|Inspiring Reinforcement}} | ||
+ | * {{Skill|Vengeful Hammers}} | ||
+ | |||
+ | ;Greatsword | ||
+ | * {{Skill|True Strike (Vindicator)}} - 5 charges | ||
+ | * {{Skill|Eternity's Requiem}} | ||
+ | * {{Skill|Phantom's Onslaught}} | ||
+ | * {{Skill|Mist Unleashed}} | ||
+ | |||
+ | ;Hammer | ||
+ | * {{Skill|Phase Smash}} | ||
+ | * {{Skill|Coalescence of Ruin}} | ||
+ | }} | ||
+ | |||
+ | |||
+ | ====Might==== | ||
+ | * Your might is mostly passively generated through {{Trait|Amnesty of Shing Jea}} through using '''Aliiance''' skills and {{Skill|Energy Meld}} | ||
+ | * Stay close to your group, {{Trait|Amnesty of Shing Jea}} has a small radius | ||
+ | * Before leaving '''Alliance''' stance, use {{Skill|Alliance Tactics}} to swap to '''Saint Viktor''' and proc {{Trait|Amnesty of Shing Jea}} | ||
+ | ** As soon as you reenter '''Alliance''' stance, use {{Skill|Alliance Tactics}} again to get access to '''Archemorus''' skills | ||
+ | |||
− | == | + | ====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) | |
− | ** {{Skill| | + | ** 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}} |
− | ** | ||
− | |||
− | ** {{Skill| |
Revision as of 18:34, 13 May 2022
The community gave this build a rating, making it second-tier: Good
Focused on: Strike damage, Dps and Boon support
Designed for: WvW Zerg
Difficulty:
TBD
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
- selfish stat boost, can be worth it if you party has only two DPS
- 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
Berserker
Berserker
Shoulders
Berserker
Berserker
Chest
Berserker
Berserker
Hands
Berserker
Berserker
Legs
Berserker
Berserker
Feet
Berserker
Berserker
Backpiece
Berserker
Berserker
Accessory
Berserker
Berserker
Accessory
Berserker
Berserker
Amulet
Assassin
Assassin
Ring
Berserker
Berserker
Ring
Berserker
Berserker
Hammer
Berserker
Berserker
Sigil
Sigil
Greatsword
Berserker
Berserker
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Equipment Variants
- Stats
- Marauder stats/ Dragon stats if you find you need extra defensive stats, but do not go over crit cap
- 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
- 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
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