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Willbender - DPS Alacbender

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

Focused on: Strike damage and Dps

Designed for: WvW Zerg

Expansions required: Heart of Thorns buildsEnd of Dragons builds

Difficulty:
TBD
This build was last updated on April 25, 2022.

Overview

A build designed for massive AoE DPS, with great access to spike damage, ground AoE, ranged pressure and Alacrity Alacrity.


Skill Bar

Staff
Scepter/Torch
Utility


Skill Variants

  • Wall of Reflection Bane Signet or Whirling Light


Template Code

[&DQEqOhA+GykDAQAA/hIAAEgBAACKEgAANwEAAAAAAAAAAAAAAAAAAAAAAAA=]
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Specializations


Template Code

[&DQEqOi4lQRYDAQAANgEAAEgBAAD/AAAANwEAAAAAAAAAAAAAAAAAAAAAAAA=]
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Equipment

Head
Marauder
Shoulders
Marauder
Chest
Marauder
Hands
Marauder
Legs
Marauder
Feet
Marauder
Backpiece
Marauder
Accessory
Marauder
Accessory
Marauder
Amulet
Marauder
Ring
Marauder
Ring
Marauder
Staff
Marauder
Sigil
Sigil
Scepter
Marauder
Torch
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18


Equipment Variants

  • Use Berserker stats Berserker stats if you find you need more offensive stats
  • Sigil of Superior Sigil of Bloodlust stacking sigil option


Consumables

    • personal food option


Usage

Overall Priorities

High
Moderate
  • Sustained damage
Low
  • Single target
  • CC


Surviving

  • This build has moderate passive defense
  • This build has high mobility skill access
  • This builds has moderate active defenses
    • Beware of unblockable CCs (Line of Warding) when using Shelter
      • Standing briefly still while channeling Shelter can sometimes be better than moving straight back to your group
    • Use "Stand Your Ground!" when pushing if your firebrand's Stability Stability is on cooldown
    • Because Renewed Focus resets your virtues, you should use them before casting Renewed Focus if they are not on cooldown.
Active defense priority
  • Flowing Resolve - for Immobilize Immobilize
  • "Stand Your Ground!" - for stunbreaking
  • Dodge
  • Shelter
  • Renewed Focus


Detailed Explanations

Ranged Spike

  • Open with staff, using Holy Strike Symbol of Swiftness
    • If the groups continue into 900 range, swap to Scepter/Torch and use Symbol of Punishment Sword of Justice, otherwise wait in Staff for the next engage
  • Don't waste Wall of Reflection to add useless DPS at range, wait until the damage can be followed up on


Alacrity

  • Use Flowing Resolve before casting your Symbol skills to give your group alacrity
    • Be careful not to double tap or the second charge will be wasted
  • Avoid using your other Virtue skills while Flowing Resolve is active since it will end the buff


Sustained damage

  • When using ground AoEs like Symbol skills or Sword of Justice, try to place them so that one edge is on the enemy group and the other edge is in the direction they are moving to
  • Try to swap between weapons as often as possible, keeping all damage skills on cooldown
    • It is worth delaying the swap for 1-2 seconds to fit another Symbol skill
    • If you are frequently delaying your swap out of Staff it is likely you aren't swapping weapons fast enough
  • Use your Symbol skills quickly after swapping weapons so that the cooldowns will line up for future swaps
  • Combine your Symbol skills with other damage to generate higher spikes
    • Symbol of Punishment Weapon Swap Weapon Swap Symbol of Swiftness Holy Strike
    • Symbol of Punishment Sword of Justice
  • Try to hit your own group with Cleansing Flame as well if you can, but prioritize hitting enemies
  • Place Wall of Reflection closer to the enemy group than your own to reduce projectile travel time
  • Maintain Inspiring Virtue by activating Rushing Justice
    • Renewed Justice will reset the cooldown whenever you get a kill
Skill priority
  • Holy Strike
  • Symbol of Swiftness
  • Symbol of Punishment
  • Wall of Reflection
  • Zealot's Fire - when no projectile block present (Zealot's Flame flip skill)
  • Cleansing Flame - in melee
  • Sword of Justice


Single Target

  • Use Chains of Light to follow up on other CC or to catch targets as enemies disengage
  • If you have a chance to use Zealot's Fire on an isolated target without projectile block, take it


CC

  • Don't use Line of Warding unless your DPS skills are on cooldown, other builds are better at providing CC
  • Use your CC 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


Ratings

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