Vindicator - DPS Vindicator
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
This build was last updated on April 02, 2022 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
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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 you take consider each stack on yourself as two
10% damage on you is equal to ~10 might stacks, swap to this if you can maintain that much might on DPS players (i.e., other players aren't maintaining party might cap) or if you find your endurance is often at 100 on spikes
- 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
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
- 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
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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
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
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