Difference between revisions of "Willbender - DPS Alacbender"

Line 16: Line 16:
 
| profession = Guardian
 
| profession = Guardian
 
| specialization = Willbender
 
| specialization = Willbender
| weapon1 = staff
+
| weapon1 = greatsword
 
| weapon2 =  
 
| weapon2 =  
 
| weapon3 = scepter
 
| weapon3 = scepter
Line 23: Line 23:
 
| utility1 = "Stand Your Ground!"
 
| utility1 = "Stand Your Ground!"
 
| utility2 = Sword of Justice
 
| utility2 = Sword of Justice
| utility3 = Wall of Reflection
+
| utility3 = Whirling Light
 
| elite = Renewed Focus
 
| elite = Renewed Focus
 
}}
 
}}
Line 30: Line 30:
 
===Variants===
 
===Variants===
 
;Weapons
 
;Weapons
* Swapping '''Staff''' to '''Greatsword''' is a large DPS gain if you can consistently melee
+
* Swapping '''Greatsword''' to '''Staff''' is better if you have low melee uptime
  
 
;Skills
 
;Skills
* {{Skill|Wall of Reflection}} {{to}} {{Skill|Bane Signet}} or {{Skill|Whirling Light}}
+
* {{Skill|Wall of Reflection}}
 +
* {{Skill|Bane Signet}}
  
  
Line 50: Line 51:
 
===Template Code===
 
===Template Code===
 
{{TemplateCode|
 
{{TemplateCode|
code = [&DQEqOi4lQRYDAQAANgEAAEgBAAD/AAAANwEAAAAAAAAAAAAAAAAAAAAAAAA=]
+
code = [&DQEqOi4lQRYDAQAANgEAAEgBAADYGgAANwEAAAAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
}}
  
Line 60: Line 61:
 
| rune = Superior Rune of the Scholar
 
| rune = Superior Rune of the Scholar
 
| rune-qt = 6
 
| rune-qt = 6
| weapon1 = Staff
+
| weapon1 = Greatsword
 
| weapon2 =  
 
| weapon2 =  
| sigil1 = Superior Sigil of Bloodlust
+
| sigil1 = Superior Sigil of Hydromancy
 
| sigil2 = Superior Sigil of Energy
 
| sigil2 = Superior Sigil of Energy
 
| weapon3 = Scepter
 
| weapon3 = Scepter
 
| weapon4 = Torch
 
| weapon4 = Torch
| sigil3 = Superior Sigil of Force
+
| sigil3 = Superior Sigil of Bloodlust
 
| sigil4 = Superior Sigil of Energy
 
| sigil4 = Superior Sigil of Energy
 
| infusion1 = Mighty WvW Infusion
 
| infusion1 = Mighty WvW Infusion
Line 78: Line 79:
  
 
;Sigils
 
;Sigils
* '''Staff''' {{Sigil|Superior Sigil of Energy}} {{to}} {{Sigil|Superior Sigil of Force}} extra damage
+
* {{Sigil|Superior Sigil of Force}}
  
  
Line 90: Line 91:
 
===Overall Priorities===
 
===Overall Priorities===
 
;High
 
;High
* Ranged Spike
 
 
* {{Tooltip|Alacrity}}
 
* {{Tooltip|Alacrity}}
  
 
;Moderate
 
;Moderate
 +
* Spike damage
 
* Sustained damage
 
* Sustained damage
  
 
;Low
 
;Low
 
* Single target
 
* Single target
* CC
 
  
  
Line 123: Line 123:
  
 
===Detailed Explanations===
 
===Detailed Explanations===
====Ranged Spike====
 
* Open with staff, using {{Skill|Holy Strike}} {{to}} {{Skill|Symbol of Swiftness}}
 
** If the groups continue into 900 range, swap to '''Scepter/Torch''' and use {{Skill|Symbol of Punishment}} {{to}} {{Skill|Sword of Justice}}, otherwise wait in '''Staff''' for the next engage
 
* Don't waste {{Skill|Wall of Reflection}} to add useless DPS at range, wait until the damage can be followed up on
 
 
 
 
====Alacrity====
 
====Alacrity====
* Use {{Skill|Flowing Resolve}} before casting your '''Symbol''' skills or {{Skill|Wall of Reflection}} to give your group alacrity
+
* Use {{Skill|Flowing Resolve}} before casting your '''Symbol''' skills or {{Skill|Whirling Light}} to give your group alacrity
 
** Be careful not to double tap or the second charge will be wasted
 
** Be careful not to double tap or the second charge will be wasted
 
* Avoid using your other '''Virtue''' skills while {{Skill|Flowing Resolve}} is active since it will end the buff
 
* Avoid using your other '''Virtue''' skills while {{Skill|Flowing Resolve}} is active since it will end the buff
 +
 +
 +
====Spike damage====
 +
* Use {{Skill|Crashing Courage}} to add damage to melee spikes and protect your other casts with {{Tooltip|Aegis}} and {{Tooltip|Stability}}
 +
** If you don't need the extra boons use {{Skill|Flowing Resolve}} before the spike instead
 +
* Use a '''Stow Weapon''' keybind on {{Skill|Symbol of Resolution}} at ~3/4ths of the cast to avoid unnessecary after cast
 +
** Make sure to practice the timing, since cancelling early will waste the cast and put it on a short cooldown
 +
* Melee Spike example: {{Skill|Flowing Resolve}}/{{Skill|Crashing Courage}} {{to}} {{Skill|Whirling Light}} {{to}} {{Skill|Symbol of Resolution}} {{to}} {{Skill|Whirling Wrath}}
  
  
 
====Sustained damage====
 
====Sustained damage====
 
* When using ground AoEs like '''Symbol''' skills or {{Skill|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
 
* When using ground AoEs like '''Symbol''' skills or {{Skill|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
+
* Camp '''Greatsword''' as long as you can autoattack safely with it, until {{Skill|Cleansing Flame}} is ready
** 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
 
* 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
 
* Combine your '''Symbol''' skills with other damage to generate higher spikes
** {{Skill|Symbol of Punishment}} {{to}} {{Tooltip|Weapon Swap}} {{to}} {{Skill|Symbol of Swiftness}} {{to}} {{Skill|Holy Strike}}
 
 
** {{Skill|Symbol of Punishment}} {{to}} {{Skill|Sword of Justice}}
 
** {{Skill|Symbol of Punishment}} {{to}} {{Skill|Sword of Justice}}
 +
** {{Skill|Symbol of Resolution}} {{to}} {{Skill|Whirling Wrath}}
 
* Try to hit your own group with {{Skill|Cleansing Flame}} as well if you can, but prioritize hitting enemies
 
* Try to hit your own group with {{Skill|Cleansing Flame}} as well if you can, but prioritize hitting enemies
* Place {{Skill|Wall of Reflection}} closer to the enemy group than your own to reduce projectile travel time
 
 
* Maintain {{Trait|Inspiring Virtue}} by activating {{Skill|Flowing Resolve}} and {{Skill|Rushing Justice}}
 
* Maintain {{Trait|Inspiring Virtue}} by activating {{Skill|Flowing Resolve}} and {{Skill|Rushing Justice}}
 
** Make sure not to overwrite the {{Skill|Flowing Resolve}} buff with {{Skill|Rushing Justice}}
 
** Make sure not to overwrite the {{Skill|Flowing Resolve}} buff with {{Skill|Rushing Justice}}
Line 153: Line 152:
 
|;Skill priority
 
|;Skill priority
 
|
 
|
* {{Skill|Holy Strike}}
+
;Non-Weapon Skills
* {{Skill|Symbol of Swiftness}}
+
* {{Skill|Whirling Light}}
 +
* {{Skill|Sword of Justice}}
 +
* {{Skill|Crashing Courage}} - avoid overwriting {{Skill|Flowing Resolve}} buff
 +
* {{Skill|Rushing Justice}} - avoid overwriting {{Skill|Flowing Resolve}} buff
 +
; Greatsword
 +
* {{Skill|Symbol of Resolution}}
 +
* {{Skill|Whirling Wrath}}
 +
* {{Skill|Leap of Faith}}
 +
* '''Autoattacks'''
 +
;Scepter/Torch
 
* {{Skill|Symbol of Punishment}}
 
* {{Skill|Symbol of Punishment}}
* {{Skill|Wall of Reflection}}
 
 
* {{Skill|Zealot's Fire}} - when no projectile block present ({{Skill|Zealot's Flame}} flip skill)
 
* {{Skill|Zealot's Fire}} - when no projectile block present ({{Skill|Zealot's Flame}} flip skill)
 
* {{Skill|Cleansing Flame}} - in melee
 
* {{Skill|Cleansing Flame}} - in melee
* {{Skill|Sword of Justice}}
 
 
}}
 
}}
  
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* Use {{Skill|Chains of Light}} to follow up on other CC or to catch targets as enemies disengage
 
* Use {{Skill|Chains of Light}} to follow up on other CC or to catch targets as enemies disengage
 
* If you have a chance to use {{Skill|Zealot's Fire}} on an isolated target without projectile block, take it
 
* If you have a chance to use {{Skill|Zealot's Fire}} on an isolated target without projectile block, take it
 
 
====CC====
 
* Don't use {{Skill|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 - {{Skill|Winds of Disenchantment}}
 
*** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}}
 
*** Shades - {{Skill|Desert Shroud}}
 
*** Traps - {{Skill|Procession of Blades}}+{{Skill|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
 

Revision as of 13:57, 28 October 2022

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

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 October 28, 2022 and is up to date for the April 16, 2024 patch.

Overview

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


Skill Bar

Greatsword
Scepter/Torch
Utility


Variants

Weapons
  • Swapping Greatsword to Staff is better if you have low melee uptime
Skills
  • Wall of Reflection
  • Bane Signet


Template Code

[&DQEqOhA+GykDAQAA/hIAAEgBAACKEgAANwEAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations


Template Code

[&DQEqOi4lQRYDAQAANgEAAEgBAADYGgAANwEAAAAAAAAAAAAAAAAAAAAAAAA=]
Copy Template Code


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
Greatsword
Marauder
Sigil
Sigil
Scepter
Marauder
Torch
Marauder
Sigil
Sigil
Rune
x6
Infusion
x18


Equipment Variants

Stats
Sigils
  • Sigil of Superior Sigil of Force


Consumables

    • personal food option


Usage

Overall Priorities

High
Moderate
  • Spike damage
  • Sustained damage
Low
  • Single target


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

Alacrity

  • Use Flowing Resolve before casting your Symbol skills or Whirling Light 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


Spike damage

  • Use Crashing Courage to add damage to melee spikes and protect your other casts with Aegis Aegis and Stability Stability
    • If you don't need the extra boons use Flowing Resolve before the spike instead
  • Use a Stow Weapon keybind on Symbol of Resolution at ~3/4ths of the cast to avoid unnessecary after cast
    • Make sure to practice the timing, since cancelling early will waste the cast and put it on a short cooldown
  • Melee Spike example: Flowing Resolve/Crashing Courage Whirling Light Symbol of Resolution Whirling Wrath


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
  • Camp Greatsword as long as you can autoattack safely with it, until Cleansing Flame is ready
  • 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 Sword of Justice
    • Symbol of Resolution Whirling Wrath
  • Try to hit your own group with Cleansing Flame as well if you can, but prioritize hitting enemies
  • Maintain Inspiring Virtue by activating Flowing Resolve and Rushing Justice
    • Make sure not to overwrite the Flowing Resolve buff with Rushing Justice
Skill priority
Non-Weapon Skills
  • Whirling Light
  • Sword of Justice
  • Crashing Courage - avoid overwriting Flowing Resolve buff
  • Rushing Justice - avoid overwriting Flowing Resolve buff
Greatsword
  • Symbol of Resolution
  • Whirling Wrath
  • Leap of Faith
  • Autoattacks
Scepter/Torch
  • Symbol of Punishment
  • Zealot's Fire - when no projectile block present (Zealot's Flame flip skill)
  • Cleansing Flame - in melee


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


Ratings

This build has a rating of 5 stars based on 1 votes.
Log in or register to rate this build.
5 stars
Arete gave this build 5 stars • October 2022
Perma alac for an entire party with 0 boon duration investment on a build that also brings good personal ranged DPS and crazy melee spike damage. By far the best alac provider in the game

Comments

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