Difference between revisions of "Vindicator - Devastation Greatsword"
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==Skill Variants== | ==Skill Variants== | ||
'''Weapons''' | '''Weapons''' | ||
− | + | * ''Sword/Sword''over ''Staff'' - trades survivability for even more damage, the rapid attacks of S/S could help you finish off targets and stick to them better. | |
− | '' | ||
− | |||
* ''Short bow'' - strong AoE pressure, adds some range to the build and {{Skill|Sevenshot}} is an excellent burst skill. Has 0 sustain however and offers no mobility unlike the other sets. Either weapons could be replaced by Short bow - if you give up Greatsword you'll still have Staff as the defensive set, or you could give up Staff for maximum greed and even higher difficulty. Requires both the '''Secrets of the Obscure''' expansion and '''Path of Fire'''. | * ''Short bow'' - strong AoE pressure, adds some range to the build and {{Skill|Sevenshot}} is an excellent burst skill. Has 0 sustain however and offers no mobility unlike the other sets. Either weapons could be replaced by Short bow - if you give up Greatsword you'll still have Staff as the defensive set, or you could give up Staff for maximum greed and even higher difficulty. Requires both the '''Secrets of the Obscure''' expansion and '''Path of Fire'''. |
Revision as of 21:58, 13 January 2024
The community gave this build a rating, making it top-tier: Great
Focused on: Strike damage and Mobility
Designed for: PvP Conquest
Difficulty:
Hard
This build was last updated on January 13, 2024 and is up to date for the October 8, 2024 patch.
Overview
A PvP Vindicator power build with high damage and mobility with moderate sustain and group utility. Primarily made to teamfight and roam but also has the ability to take some 1v1s when played right.
Skill Bar
Greatsword
Staff
Utility
Utility
Skill Variants
Weapons
- Sword/Swordover Staff - trades survivability for even more damage, the rapid attacks of S/S could help you finish off targets and stick to them better.
- Short bow - strong AoE pressure, adds some range to the build and is an excellent burst skill. Has 0 sustain however and offers no mobility unlike the other sets. Either weapons could be replaced by Short bow - if you give up Greatsword you'll still have Staff as the defensive set, or you could give up Staff for maximum greed and even higher difficulty. Requires both the Secrets of the Obscure expansion and Path of Fire.
Template Code
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Specializations
Equipment
Greatsword
Sigil
Sigil
Staff
Sigil
Sigil
Rune
Amulet
Relic
Equipment Variants
Relics
- - defensive relic that improves your endurance regen, boosting your evasion uptime and synergy.
- - higher burst potential.
- - improves your self-healing when playing with GS/Staff as both sets have access to blocking skills.
- - adds a new source of condition removal to the build, cleansing several conditions whenever you use an elite skill (once every 30 seconds).
Runes
- - defensive option in case you expect to be pressured a lot.
Usage
General
- This build's role is essentially identical to that of Power Herald; you are a dps/roamer. You want to be in large teamfights and when you can't be you should be roaming the map looking to get kills as quickly as possible. Your number one priority is getting kills.
- You get a 20% damage bonus after you have dodged so you should try to not have full endurance while you are damaging enemies.
Teamfighting
- Begin larger fights on and use to give the focus target vulnerability through and then reapply it through . When you are ready to engage melee use or to gap close before switching to . Swapping to shiro in melee range will proc giving the enemy vulnerability and the player quickness. This can be followed up with or even by autoattacking as your autos are highly damaging.
- and are both extremely valuable but also very dangerous due to their high energy cost. As such the best time to use them is when you have your legend swap available or if you pool enough energy that you can still use your stunbreak. You can stil use these skills when these conitions aren't met (such as to secure a kill on low health enemies) but good players will know to punish your energy mismanagement.
- Generally you should be using your dodges, and as chip damage to contribute to the fight while looking for an opportunity to do a large burst with and your weapon skills.
- You can provide alot of defensive utility to your allies in teamfights through proper usage of your kurzick abilities.
- cleanses 3 conditions and gives you endurance.
- breaks stun for your allies
- provides resistance
- provides susbstantial healing
- All of these skill while providing utility are some of the most valubale skills to use for yourself, as such use them when you are not the target or in such a way to benefit you and your allies simoultaneously.
+1ing
- Both stances provide you ways to plus one enemies and heavily damage them before most players can react.
- Shiro allows you to port in with phase traversal and instantly . As mentioned earlier this can be dangerous as it leaves you open to be cc'ed.
- Alliance allows you to enter a fight with before proceeding into melee.
- Before opening up your plus one always dodge first.
- Do not linger in a plus one if your duelist is healthy and the enemy is kiting well feel free to go someplace else you will be more useful.
Sustain
- While Vindicator has good passive healing most of your sustain comes through chaining your blocks and evades when you are being focused.
- Your blocks are:
- if staff is taken.
- Your evades are:
- if staff is taken.
- Dodging
- As your dodge does not involve your character moveing you can use it inteligently to kite. Jumping while dodgeing enables you to climb kite spots while simoultaneously evading all pressure.
- While under pressure and kiting you want to use your lowest cost survivability skills first so that you can stunbreak if needed. This will be your dodges and blocks.
- You can cleanse conditions through the use of:
- if staff is taken.
- Swapping legends and using alliance tactics will both heal you and give you endurance through and
Top Streamers
- Twitch: Boyce
Ratings
Amazing damage and mobility but kind of unforgiving to play, highest skillcap build Vindi ever had. Really strong build that can carry in ranked, definitely worth playing. There are lots of great survival tools in the build but you need to use the right one at the right time without hesitation under pressure, which might be a bit overwhelming for beginners considering the build has 2 weapons sets + technically 3 legends each with their own swap CDs. Once you get used to that it's not that hard to play though, it's worth the time investment.
Fun to play but that's really why people play it, it can't duel as well as the salvation version and I'm not sure if it's better than Herald as a roamer. Recent nerfs did bring the two vindi builds closer but that doesn't mean this became stronger, the other one merely became weaker. I enjoy this version more won't lie but when my rating is on the line I still find myself swapping back to good old tanky vindi.
Since the most recent nerfs aimed at the salvation version of vindicator this is the build that I have mostly been using. The switch to devastation trades sustain for damage making this build more geared towards the role occupied by herald, that of a roamer/dps. When compared to herald this build has comparable damage, much more cleanse, situationally better healing, more blocks, resistance access, stab access and more evades. Vindicator can hold its own no matter what is required from it making it a fantastic and adaptable build for ranked.
Comments
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