Difference between revisions of "Bladesworn - Defense Bladesworn"

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| specialization = Bladesworn
 
| specialization = Bladesworn
 
| designed for = Conquest
 
| designed for = Conquest
| rating = test
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| rating = good
| focus = strike damage and sustain
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| focus = strike damage, sustain
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| difficulty = 1
 
}}
 
}}
  
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==Overview==
 
==Overview==
A new take on the old power Bladesworn build using the defense traitline to gain damage, sustain and replace some of the stab access lost through nerfs.
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A PvP Power Bladesworn build that drops Tactics for the {{Tooltip|Defense}} specialization in order to gain some new tools such as {{Tooltip|Resistance}} on dodge and projectile-reflects on {{Tooltip|Aegis}}<!--, even recovering some of the lost {{Tooltip|Stability}} access Bladesworn used to have.-->
  
  
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| utility1 = "Shake It Off!"
 
| utility1 = "Shake It Off!"
 
| utility2 = "For Great Justice!"
 
| utility2 = "For Great Justice!"
| utility3 = Dragonspike Mine
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| utility3 = Balanced Stance
 
| elite = Tactical Reload
 
| elite = Tactical Reload
 
}}
 
}}
  
  
==Skill Variants==
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===Skill Variants===
'''Weapons'''
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<!--'''Weapons'''
*''Warhorn'' over ''Pistol'' is a good option when you are likely to face heavy condi matchups but dont want to give up the sustain of {{Skill|Combat Stimulant}}. Escpecially useful against condi reapers and rangers to remove movement inhibiting conditions.
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*''Warhorn'' over ''Pistol'' - while Pistol is seen as the stronger option, Warhorn can still be a good situational pick if you feel like more condition removal is needed, or if you plan on spending more time in teamfights and want some extra group utility. Warhorn's especially useful against classes such as Rangers or Necromancers who've got {{Tooltip|Immobilize}} and other movement-impairing conditions, but dropping Pistol's going to cost you a lot of damage and trait synergy. With Warhorn you should take {{Trait|Cull the Weak}} on Defense as you're losing quite a bit of {{Tooltip|Aegis}} access without Pistol which makes {{Trait|Shield Master}} weaker.-->
 
 
 
 
 
'''Heal'''
 
'''Heal'''
* {{Skill|Mending}} not recomended if you can play without it but if you are versing very strong condition matchups this can be a better choice. Take {{Trait|Peak Performance}} if chosen.
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* {{Skill|Mending}} - a tech option against condition builds, offers better cleansing in exchange for lower healing. Might want to consider taking {{Trait|Peak Performance}} on {{Tooltip|Strength}} if you want a damage boost. For the record Mending isn't always necessary against every condition build, sometimes your sheer amount of healing and barrier stacking coupled with the few cleases in the build is enough to stand your ground.
  
  
'''Utility'''
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<!--'''Utility'''
  
{{Skill|Dragonspike Mine}} can be replaced by one of the following:
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{{Skill|Balanced Stance}} can be replaced by:
 +
* {{Skill|Dragonspike Mine}} - low CD stunbreak that also resets the CD on Dragon Trigger, which makes it work as a burst CD/mobility tool too.
  
* {{Skill|Endure Pain}} is usefull especially if you expect to be plussed by heavy burst specs.
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* {{Skill|Banner of Defense}} - increases your sustain and group utility. One of your better options against condition specs too and you could even combo some {{Tooltip|Resolution}} with Break Step (Gunsaber #5).
  
* {{Skill|"On My Mark!"}} is a utility that can be use if you are confident in only needing one stunbreak and will get more value out of reveal then anything else.
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* {{Skill|Endure Pain}} - better defense against strike damage, excellent panic button with a stun break.
 
 
* {{Skill|Stomp}} recomended when playing with {{Skill|Mending}} and {{Trait|Peak Performance}}. A very versatile utility skill that is a stunbreak, cc and stability access.
 
  
 +
* {{Skill|"On My Mark!"}} - a utility that can be used if you are confident that can you get by with only 1 stunbreak. Adds more value to {{Relic|Relic of the Trooper}} and the vuln + reveal can help you secure kills.
  
 +
* {{Skill|Stomp}} - somewhat niche but very versatile utility skill that acts as stunbreak, CC and provides some {{Tooltip|Stability}} access. The CC part even works on downed targets, allowing you to remove downed enemies from capture points while bleeding them out.-->
 
'''Elite'''
 
'''Elite'''
  
The elite can be changed out but not very strongly recomended as {{Skill|Tactical Reload}} provides alot of damage and sustain expecially paired with {{Skill|Combat Stimulant}}.
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While generally not recommended, the elite can sometimes be swapped out in niche cases like 2v2 and 3v3 offseason where you'd need better rez power or chase/kill potential, or if you're using {{Skill|Mending}}. Usually hoever {{Skill|Tactical Reload}} provides a lot of damage and sustain especially when paired with {{Skill|Combat Stimulant}} so it's too good to give up.
*{{Skill|Battle Standard}} can be useful when you expect to be mostly teamfighting.
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*{{Skill|Battle Standard}} - could be useful when you expect to be mostly teamfighting or during 2v2/3v3 offseasons.
  
*{{Skill|Rampage}} very powerful tool for sustain or kill securing when paired with {{Trait|Peak Performance}}.
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*{{Skill|Rampage}} - the combination of CC, mobility and damage makes this good in just about any situation from securing kills to disengaging from fights.
  
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQIELRY7RCX/GnAAagAAAKgAAADwGgAA/BoAAAAAAAAAAAAAAAAAAAAAAAA=]
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code = [&DQIELRYpRCX/GnAAagAAAKgAAACyAAAA/BoAAAAAAAAAAAAAAAAAAAAAAAACBQA2AAA=]
 
}}
 
}}
  
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{{Specialization|Strength|top|bot|mid}}
 
{{Specialization|Strength|top|bot|mid}}
 
'''Variants'''
 
'''Variants'''
*Take {{Trait|Peak Performance}} when playing with any '''Physical''' skills.
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* {{Trait|Restorative Strength}} works well with {{Skill|Combat Stimulant}} and has synergy with {{Trait|Might Makes Right}}, boosting your self-healing.
{{Specialization|Defense|bot|mid|bot}}
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{{Specialization|Defense|top|mid|mid}}
 +
{{Specialization|Bladesworn|top|top|mid}}
 
'''Variants'''
 
'''Variants'''
*{{Trait|Shield Master}} has great synergy with {{Tooltip|Aegis}}. Reflecting projectiles doesn't consume the Aegis, so even if you get hit by a full {{Skill|Rapid Fire}} all the projectiles will be reflected as long as something else doesn't pop the Aegis.
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*{{Trait|Swift as the Wind}} increases your mobility and helps with rotating around the map or kiting/chasing targets, but lowers your self-healing.
*{{Trait|Cleansing Ire}} trades {{Tooltip|Stability}} uptime and extra damage for better cleansing and flow generation. Only recomended if it allows you to run Pistol over Warhorn for the extra damage.
 
{{Specialization|Bladesworn|mid|top|mid}}
 
'''Variants'''
 
*{{Trait|Swift as the Wind}} solves your mobility issues when not playing with Warhorn, but lowers your sustain a little.  
 
  
  
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| weapon4 =  
 
| weapon4 =  
 
| sigil1 = Intelligence
 
| sigil1 = Intelligence
| sigil2 = cleansing
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| sigil2 = Energy
 
| sigil3 =  
 
| sigil3 =  
 
| sigil4 =  
 
| sigil4 =  
| rune = Soldier
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| rune = Spellbreaker
 
| amulet = Berserker
 
| amulet = Berserker
 +
| relic = Relic of the Trooper
 
}}
 
}}
  
  
 
===Equipment Variants===
 
===Equipment Variants===
'''Rune'''
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'''Sigils'''
* {{Rune|Fighter}} can provide some nice offensive and defensive stats when conditions are not likely to be an issue.
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* {{Sigil|Cleansing}} over {{Sigil|Intelligence}} - trades some consistency on your burst/Axe finishing moves for better sustain against conditions.
  
* {{Rune|Divinity}} an extremely strong rune on every build.
 
  
 +
'''Relics'''
 +
* {{Relic|Relic of the Defender}} - better healing thanks to the many {{Tooltip|Aegis}} sources in the build. Highly recommended if you're not expecting to face condition builds.
  
'''Sigil'''
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* {{Relic|Relic of the Daredevil}} - improves your consistency by ensuring that your important attacks crit. Might want to consider replacing the current rune as the Precision stat loses some value with this relic.
* {{Sigil|Energy}} over {{Sigil|Intelligence}} can be taken when playing as a side noder. {{Trait|Might Makes Right}} provides alot of endurance so this sigil is only recomended for beginers or using the lowest sustain variant of this build.
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 +
* {{Relic|Relic of Isgarren}} - higher burst potential.
 +
 
 +
 
 +
'''Runes'''
 +
* {{Rune|Fighter}} - more tanky option.
  
  
 
==Usage==
 
==Usage==
 +
'''Elite specialization basics'''
 +
* Warriors who spec {{Tooltip|Bladesworn}} lose access to weapon swapping in combat but gain access to the Gunsaber, which works a bit like an Engineer kit (F1 by default).
 +
 +
* Instead of '''Adrenaline''' you build '''Flow''' in combat. If you have enough Flow you gain access to {{Skill|Dragon Trigger}} (F2), which roots you in place and starts consuming Flow when used. Dragon Trigger empowers your Gunsaber skills. The more Flow you consume, the stronger the first 3 skills get. These 3 skills are the main source of your burst damage.
 +
 +
* While swapping in and out of Gunsaber has a 10s CD, this can sometimes be bypassed. {{Skill|Dragon Trigger}} is on a separate CD and using it puts you back into Gunsaber mode.
 +
 +
 
'''General'''
 
'''General'''
* The role of this build can vary based on what traits are taken and what is needed by your team. All variants have the ability to take 1v1s and contribute to teamfights, but the default version presented here is designed to be a duelist.
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* '''Role:''' your primary purpose is to be a duelist and take 1v1s, but the build has plenty of AoE pressure and even some group utility too, making you useful in teamfights as well in case you'd need to be more flexible.
  
'''Dueling'''
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* Gunsaber isn't a very complicated weapon. 1-4 are damaging skills and 5 is for mobility/{{Tooltip|Fury}} application. Skills 1-3 are ranged, 4 can be both melee and ranged. Spam them in whatever order you wish if they're not on CD.
*When playing as a duelist you have strong kill pressure in 1v1s and significant ability to survive outnumbered (depending on the matchup).
 
  
*Your best matchups are duelists that rely on blocks for sustain such as virtuoso, other warriors, rangers and vindicators. Bad matchups are ones that have heavy boon corrupt and cc such as condi reaper.
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* The 3 Dragon Trigger burst skills are:
 +
** Dragon Slash - Force: replaces the autoattack, melee cleave.
 +
** Dragon Slash - Boost: replaces skill 2, a gap closer/mobility skill with good damage. This is the '''most commonly used''' Dragon Trigger skill as it deals high damage and has the reach to hit enemies that are farther away.
 +
** Dragon Slash - Reach: replaces skill 3, ranged projectile attack.
  
*Weapon and gunsaber abilities are mostly chip damage and can be used as you see fit to presure the enemy and sustain yourself. The most important source of your damage is gunsaber 3 and your dragon slash.
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* While Dragon Trigger is active, Gunsaber '''skill #5''' turns into a ground targeted '''teleport'''. While the range is short, this could still allow you to reposition yourself in a way to hit targets who escaped to the highground or are hiding behind a pillar.
 +
** When playing with {{Trait|Brave Stride}} this could also act as an instant source of {{Tooltip|Stability}} that could help you avoid being interrupted.
  
*{{Trait|Stalwart Strength}} means that when you cc a target with gunsaber 3 or dragon slash you will gain stability reducing the enemies ability to counterpressure and giving you a 10% damage buff for the duration of the stability. The best skills to use with this damage buff in descending order of priority are pistol 5, gunsaber 2, gunsaber 4, axe 2 then axe 3. This is your main combo and where most of your significant damage comes from.
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* {{Trait|Unyielding Dragon}} makes it easier to land Dragon Trigger skills by giving you {{Tooltip|Blind}} immunity and unblockable attacks.
 +
** Skill #4's {{Tooltip|Aegis}} application could also come in clutch if your timing is good, potentially blocking a CC skill that would otherwise interrupt the channeling.
  
*Dragon slash is not only a powerful offensive tool but a powerful defensive tool. The cc, healing and stability it provides means a quick dragon slash can provide you sustain and interupt the enemies attacks allowing you to counterpressure.
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* '''Axe/Pistol''' has plenty of burst damage and {{Skill|Throw Axe}} could act as a quick finishing move against low HP targets, but it's also an excellent set for '''barrier''' stacking (more on that later).
  
*While quick dragon slashes can be valuable the most damaging and effective ones come from those that are charged up for a long amount of time. In order to do this you must know how to make use of your defensive abiltiies while charging up. Your first ability to defend yourself is {{tooltip|Triggerguard}} which applies 2 seconds of aegis. Should be used reactively to the first source of cc you see coming your way. Next if you have taken {{Trait|Brave Stride}} you can use {{tooltip|Flicker Step}} to teleport close to the enemy and gain stability. If the enemy dodges use your dragon slash (force or boost depending on if theyre in range) when the dodge animation finishes. If they attempt to cc you use dragon slash when the cc animation is finished. If they do nothing continue charging dragon slash until you have a good opportunity to land it.  
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* {{Skill|"For Great Justice!"}} is both a defensive and offensive skill. You can either use it to heal/cleanse yourself and your team or boost your damage depending on the situation.
 +
<!--* {{Skill|"On My Mark!"}} is great at dealing with classes that rely on {{Tooltip|Stealth}} for sustain or combos because of the instant {{Tooltip|Revealed}}. While you can't use it to reveal stealthed targets, you can prevent enemies from gaining stealth.-->
  
*Dragon slash can also be used to gain control of nodes. Endlessly charging a dragon trigger can make enemies afraid to enter melee range so if done on an enemy node may allow you to decapture it. Your ability to do this will be lowered as the enemies skill increases.
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* Mobility skills give you {{Tooltip|Swiftness}}.
  
'''Teamfighting'''
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* {{Trait|Shield Master}} causes {{Tooltip|Aegis}} to reflect projectiles. This is way more impactful than it sounds because attacks you reflect don't consume the Aegis, allowing you to block way more than just 1 attack.
*When teamfighting you want to be on the frontlines of the teamfight. You will likely be the tankiest member of your team and as such you want to be drawing the focus of your team so your squichier dps' can put in work. Additionally you want to be peeling for your teamates when they are under pressure either via cleansing their conditions or by ccing the enemies that are pressuring them.
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** Skill #4 on both sets (Pistol and Gunsaber) are {{Tooltip|Aegis}} sources.
  
*Dragon slash is an amazing tool in teamfights that disrupts the enemies pressure that should be used almost off cooldown.
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* {{Trait|Stalwart Strength}} gives you {{Tooltip|Stability}} whenever you CC a target. This is one of the reasons why building up 2 charges on Gunsaber #3 is a good idea - at 2 charges the skill has {{Tooltip|Daze}}, and you could us this trait synergy to follow up with a Dragon Trigger cast that's now protected.
  
*Teamfights can often be a good situation to get a significanlty charged dragon slash in. When you are not under focus and your team isn't in huge danger charging a slash out of sight of the teamfight or out of range of the enemies damage can provide you massive prescence and even win you the fight.
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* Dodge rolling grants {{Tooltip|Resistance}} which is especially useful against {{Tooltip|Blind}} and {{Tooltip|Weakness}} spamming specs. With this trait you can keep on pressuring targets by sacrificing a dodge, or end up getting it as a passive bonus anyway when dodging attacks.
  
*If you have support pay attention to when they give you stability as this is your chance to unleash massive damage through weapon skills or by charging a big slash (watch out for boon corrupt though!).
 
  
 
'''Sustain'''
 
'''Sustain'''
*The following applies for both teamfighting and dueling.
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* Every source of {{Tooltip|Might}} application heals you thanks to {{Trait|Might Makes Right}}, turning otherwise damage focused skills like {{Skill|"For Great Justice!"}} into healing skills.
 +
 
 +
* {{Trait|Unshakable Mountain}} is a very important part of your survival kit, giving you barrier whenever you use the last charge of an ammo skill. This includes your shouts, {{Skill|Combat Stimulant}}, Gunsaber skills and even {{Skill|Throw Axe}}.
 +
 
 +
* {{Trait|Unshakable Mountain}} heavily encourages you to spam Gunsaber skills to make sure that you don't build up multiple charges. If every charge is your last one, this trait keeps the procs rolling.
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** Skill #3 on Gunsaber is an exception, you might want to consider building up ammo on that one because it makes the skill significantly stronger, even adding a {{Tooltip|Daze}} to it.
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 +
* Pistol has amazing synergy with {{Trait|Unshakable Mountain}}, as both of its skills are ammo skills and {{Skill|Dragon's Roar}} recovers charges very quickly which keeps the barrier rolling.
 +
 
 +
* Simply chaining {{Skill|Dragon's Roar}} {{to}} {{Skill|Gunstinger}} {{to}} {{Skill|Dragon's Roar}} on repeat as much as you can will give you lots of barrier. You can extend the combo with {{Skill|Tactical Reload}}, restoring ammo to both Pistol skills, allowing you to use Gunstinger once and Dragon's Roar twice.
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 +
* {{Relic|Relic of the Trooper}} turns every shout skill into a source of condition cleansing.
 +
 
 +
* {{Skill|Tactical Reload}} gives one charge to all Bladesworn ammo skills and makes your next Dragon Trigger charge faster. It's primarily a defensive skill best used to recharge your healing skill and Gunsaber #5 for extra mobility. To get full value out of it make sure that all of your Gunsaber skills are on CD and your heal doesn't have more than 1 charge. This is especially important because of the {{Trait|Unshakable Mountain}} synergy, as going from 0 ammo to 1 will proc the barrier on the next cast, but going from 1 ammo to 2 doesn't.
 +
 
 +
* Be careful with the timing of {{Skill|Combat Stimulant}}! The charges don't stack, if you use the second one before the first heal goes off the first one won't heal you.
  
*Your sources of sustain will vary based on the variant of the build you choose. All versions will gain sustain from using their dragon slash via {{Trait|Adrenal Health}} so you should use your dragon slash as often as possible. This means you shouldnt be overly worried about fully chargign it but isntead recongise the situations in which a charged dragon slash is possible and when it is instead better to use a lowly charged slash.
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* Your best source of condition cleansing is also one of your only stun breaks: {{Skill|"Shake It Off!"}} so plan your CD management accordingly.
  
*When under pressure {{tooltip|Cyclone Trigger}} is a very valuable skill. It gives you aegis and blocks projectiles allowing you to escape to a kite spot when heavily focused. The ability to regain a charge of this ability with {{Skill|Tactical Reload}} is a key reason why I recomend this elite option even when not using {{Skill|Combat Stimulant}}.
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* {{Skill|Balanced Stance}} is the best skill in the build for surviving Power based damage, even allowing you to tank some enemy burst while counter pressuring them. It's also a stun break, so if you're not under any condition pressure you might want to use this first before resorting to {{Skill|"Shake It Off!"}} later.
 +
** This skill could also be used offensively, using the {{Tooltip|Stability}} to protect your Dragon Trigger casts.
  
*{{Trait|Unshakable Mountain}} is an incredible source of sustain that allows you to sustain yourself via the use of offensive abilities. This skill means that you should not worry about overusing or spamming skills (Within reasons) as it gives you substantial amounts of barrier. This skill allows you to trade damage with enemies while your health pool remains mostly untouched.
 
  
*Condition cleanse is gained via the variations in the build discussed above. You must be intuitive in understanding the matchups you will face and what skills will be most useful. For example, when you do not trust your team and expect to be outnumbered for a long time {{Skill|Combat Stimulant}} is an incredible source of healing. As such if expect to be in this situation and needing additional cleanse then take warhorn offhand.
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==Related Builds==
 +
* [[Build:Bladesworn_-_Defense_Bladesworn_Roamer|Defense Bladesworn Roamer]] - WvW version of the build.

Latest revision as of 09:01, 8 January 2024

The community gave this build a rating, making it second-tier: Good

Focused on: Strike damage and Sustain

Designed for: PvP Conquest

Difficulty:
Easy
This build was last updated on January 08, 2024 and is up to date for the March 19, 2024 patch.


Overview

A PvP Power Bladesworn build that drops Tactics for the Defense Defense specialization in order to gain some new tools such as Resistance Resistance on dodge and projectile-reflects on Aegis Aegis


Skill Bar

Axe/Pistol
Utility


Skill Variants

Heal

  • - a tech option against condition builds, offers better cleansing in exchange for lower healing. Might want to consider taking on Strength Strength if you want a damage boost. For the record Mending isn't always necessary against every condition build, sometimes your sheer amount of healing and barrier stacking coupled with the few cleases in the build is enough to stand your ground.


Elite

While generally not recommended, the elite can sometimes be swapped out in niche cases like 2v2 and 3v3 offseason where you'd need better rez power or chase/kill potential, or if you're using . Usually hoever provides a lot of damage and sustain especially when paired with so it's too good to give up.

  • - could be useful when you expect to be mostly teamfighting or during 2v2/3v3 offseasons.
  • - the combination of CC, mobility and damage makes this good in just about any situation from securing kills to disengaging from fights.


Template Code

[&DQIELRYpRCX/GnAAagAAAKgAAACyAAAA/BoAAAAAAAAAAAAAAAAAAAAAAAACBQA2AAA=]
Copy Template Code


Specializations

Variants

  • works well with and has synergy with , boosting your self-healing.

Variants

  • increases your mobility and helps with rotating around the map or kiting/chasing targets, but lowers your self-healing.


Equipment

Axe
Pistol
Sigil
Sigil
Rune
Amulet
Relic


Equipment Variants

Sigils

  • over - trades some consistency on your burst/Axe finishing moves for better sustain against conditions.


Relics

  • - better healing thanks to the many Aegis Aegis sources in the build. Highly recommended if you're not expecting to face condition builds.
  • - improves your consistency by ensuring that your important attacks crit. Might want to consider replacing the current rune as the Precision stat loses some value with this relic.
  • - higher burst potential.


Runes

  • - more tanky option.


Usage

Elite specialization basics

  • Warriors who spec Bladesworn Bladesworn lose access to weapon swapping in combat but gain access to the Gunsaber, which works a bit like an Engineer kit (F1 by default).
  • Instead of Adrenaline you build Flow in combat. If you have enough Flow you gain access to (F2), which roots you in place and starts consuming Flow when used. Dragon Trigger empowers your Gunsaber skills. The more Flow you consume, the stronger the first 3 skills get. These 3 skills are the main source of your burst damage.
  • While swapping in and out of Gunsaber has a 10s CD, this can sometimes be bypassed. is on a separate CD and using it puts you back into Gunsaber mode.


General

  • Role: your primary purpose is to be a duelist and take 1v1s, but the build has plenty of AoE pressure and even some group utility too, making you useful in teamfights as well in case you'd need to be more flexible.
  • Gunsaber isn't a very complicated weapon. 1-4 are damaging skills and 5 is for mobility/Fury Fury application. Skills 1-3 are ranged, 4 can be both melee and ranged. Spam them in whatever order you wish if they're not on CD.
  • The 3 Dragon Trigger burst skills are:
    • Dragon Slash - Force: replaces the autoattack, melee cleave.
    • Dragon Slash - Boost: replaces skill 2, a gap closer/mobility skill with good damage. This is the most commonly used Dragon Trigger skill as it deals high damage and has the reach to hit enemies that are farther away.
    • Dragon Slash - Reach: replaces skill 3, ranged projectile attack.
  • While Dragon Trigger is active, Gunsaber skill #5 turns into a ground targeted teleport. While the range is short, this could still allow you to reposition yourself in a way to hit targets who escaped to the highground or are hiding behind a pillar.
    • When playing with this could also act as an instant source of Stability Stability that could help you avoid being interrupted.
  • makes it easier to land Dragon Trigger skills by giving you Blind Blind immunity and unblockable attacks.
    • Skill #4's Aegis Aegis application could also come in clutch if your timing is good, potentially blocking a CC skill that would otherwise interrupt the channeling.
  • Axe/Pistol has plenty of burst damage and could act as a quick finishing move against low HP targets, but it's also an excellent set for barrier stacking (more on that later).
  • is both a defensive and offensive skill. You can either use it to heal/cleanse yourself and your team or boost your damage depending on the situation.
  • causes Aegis Aegis to reflect projectiles. This is way more impactful than it sounds because attacks you reflect don't consume the Aegis, allowing you to block way more than just 1 attack.
    • Skill #4 on both sets (Pistol and Gunsaber) are Aegis Aegis sources.
  • gives you Stability Stability whenever you CC a target. This is one of the reasons why building up 2 charges on Gunsaber #3 is a good idea - at 2 charges the skill has Daze Daze, and you could us this trait synergy to follow up with a Dragon Trigger cast that's now protected.
  • Dodge rolling grants Resistance Resistance which is especially useful against Blind Blind and Weakness Weakness spamming specs. With this trait you can keep on pressuring targets by sacrificing a dodge, or end up getting it as a passive bonus anyway when dodging attacks.


Sustain

  • Every source of Might Might application heals you thanks to , turning otherwise damage focused skills like into healing skills.
  • is a very important part of your survival kit, giving you barrier whenever you use the last charge of an ammo skill. This includes your shouts, , Gunsaber skills and even .
  • heavily encourages you to spam Gunsaber skills to make sure that you don't build up multiple charges. If every charge is your last one, this trait keeps the procs rolling.
    • Skill #3 on Gunsaber is an exception, you might want to consider building up ammo on that one because it makes the skill significantly stronger, even adding a Daze Daze to it.
  • Pistol has amazing synergy with , as both of its skills are ammo skills and recovers charges very quickly which keeps the barrier rolling.
  • Simply chaining on repeat as much as you can will give you lots of barrier. You can extend the combo with , restoring ammo to both Pistol skills, allowing you to use Gunstinger once and Dragon's Roar twice.
  • turns every shout skill into a source of condition cleansing.
  • gives one charge to all Bladesworn ammo skills and makes your next Dragon Trigger charge faster. It's primarily a defensive skill best used to recharge your healing skill and Gunsaber #5 for extra mobility. To get full value out of it make sure that all of your Gunsaber skills are on CD and your heal doesn't have more than 1 charge. This is especially important because of the synergy, as going from 0 ammo to 1 will proc the barrier on the next cast, but going from 1 ammo to 2 doesn't.
  • Be careful with the timing of ! The charges don't stack, if you use the second one before the first heal goes off the first one won't heal you.
  • Your best source of condition cleansing is also one of your only stun breaks: so plan your CD management accordingly.
  • is the best skill in the build for surviving Power based damage, even allowing you to tank some enemy burst while counter pressuring them. It's also a stun break, so if you're not under any condition pressure you might want to use this first before resorting to later.
    • This skill could also be used offensively, using the Stability Stability to protect your Dragon Trigger casts.


Related Builds


Ratings

This build has a rating of 4 stars based on 10 votes.
Log in or register to rate this build.
2 stars
Yerloq gave this build 2 stars • January 2024
Dragon Trigger is worthless now, and hits like a wet noodle. It has sustain but cant manage taking out targets. Running Defense is basically a requirement which negates any idea at making it practical for support either. Aegis and barrier are the only things keeping this bunker relevant. This needs more updates/reworks to be good again.
2 stars
Bilwit gave this build 2 stars • January 2024
This build was nuked from orbit after they took out the stun for Dragon Slash. It was never great at damage (only running up the number from splash dmg in teamfights), but now taking out its stun has nullified its ability to contribute to the team fight and also it's competency at 1v1. Still has great mobility and sustain that allows it to roam and side node bunker but this is not a serious build anymore.
2 stars
Death604 gave this build 2 stars • January 2024
class is very bad after the nerfs. Dragon Trigger is very bad ability, and really has no incentive in using. it is easy to dodge, and even if it does hit the damage isn't even impressive, so with the removal of the stun there is really no reason to even use it in a sidenode pvp because charging it roots you in place giving them the go signal to kill you with the only defense you have is the aegis which has 40 sec cooldown so after a couple of uses you are completely defenseless when charging. it still is tanky with the unshakable mountain, but that's really it. you are a useless bunker at the sidenode.
3 stars
PumpIt gave this build 3 stars • December 2023
Build clearly hasn't been updated in a bit. Mentions traits and interactions that are no longer relevant or exist. Still survives on a side-note but that's about it unfortunately. Was hoping I was just playing it wrong but this is no help since it talks stuff that doesn't exist anymore...
2 stars
AnOffMetaPumpkin gave this build 2 stars • December 2023
Build says it's been updated for the Nov. 28th patch, but I'm pretty sure many reviews are old or they just refreshed the relics. Half of which don't make sense. And some of the traits described are also not in the build. [Relic of the Daredevil] Doesn't work with the Strength trait line listed. Because the damage from [Reckless Dodge] (which you have to take) procs your 1-crit-hit. [Relic of Isgarren] only works if you have not built up 0-9 stacks of might previously so be sure you know how to trigger this. [Stalwart Strength] Is listed as combo-ing with Gunsaber 3. Which is true. However [Stalwart Strength] was on the version of this build 2 months ago. Not whatever they updated it to on Nov. 28th. | "Dragon Slash - Boost: replaces skill 2, a gap closer/mobility skill with good damage. This is the most commonly used Dragon Trigger skill as it deals high damage and has the reach to hit enemies that are farther away." | ^ This is also old. Dragon Trigger - Boost was destroyed in the last patch and will still track targets, but is basically useless as a mobility skill now. *Bladesworn's matchups have also changed significantly. And the removal of the stun off Unyielding Dragon means it not longer can setup+counter old sidenode Duels like condi Zerker and Weaver. Build's tankiness is still good and the rest of the guide is accurate. But it's tragically describing a build that no longer exists in the meta.
5 stars
Thumpen gave this build 5 stars • October 2023
High sustain build! Damage is good! easy to play just play few rounds! i’m actually not dying! one of the most underrated build in my opinion!
5 stars
Eddieknj gave this build 5 stars • October 2023
Easy, insanely broken, sustain is crazy, mobility is great, burst is simple to land. 5 stars all day
4 stars
Vex gave this build 4 stars • June 2023
It's strong but the full shout tactics version feels stronger to me which has much better healing and more frequent access to might stacking and such. On that I hardly ever lose a 1v1 while on this I have to be way more careful, which wouldn't be a problem but the more I'm forced to kit the less I can focus on doing damage and that results in drawn out fights.
5 stars
Hanz gave this build 5 stars • May 2023
High sustain, high damage, good mobility and CC. Easy to play and really strong at the moment. Bit weak to conditions but there are several customization options that could remedy that, and there's so much barrier and healing in the build that sometimes you can even brute force your way through condi matchups with the low cleanse version as long as you avoid the bursts or keep Shake It Off ready.
5 stars
Goon gave this build 5 stars • May 2023
A very strong build that can both duel and teamfight. While vulnerable to some builds like condi reaper you have enough sustain and cc that even unfavourable match ups are winnable when played right. The build is very flexible with skills and traitlines able to be changed to deal with whatever challenge you are facing. While not overpowered like it used to be it is certainly a strong build in the current meta.

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