Difference between revisions of "Pilz"

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{{Build
 
| profession = Revenant
 
| specialization = Vindicator
 
| designed for = wvw zerg
 
| focus = Strike Damage, DPS, Boon Support
 
| rating = good
 
| xpac = eod
 
}}
 
  
==Overview==
 
A Power based Vindicator build for WvW. The power of greatsword, the durability of Jalis, and the damage of {{Skill|Coalescence of Ruin}} allow this build to deal strong damage with great survivability.
 
 
 
==Skill Bar==
 
{{Skill bar
 
| profession = revenant
 
| specialization = Vindicator
 
| weapon1 = hammer
 
| weapon3 = Greatsword
 
| legend1 = Archemorus
 
| legend2 = Jalis
 
}}
 
 
 
==Template Code==
 
{{TemplateCode|
 
code = [&DQkDPg8mNDfcEdwRKxIGEgYSKxLUEdQRyhHKEQ8NDwAAAAAAAAAAAAAAAAA=]
 
}}
 
 
 
==Specializations==
 
{{Specialization|Devastation|mid|top|mid}}
 
;Variants
 
* {{trait|Notoriety}} selfish stat boost, can be worth it if you party has only two DPS
 
* {{trait|Brutality}} constant stability removal with quickness uptime but less DPS.
 
{{Specialization|Invocation|mid|bot|bot}}
 
{{Specialization|Vindicator|mid|bot|top}}
 
;Variants
 
* {{Trait|Leviathan Strength}} if your party is providing might cap on spikes without your help
 
* {{Trait|Reaver's Curse}} with extremely high vigor uptime and regularly hitting 3+ targets with {{Trait|Forerunner of Death}}
 
 
 
==Equipment==
 
{{PvE equipment
 
| weight = Heavy
 
| stats = Berserker
 
| rune = Superior Rune of the Scholar
 
| rune-qt = 6
 
| weapon1 = Hammer
 
| weapon2 =
 
| sigil1 = Superior Sigil of Force
 
| sigil2 = Superior Sigil of Accuracy
 
| weapon3 = Greatsword
 
| weapon4 =
 
| sigil3 = Superior Sigil of Energy
 
| sigil4 = Superior Sigil of Bloodlust
 
| amulet =  Assassin
 
| accessory1 = Berserker
 
| accessory2 = Berserker
 
| backpiece = Berserker
 
| infusion1 = Mighty WvW Infusion
 
| infusion1-qt = 18
 
}}
 
 
 
===Equipment Variants===
 
;Stats
 
* {{tooltip|Marauder stats}}/{{tooltip|Dragon stats}} if you find you need extra defensive stats, but do not go over crit cap
 
 
;Sigils
 
* '''Greatsword''' {{Sigil|Superior Sigil of Hydromancy}}
 
* {{Sigil|Superior Sigil of Stamina}}
 
 
 
===Consumables===
 
* {{Food|Peppercorn-Crusted Sous-Vide Steak}}
 
** {{Food|Carrot Soufflé}} personal food option
 
* {{Utility|Superior Sharpening Stone}}
 
 
 
==Usage==
 
===Priorities===
 
;High
 
* Ranged Spike
 
 
;Moderate
 
* Sustained damage
 
* {{Tooltip|Might}}
 
 
;Low
 
* CC
 
 
 
====Surviving====
 
* This build has moderate passive defense
 
* This build has moderate mobility skill access
 
** {{skill|Phantom's Onslaught}} will lunge towards a target if they are within range, otherwise it moves you considerably less than 900 range
 
*** Neutral creatures can be used as targets
 
* This builds has high active defenses
 
** Only use {{Skill|Phase Smash}} defensively if desperate, it will likely leave you more out of position than when you started
 
** Toggle {{Skill|Vengeful Hammers}} on whenever you expect significant pressure, its upkeep is cheap
 
** {{Skill|Rite of the Great Dwarf}} breaks stuns at the beginning of the cast, dodge or weapon stow to cancel the cast if you're in danger
 
 
{{Collapsible
 
|width=85
 
|;Active defense priority
 
|
 
* {{Skill|Reaver's Rage}} - for stunbreaking
 
* {{Skill|Rite of the Great Dwarf}} - for stunbreaking
 
* {{Skill|Soothing Stone}} - for {{Tooltip|Immobilize}}
 
* {{Skill|Alliance Tactics}} - Saint Viktor
 
** {{Skill|Awakening}} - for stunbreaking
 
** {{Skill|Battle Dance}} - for {{Tooltip|Immobilize}}
 
** {{Skill|Tree Song}} - for {{Tooltip|Immobilize}}
 
* {{Skill|Vengeful Hammers}}
 
* '''Dodge'''
 
** {{Skill|Energy Meld}} - if short on '''Endurance'''
 
* {{Skill|Imperial Guard}}
 
* {{Skill|Rite of the Great Dwarf}} - general use
 
* {{Skill|Selfish Spirit}}/{{Skill|Soothing Stone}} - general use
 
* {{Skill|Alliance Tactics}} - Saint Viktor
 
** {{Skill|Battle Dance}}
 
** {{Skill|Selfless Spirit}}
 
* {{Skill|Phase Smash}}
 
}}
 
 
 
===Detailed Explanations===
 
====Ranged Spike====
 
* Casting {{Skill|Coalescence of Ruin}} immediately before {{Skill|Phase Smash}} will make both hits land at the same time
 
** {{Skill|Phase Smash}} is the priority skill if you can't use both
 
* Avoid casting {{Skill|Phase Smash}} as groups cross each other so you aren't left behind
 
 
 
====Sustained damage====
 
* You can {{Skill|Phase Smash}} through traps and marks to activate them without taking any damage.
 
* Try to place {{Skill|Inspiring Reinforcement}} in the direction your group is pushing if possible, but prioritize hitting enemies
 
* Toggle on {{Skill|Vengeful Hammers}} any time you're in range and in '''Jalis''', but prioritize other skills when energy is limited
 
 
{{Collapsible
 
|width=85
 
|collapsed=true
 
|;Skill priority
 
|
 
* {{Skill|Scavenger Burst}} - if lacking {{Tooltip|Fury}} or {{Tooltip|Quickness}}
 
* {{Trait|Forerunner of Death}}
 
* {{Skill|Nomad's Advance}}
 
* {{Skill|Scavenger Burst}} - general use
 
* {{Skill|Inspiring Reinforcement}}
 
* {{Skill|Vengeful Hammers}}
 
 
;Greatsword
 
* {{Skill|True Strike (Vindicator)}} - 5 charges
 
* {{Skill|Eternity's Requiem}}
 
* {{Skill|Phantom's Onslaught}}
 
* {{Skill|Mist Unleashed}}
 
 
;Hammer
 
* {{Skill|Phase Smash}}
 
* {{Skill|Coalescence of Ruin}}
 
}}
 
 
 
====Might====
 
* Your might is mostly passively generated through {{Trait|Amnesty of Shing Jea}} through using '''Aliiance''' skills and {{Skill|Energy Meld}}
 
* Stay close to your group, {{Trait|Amnesty of Shing Jea}} has a small radius
 
* Before leaving '''Alliance''' stance, use {{Skill|Alliance Tactics}} to swap to '''Saint Viktor''' and proc {{Trait|Amnesty of Shing Jea}}
 
** As soon as you reenter '''Alliance''' stance, use {{Skill|Alliance Tactics}} again to get access to '''Archemorus''' skills
 
 
 
====CC====
 
* Use {{Skill|Forced Engagement}} 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
 
* Use {{Skill|Drop the Hammer}} when all other skills are on cooldown and projectile block is stopping your {{Skill|Hammer Bolt}}
 

Latest revision as of 12:38, 23 March 2023

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