Difference between revisions of "Warrior - Core Celestial Roamer"

 
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| designed for = WvW Roaming
 
| designed for = WvW Roaming
 
| focus = sustain, hybrid damage, support
 
| focus = sustain, hybrid damage, support
| rating = test
+
| rating = good
 +
| difficulty = 1
 
}}
 
}}
  
 
==Overview==
 
==Overview==
A core Warrior WvW Roaming build with decent damage and incredible sustain, focusing on hybrid damage with Celestial stats. Can be played solo, but excels in group scenarios where it can make full use of {{Trait|Mending Might}} and {{Trait|Vigorous Shouts}}. This build easily maintains high stacks of might with {{Rune|Superior Rune of Fireworks}}, {{Trait|Might Makes Right}}, {{Skill|"For Great Justice!"}}, {{Trait|Versatile Power}}, {{Trait|Marching Orders}}, {{Skill|Impale (warrior sword)}}'s flip skill {{Skill|Rip}}, and {{Skill|Arcing Arrow}} blast finishers into the {{Skill|Combustive Shot}} fire field.
+
A core Warrior WvW Roaming build with decent damage and incredible sustain, focusing on hybrid damage with Celestial stats. Can be played solo, but excels in group scenarios where it can make full use of {{Trait|Mending Might}} and {{Trait|Vigorous Shouts}}.  
  
  
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| weapon1 = longbow
 
| weapon1 = longbow
 
| weapon2 =  
 
| weapon2 =  
| weapon3 = sword
+
| weapon3 = axe
 
| weapon4 = sword
 
| weapon4 = sword
| healing = "To the Limit!"
+
| healing = Mending
 
| utility1 = "Shake It Off!"
 
| utility1 = "Shake It Off!"
 
| utility2 = Bull's Charge
 
| utility2 = Bull's Charge
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}}
 
}}
  
===Skill Bar Variants===
+
===Skill Variants===
 +
'''Heal'''
 +
* {{Skill|"To the Limit!"}} can be considered for the '''Defense''' variant or if you're roaming in a group where someone else might be able to help you out with cleanses.
 +
 
 +
 
 
'''Utility'''
 
'''Utility'''
* {{Skill|Mending}} can be taken to help deal with conditions if you take Strength traitline, at the cost of losing the adrenaline and endurance regain from {{Skill|"To the Limit!"}}.
+
* {{Skill|"On My Mark!"}} over Bull's Charge, tech choice vs thieves or when you want to support your allies with more instant heals.
* {{Skill|Signet of Rage}} can be taken if you do not need rampage for stomping or escaping, or if you take Defense traitline over Strength.
+
 
 +
 
 +
'''Elite'''
 
* {{Skill|Battle Standard}} is an option if you are roaming in a group of 3 or more. Any less and rampage becomes the better option for it's versatility.
 
* {{Skill|Battle Standard}} is an option if you are roaming in a group of 3 or more. Any less and rampage becomes the better option for it's versatility.
 +
 +
* {{Skill|Signet of Rage}} can be taken if you do not need rampage for stomping or escaping, or if you take Defense traitline over Strength. Supplements adrenaline generation and can be used in emergencies to recover 40 endurance and heal via {{Trait|Might Makes Right}} and {{Trait|Mending Might}}.
 +
 +
'''Weapons'''
 +
* ''Sword'' over ''Axe'' - more focus on conditions and mobility.
 +
 +
 +
When running the '''Defense''' variant:
 +
* {{Skill|Banner of Tactics}} over Bull's Charge. Offers 5 stacks of stability with 8 seconds of duration, 5s of superspeed, 4.75 seconds of quickness with banner trait, and will slowly build resistance when standing in the radius, all on a 30 second cooldown. With banner trait, gives almost 100% uptime on resistance assuming you're in the circle for the banner boon application ticks.
 +
  
 
==Template Code==
 
==Template Code==
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQIEKwspMz2nAAAArQAAALMAAABqAAAAnAAAAAAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQIEKwspMz6nAHAAagBqAK0ArQCoAKgAfAGcAAAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
  
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{{Specialization|Strength|bot|mid|mid}}
 
{{Specialization|Strength|bot|mid|mid}}
 
{{Specialization|Tactics|top|mid|mid}}
 
{{Specialization|Tactics|top|mid|mid}}
{{Specialization|Discipline|top|bot|bot}}
+
''Variants''
 +
* {{Trait|Empower Allies}} adds more damage to the build via passive {{Tooltip|Might}} stacking without sacrificing much healing (as Might stacking is also a source of healing). Your sustain overall is going to be a bit weaker though.
 +
{{Specialization|Discipline|mid|bot|bot}}
  
  
'''Variants'''
+
==Specialization Variants==
 
+
Defense variant, trades dodge economy for superior condition cleanse and weakness spam. Full bunker.
If you find yourself having trouble against condition damage or are frequently outnumbered, taking defense over strength is also an option.
+
{{Specialization|Defense|bot|mid|mid|variant=y}}
{{Specialization|Defense|mid|top|mid}}
+
{{Specialization|Tactics|top|mid|mid|variant=y}}
 +
{{Specialization|Discipline|top|top|bot|variant=y}}
  
  
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| weight = Heavy
 
| weight = Heavy
 
| stats = Celestial
 
| stats = Celestial
| rune = Superior Rune of Fireworks
+
| rune = Superior Rune of the Adventurer
 
| rune-qt = 6
 
| rune-qt = 6
 
| weapon1 = Longbow
 
| weapon1 = Longbow
 
| weapon2 =  
 
| weapon2 =  
| weapon3 = Sword
+
| weapon3 = Axe
 
| weapon4 = Sword
 
| weapon4 = Sword
| sigil1 = Superior Sigil of Torment
+
| sigil1 = Superior Sigil of Geomancy
| sigil2 = Superior Sigil of Cleansing
+
| sigil2 = Superior Sigil of Doom
| sigil3 = Superior Sigil of Torment
+
| sigil3 = Superior Sigil of Cleansing
| sigil4 = Superior Sigil of Doom
+
| sigil4 = Superior Sigil of Vision
 
| infusion1 = Malign WvW Infusion
 
| infusion1 = Malign WvW Infusion
 
| infusion1-qt = 18
 
| infusion1-qt = 18
| amulet = Celestial
+
| relic = Relic of Isgarren
| ring1 = Celestial
 
| ring2 = Celestial
 
| accessory1 = Celestial
 
| accessory2 = Celestial
 
| backpiece = Celestial
 
 
}}
 
}}
  
  
 
===Equipment Variants===
 
===Equipment Variants===
 +
'''Runes'''
 +
* {{Rune|Superior Rune of Durability}} - more tanky option.
 +
  
'''Sigils'''
+
'''Relics'''
* {{Sigil|Superior Sigil of Energy}} - replace sigil of tormenting on sword if taking Defense. Can also be taken for more sustain but less cover conditions and subsequently less damage on Strength.
+
* {{Relic|Relic of Antitoxin}} - better cleansing.
  
  
 
==Consumables==
 
==Consumables==
 
'''Food'''
 
'''Food'''
 +
* {{Food|Spherified Peppercorn-Spiced Oyster Soup}} - great stats that fit Celestial builds perfectly while also providing 10% damage reduction.
  
 
* {{Food|Bowl of Orrian Truffle and Meat Stew}} - a very strong defensive option which improves your already great endurance regen. Even has synergy with {{Tooltip|Might}} related traits and the Strength line.
 
* {{Food|Bowl of Orrian Truffle and Meat Stew}} - a very strong defensive option which improves your already great endurance regen. Even has synergy with {{Tooltip|Might}} related traits and the Strength line.
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'''Utility'''
 
'''Utility'''
* {{Utility|Master Tuning Crystal}}
+
* {{Utility|Master Tuning Crystal}} or {{Utility|Tuning Icicle}}
  
  
 
==Usage==
 
==Usage==
 
'''General'''
 
'''General'''
* '''Playstyle:''' this build aims to make use of it's incredible sustain to outlast opponents, controlling space with longbow {{Skill|Combustive Shot}} and upkeeping ranged pressure, while still retaining the potential to burst down opponents with sword {{Skill|Impale (warrior sword)}} {{to}} {{Skill|Bull's Charge}} {{to}} {{Skill|Rip}} and finishing with {{Skill|Final Thrust}}. While the build uses longbow, it is still primarily a melee build, and you will spend most of the fight within 500 range of the enemy unless they are kiting away.
+
* '''Playstyle:''' despite having a longbow, this is very much a melee build. Try sticking to targets to deliver maximum damage, or snare and briefly outrange them while conditions are ticking away.
 +
 
 +
* Swap weapons roughly every 5 seconds, use this time to rotate through weapon skills as fast as possible.
  
  
* {{Trait|Might Makes Right}} and {{Trait|Mending Might}} causes {{Tooltip|Might}} applications to heal you and grant a tiny bit of endurance.
+
'''Damage'''
** Add {{Trait|Vigorous Shouts}} to the mix and {{Skill|"For Great Justice!"}} basically turns into a healing skill with 2 charges.
 
  
 
* If possible, dodge into enemies to damage them with {{Trait|Reckless Dodge}} and generate {{Tooltip|Might}}. This is especially useful if you're {{Tooltip|Blind}}ed as the damage of the dodge will miss, consuming the condition and allowing you to immediately follow up with something.
 
* If possible, dodge into enemies to damage them with {{Trait|Reckless Dodge}} and generate {{Tooltip|Might}}. This is especially useful if you're {{Tooltip|Blind}}ed as the damage of the dodge will miss, consuming the condition and allowing you to immediately follow up with something.
  
* Open fights with {{Skill:Dual Shot}} to try and bait out some dodges and pressure at range, weaving in {{Skill|Smoldering Arrow}} to keep them blinded.
+
* {{Skill|Fan of Fire}} is a cone attack which means it's best used in point-blank range where all 3 arrows are guaranteed to hit the target.
 +
 
 +
* Swapping to bow procs {{Sigil|Superior Sigil of Geomancy}} and {{Sigil|Superior Sigil of Doom}}. The Geomancy proc itself strikes foes around you, which is an instant trigger for the Doom sigil, meaning that a weapon swap (even in the middle of your dodge) is an instant source of 3 {{Tooltip|Bleeding}} and 3 {{Tooltip|Poison}} procs. Following up with a {{Skill|Fan of Fire}} in point-blank range adds 3 {{Tooltip|Burning}} to the mix. This is a great way of putting pressure on a target in no time.
 +
** Consider throwing in a {{Skill|Riposte}} and {{Skill|Cyclone Axe}} or even an {{Skill|Impale (warrior sword)}} for even more condition pressure and variety before swapping to longbow.
  
* {{Skill|Fan of Fire}} should be saved for use at point blank.
+
* {{Skill|Arcing Arrow}} hits hard with power damage and is a blast finisher, but is hard to land from range unless the target is CC'd. It's yet another longbow skill best used in melee range or close to it.
  
* {{Skill|Arcing Arrow}} hits hard and is a blast finisher, but is hard to land. Because of this, it's better to use to blast your {{Skill|Combustive Shot}} fire field while attempting to hit an enemy for maximum value from the blast finisher might generation.
+
* {{Skill|Pin Down}} is strong for its {{Tooltip|Immobilize}}, but is slow and hard to land with a long windup, making it easy to dodge. As such, try and use this skill after baiting out some dodges. This skill can be stowed in order to cancel the attack but still have the windup, potentially baiting out dodges - but only do this if you know it will generate value or you the your opponent already dodging.
 +
<!--* {{Skill|Savage Leap}} is primarily used to chase down targets or create space. Gives access to fire aura when leaping through the {{Skill|Combustive Shot}} fire field.  
  
* {{Skill|Pin Down}} is very strong for it's long bleed and immobillize, but is slow and hard to land with a long windup, making it easy to dodge. As such, try and use this skill after baiting out some dodges. This skill can be stowed in order to cancel the attack but still have the windup, potentially baiting out dodges - but only do this if you know it will generate value.
+
* {{Skill|Final Thrust}} should only be used when the enemy is below 50% health. Hitting an enemy at below 50% health deals surprisingly high power damage and stacks some bleed.-->
  
* {{Skill|Savage Leap}} is primarily used to chase down targets or create space. Gives access to fire aura when leaping through the {{Skill|Combustive Shot}} fire field.  
+
* Burst skills:
 +
** {{Skill|Combustive Shot}} works both as a damage source and a combo field. Its damage is easy to avoid, but you can make it more costly for others to engage you in melee range if you drop this beneath your feet, whch is quite useful even in situations when you're expecting others to open on you from {{Tooltip|Stealth}}. As for combos, {{Skill|Arcing Arrow}} stacks {{Tooltip|Might}} for extra damage and healing, {{Skill|Smoldering Arrow}} is a guaranteed projectile finisher which allows you to apply {{Tooltip|Burning}} from range, while swapping to Axe and using {{Skill|Eviscerate}} inside the field grants you {{Tooltip|Fire Aura}} (to mention a few). Higher adrenaline makes the field last longer, but it's already hard to get enemies to stay inside it most of the time so building adrenaline for it is not a priority.
 +
** {{Skill|Eviscerate}} is one of your hardest hitting abilities and combo tools. Here adrenaline matters more but don't stress it, even the 1 adrenaline bar version is a great combo tool for longer burst chains. Try to use this skill right after weapon swapping to benefit from {{Sigil|Superior Sigil of Vision}}.
 +
<!--** {{Skill|Flurry}} is your primary source of damage in melee trades. Level 1 immobilize is long enough to have every hit of the move connect, with higher levels of Flurry adding more immobilize on top. As you are stuck in place while using this attack, it is important to make sure you have enough health to tank whatever the enemy may throw at you while you finish, or otherwise choose a moment after they have blown their offensive CDs and cannot properly counter pressure. This skill can also enable the primary burst combo of the build ({{Skill|Impale (warrior sword)}} {{to}} {{Skill|Bull's Charge}} {{to}} {{Skill|Rip}} {{to}} {{Skill|Final Thrust}} and finishing with {{Skill|Fan of Fire}} if weapon swap is off cooldown) by either using a higher level Flurry or cancelling level 1 flurry early, which still retains the immobilize.-->
 +
** You gain 15 endurance via {{Trait|Building Momentum}} if a burst skill hits.
  
* {{Skill|Final Thrust}} should only be used when the enemy is below 50% health or you are out of meaningful cooldowns and cannot swap to Longbow just yet. Hitting an enemy at below 50% health deals surprisingly high power damage and stacks some bleed.
+
* {{Sigil|Superior Sigil of Vision}} gives you 100% crit chance for a couple of seconds everytime you swap to axe. Just about every skill on this weapon hits hard but try to prioritize {{Skill|Eviscerate}} and {{Skill|Throw Axe}} in this window.
 +
** You could squeeze more value out of this skill by firing an {{Skill|Arcing Arrow}} and swapping weapons before it lands. This will make CS crit.
  
* {{Skill|Impale (warrior sword)}} is versatile in its usage. The pulsing cripple and torment makes it difficult to cleanse, making it a strong tool for closing or creating gaps. The flip {{Skill|Rip}} is difficult to connect without a knockdown or immobilize, but it's still worth going for without these.  
+
* {{Skill|Throw Axe}} has 3 main functions: finishing move against low-HP targets, a tool for ranged poking that snares enemies, and it's also a potential trigger for the Immob from the {{Trait|Leg Specialist}} trait. Immob from Leg Specialist makes this great at setting up other skills such as Eviscerate, Bull's Charge, or even a ranged Impale which would otherwise be easy to dodge.
  
* {{Skill|Riposte}} applies a lot of stacks of bleeding if the counter hits, and is a high priority skill for the build's condition damage pressure. Can be used on reaction to enemy single hit crowd control skills to avoid the CC and counter. This skill will only block 1 hit within 130 range of the target, but outside of that range it will continue blocking until the block ends. This makes it an excellent tool for kiting to terrain against enemies with ranged pressure.
+
* {{Skill|Impale (warrior sword)}} is versatile in its usage. The pulsing {{Tooltip|Cripple}} and {{Tooltip|Torment}} are difficult to cleanse, making this skill excellent at applying cover conditions to enemies while keeping them snared.  
 +
**The chain skill {{Skill|Rip}} is difficult to connect without a knockdown or immobilize, but it's still worth going for right before Impale's about to fall off as Rip does a lot of damage and even stacks Might.
  
* Burst skills:
+
* {{Skill|Riposte}} applies a lot of {{Tooltip|Bleed}} stacks if the counter hits, and is a high priority skill for the build's condition damage pressure output. Can be used reactively to block important skills, or any skill really if damage is your main goal. This skill will only block 1 hit within 130 range of the target, but outside of that range it will continue blocking until the block ends. This makes it an excellent tool for kiting to terrain against enemies with ranged pressure.
** {{Skill|Combustive Shot}} is primarily used as space control, not dealing damage with this move is fine. The higher adrenaline level the longer the attack will last, and we want this to last as long as possible. Most of your damage with this will come from kiting and forcing the enemy to follow you through choke points, and using {{Skill|Flurry}} while they are standing in the fire field. If fighting against melee builds, this can be placed at your feet to deter an engage, and if they do they will take extra damage for it. Against ranged builds, try to place the edge of the skill in the direction they are moving so they spend the most time in the fire field.
 
** {{Skill|Flurry}} is your primary source of damage in melee trades. Level 1 immobilize is long enough to have every hit of the move connect, with higher levels of Flurry adding more immobilize on top. As you are stuck in place while using this attack, it is important to make sure you have enough health to tank whatever the enemy may throw at you while you finish, or otherwise choose a moment after they have blown their offensive CDs and cannot properly counter pressure. This skill can also enable the primary burst combo of the build ({{Skill|Impale (warrior sword)}} {{to}} {{Skill|Bull's Charge}} {{to}} {{Skill|Rip}} and finishing with {{Skill|Final Thrust}}) by either using a higher level Flurry or cancelling level 1 flurry early, which still retains the immobilize.
 
** You gain 15 endurance via {{Trait|Building Momentum}} if a burst skill hits.
 
  
 
* {{Skill|Bull's Charge}} can be your make or break skill during duels or downing an opponent. Try to use it at the end of a player's dodge or stability to make it even harder to dodge, and make the most out of it. Alternatively, this can be used defensively for the evasion and mobility to avoid damage, disengage from a fight, or reach favourable terrain.  
 
* {{Skill|Bull's Charge}} can be your make or break skill during duels or downing an opponent. Try to use it at the end of a player's dodge or stability to make it even harder to dodge, and make the most out of it. Alternatively, this can be used defensively for the evasion and mobility to avoid damage, disengage from a fight, or reach favourable terrain.  
** Try to use this in conjunction with {{Skill|Impale (warrior sword)}} which will immobilize the target thanks to {{Trait|Leg Specialist}}, creating an opportunity to connect Bull's Charge without the risk of it being dodged. Whether Bull's Charge connects or not, you will likely still be close to the opponent to use the Impale flip skill {{Skill|Rip}} which deals a lot of power damage even on Celestial stats, while also giving you sustain with {{Trait|Might Makes Right}} and {{Trait|Mending Might}} synergy.
+
<!--** Try to use this in conjunction with {{Skill|Impale (warrior sword)}} which will immobilize the target thanks to {{Trait|Leg Specialist}}, creating an opportunity to connect Bull's Charge without the risk of it being dodged. Whether Bull's Charge connects or not, you will likely still be close to the opponent to use the Impale flip skill {{Skill|Rip}} which deals a lot of power damage even on Celestial stats, while also giving you sustain with {{Trait|Might Makes Right}} and {{Trait|Mending Might}} synergy.-->
 +
 
 +
'''Combo examples'''
 +
 
 +
''Vision proc combo in melee range or slightly outside melee''
 +
* {{Skill|Arcing Arrow}} should be fired slightly past melee range but still in a way that the target is inside the AoE. The goal is to give this a small arc, just long enough to allow for weapon swapping to happen ''before'' the projectile lands. We need this to hit while the Vision proc is active.
 +
* Weapon swap for Vision proc
 +
* {{Skill|Throw Axe}} for an Immob proc from Leg Specialist (and big damage against low HP targets). With a little luck the target will be rooted, unable to dodge your next skill.
 +
* {{Skill|Eviscerate}}
 +
* {{Skill|Cyclone Axe}}
 +
 
 +
 
 +
''Longbow sigil proc combo''
 +
* {{Skill|Throw Axe}} for Immob
 +
* {{Skill|Bull's Charge}} while the Immob is holding the target in place
 +
* Weapon swap for Geo/Doom proc
 +
* {{Skill|Fan of Fire}} in point-blank range
 +
* {{Skill|Pin Down}}
 +
* {{Skill|Combustive Shot}}
 +
 
 +
 
 +
'''Sustain'''
 +
* {{Trait|Might Makes Right}} and {{Trait|Mending Might}} causes {{Tooltip|Might}} applications to heal you and grant a tiny bit of endurance.
 +
** Add {{Trait|Vigorous Shouts}} to the mix and {{Skill|"For Great Justice!"}} basically turns into a healing skill with 2 charges.
  
 
* {{Trait|Brawler's Recovery}} and {{Sigil|Superior Sigil of Cleansing}} will be used to manage condition levels before resorting to mass cleanses.
 
* {{Trait|Brawler's Recovery}} and {{Sigil|Superior Sigil of Cleansing}} will be used to manage condition levels before resorting to mass cleanses.
  
* {{Skill|"Shake It Off!"}} (SIO) is the only on-demand stun break in the build. This skill has 2 charges: if you're under heavy condition pressure and the aforementioned 2 traits aren't enough, you're free to use one of the charges. This skill also affects nearby allies and can be used to support them if you can afford it.
+
* {{Skill|Mending}} should almost always be used whenever it's available as long as you're missing more than 7k health, but if you're facing a condition build and all of your cleanses are on CD then you might want to hold onto it for a bit so you don't get caught offguard with a condi burst. The 5 cleanses make this your best skill against conditions.
 +
 
 +
* {{Trait|Shrug It Off}} is another source of passive cleansing and healing, potentially even a stun break.
 +
 
 +
* {{Skill|"Shake It Off!"}} (SIO) is the only on-demand stun break in the build. This skill also affects nearby allies and can be used to support them if you can afford it.
 +
 
 +
* {{Skill|"For Great Justice!"}} is used to upkeep both permanent Fury and high stacks of Might, while also serving as a '''healing skill''' that regenerates both health and endurance.
 +
 
 +
* {{Skill|Riposte}} is an excellent defensive skill that can block way more than just one attack as long as you're not facing the target or you're outside melee range.
 +
 
 +
* {{Skill|Bull's Charge}} (when used without a target) is a useful tool for disengaging and putting some distance between you and your enemies in case you're low on health and need to wait for defensive CDs.
 +
 
 +
* {{Skill|Eviscerate}}, Bull's Charge, and several Rampage skills have {{Trait|Warrior's Sprint}} synergy, freeing you from Immob.
  
* {{Skill|"For Great Justice!"}} is used to upkeep both permanent Fury and high stacks of Might, while also serving as a healing skill that regenerates some endurance thanks to {{Trait|Vigorous Shouts}}, {{Trait|Might Makes Right}}, and {{Trait|Mending Might}}.
 
  
 
'''Rampage'''
 
'''Rampage'''
* {{Skill|Rampage}} is primarily used for stomping or disengaging. Save this to secure the kill.
+
* {{Skill|Rampage}} is primarily used for stomping, disengaging, or securing a kill. Can also be used for more CC to stop stomps if needed.

Latest revision as of 13:35, 29 March 2024

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

Focused on: SustainHybrid damage and Support

Designed for: WvW Roaming

Difficulty:
Easy
This build was last updated on March 29, 2024 and is up to date for the March 19, 2024 patch.

Overview

A core Warrior WvW Roaming build with decent damage and incredible sustain, focusing on hybrid damage with Celestial stats. Can be played solo, but excels in group scenarios where it can make full use of Mending Might and Vigorous Shouts.


Skill Bar

Longbow
Axe/Sword
Utility

Skill Variants

Heal

  • "To the Limit!" can be considered for the Defense variant or if you're roaming in a group where someone else might be able to help you out with cleanses.


Utility

  • "On My Mark!" over Bull's Charge, tech choice vs thieves or when you want to support your allies with more instant heals.


Elite

  • Battle Standard is an option if you are roaming in a group of 3 or more. Any less and rampage becomes the better option for it's versatility.
  • Signet of Rage can be taken if you do not need rampage for stomping or escaping, or if you take Defense traitline over Strength. Supplements adrenaline generation and can be used in emergencies to recover 40 endurance and heal via Might Makes Right and Mending Might.

Weapons

  • Sword over Axe - more focus on conditions and mobility.


When running the Defense variant:

  • Banner of Tactics over Bull's Charge. Offers 5 stacks of stability with 8 seconds of duration, 5s of superspeed, 4.75 seconds of quickness with banner trait, and will slowly build resistance when standing in the radius, all on a 30 second cooldown. With banner trait, gives almost 100% uptime on resistance assuming you're in the circle for the banner boon application ticks.


Template Code

[&DQIEKwspMz6nAHAAagBqAK0ArQCoAKgAfAGcAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations

Variants

  • Empower Allies adds more damage to the build via passive Might Might stacking without sacrificing much healing (as Might stacking is also a source of healing). Your sustain overall is going to be a bit weaker though.


Specialization Variants

Defense variant, trades dodge economy for superior condition cleanse and weakness spam. Full bunker.


Equipment

Head
Celestial
Shoulders
Celestial
Chest
Celestial
Hands
Celestial
Legs
Celestial
Feet
Celestial
Backpiece
Celestial
Accessory
Celestial
Accessory
Celestial
Amulet
Celestial
Ring
Celestial
Ring
Celestial
Longbow
Celestial
Sigil
Sigil
Axe
Celestial
Sword
Celestial
Sigil
Sigil
Rune
x6
Infusion
x18
Relic


Equipment Variants

Runes

  • Rune of Superior Rune of Durability - more tanky option.


Relics

  • Relic of Antitoxin - better cleansing.


Consumables

Food

  • - great stats that fit Celestial builds perfectly while also providing 10% damage reduction.
  • - a very strong defensive option which improves your already great endurance regen. Even has synergy with Might Might related traits and the Strength line.
    • Budget version: - much cheaper and more than fine.


Utility

  • or


Usage

General

  • Playstyle: despite having a longbow, this is very much a melee build. Try sticking to targets to deliver maximum damage, or snare and briefly outrange them while conditions are ticking away.
  • Swap weapons roughly every 5 seconds, use this time to rotate through weapon skills as fast as possible.


Damage

  • If possible, dodge into enemies to damage them with Reckless Dodge and generate Might Might. This is especially useful if you're Blind Blinded as the damage of the dodge will miss, consuming the condition and allowing you to immediately follow up with something.
  • Fan of Fire is a cone attack which means it's best used in point-blank range where all 3 arrows are guaranteed to hit the target.
  • Swapping to bow procs Sigil of Superior Sigil of Geomancy and Sigil of Superior Sigil of Doom. The Geomancy proc itself strikes foes around you, which is an instant trigger for the Doom sigil, meaning that a weapon swap (even in the middle of your dodge) is an instant source of 3 Bleeding Bleeding and 3 Poison Poison procs. Following up with a Fan of Fire in point-blank range adds 3 Burning Burning to the mix. This is a great way of putting pressure on a target in no time.
    • Consider throwing in a Riposte and Cyclone Axe or even an Impale (warrior sword) for even more condition pressure and variety before swapping to longbow.
  • Arcing Arrow hits hard with power damage and is a blast finisher, but is hard to land from range unless the target is CC'd. It's yet another longbow skill best used in melee range or close to it.
  • Pin Down is strong for its Immobilize Immobilize, but is slow and hard to land with a long windup, making it easy to dodge. As such, try and use this skill after baiting out some dodges. This skill can be stowed in order to cancel the attack but still have the windup, potentially baiting out dodges - but only do this if you know it will generate value or you the your opponent already dodging.
  • Burst skills:
    • Combustive Shot works both as a damage source and a combo field. Its damage is easy to avoid, but you can make it more costly for others to engage you in melee range if you drop this beneath your feet, whch is quite useful even in situations when you're expecting others to open on you from Stealth Stealth. As for combos, Arcing Arrow stacks Might Might for extra damage and healing, Smoldering Arrow is a guaranteed projectile finisher which allows you to apply Burning Burning from range, while swapping to Axe and using Eviscerate inside the field grants you Fire Aura Fire Aura (to mention a few). Higher adrenaline makes the field last longer, but it's already hard to get enemies to stay inside it most of the time so building adrenaline for it is not a priority.
    • Eviscerate is one of your hardest hitting abilities and combo tools. Here adrenaline matters more but don't stress it, even the 1 adrenaline bar version is a great combo tool for longer burst chains. Try to use this skill right after weapon swapping to benefit from Sigil of Superior Sigil of Vision.
    • You gain 15 endurance via Building Momentum if a burst skill hits.
  • Sigil of Superior Sigil of Vision gives you 100% crit chance for a couple of seconds everytime you swap to axe. Just about every skill on this weapon hits hard but try to prioritize Eviscerate and Throw Axe in this window.
    • You could squeeze more value out of this skill by firing an Arcing Arrow and swapping weapons before it lands. This will make CS crit.
  • Throw Axe has 3 main functions: finishing move against low-HP targets, a tool for ranged poking that snares enemies, and it's also a potential trigger for the Immob from the Leg Specialist trait. Immob from Leg Specialist makes this great at setting up other skills such as Eviscerate, Bull's Charge, or even a ranged Impale which would otherwise be easy to dodge.
  • Impale (warrior sword) is versatile in its usage. The pulsing Cripple Cripple and Torment Torment are difficult to cleanse, making this skill excellent at applying cover conditions to enemies while keeping them snared.
    • The chain skill Rip is difficult to connect without a knockdown or immobilize, but it's still worth going for right before Impale's about to fall off as Rip does a lot of damage and even stacks Might.
  • Riposte applies a lot of Bleed Bleed stacks if the counter hits, and is a high priority skill for the build's condition damage pressure output. Can be used reactively to block important skills, or any skill really if damage is your main goal. This skill will only block 1 hit within 130 range of the target, but outside of that range it will continue blocking until the block ends. This makes it an excellent tool for kiting to terrain against enemies with ranged pressure.
  • Bull's Charge can be your make or break skill during duels or downing an opponent. Try to use it at the end of a player's dodge or stability to make it even harder to dodge, and make the most out of it. Alternatively, this can be used defensively for the evasion and mobility to avoid damage, disengage from a fight, or reach favourable terrain.

Combo examples

Vision proc combo in melee range or slightly outside melee

  • Arcing Arrow should be fired slightly past melee range but still in a way that the target is inside the AoE. The goal is to give this a small arc, just long enough to allow for weapon swapping to happen before the projectile lands. We need this to hit while the Vision proc is active.
  • Weapon swap for Vision proc
  • Throw Axe for an Immob proc from Leg Specialist (and big damage against low HP targets). With a little luck the target will be rooted, unable to dodge your next skill.
  • Eviscerate
  • Cyclone Axe


Longbow sigil proc combo

  • Throw Axe for Immob
  • Bull's Charge while the Immob is holding the target in place
  • Weapon swap for Geo/Doom proc
  • Fan of Fire in point-blank range
  • Pin Down
  • Combustive Shot


Sustain

  • Might Makes Right and Mending Might causes Might Might applications to heal you and grant a tiny bit of endurance.
    • Add Vigorous Shouts to the mix and "For Great Justice!" basically turns into a healing skill with 2 charges.
  • Brawler's Recovery and Sigil of Superior Sigil of Cleansing will be used to manage condition levels before resorting to mass cleanses.
  • Mending should almost always be used whenever it's available as long as you're missing more than 7k health, but if you're facing a condition build and all of your cleanses are on CD then you might want to hold onto it for a bit so you don't get caught offguard with a condi burst. The 5 cleanses make this your best skill against conditions.
  • Shrug It Off is another source of passive cleansing and healing, potentially even a stun break.
  • "Shake It Off!" (SIO) is the only on-demand stun break in the build. This skill also affects nearby allies and can be used to support them if you can afford it.
  • "For Great Justice!" is used to upkeep both permanent Fury and high stacks of Might, while also serving as a healing skill that regenerates both health and endurance.
  • Riposte is an excellent defensive skill that can block way more than just one attack as long as you're not facing the target or you're outside melee range.
  • Bull's Charge (when used without a target) is a useful tool for disengaging and putting some distance between you and your enemies in case you're low on health and need to wait for defensive CDs.
  • Eviscerate, Bull's Charge, and several Rampage skills have Warrior's Sprint synergy, freeing you from Immob.


Rampage

  • Rampage is primarily used for stomping, disengaging, or securing a kill. Can also be used for more CC to stop stomps if needed.


Ratings

This build has a rating of 4 stars based on 2 votes.
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4 stars
Hanz gave this build 4 stars • November 2022
True jack of all trades master of none build, really fun playstyle and can be quite effective sometimes. Breath of fresh air after the more formulaic GS builds, good hybrid damage and healing with great condition variety. There are stronger cele builds though and against tier 1 builds you'll notice some power difference.
4 stars
TheKittyPurry gave this build 4 stars • October 2022
More info than the "top builds" on the site to let someone understand how to actually play this build. Which is fantastic for newer players. Works fairly well

Comments

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