Difference between revisions of "Pilz"

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{{Build
 
| profession = elementalist
 
| specialization = tempest
 
| designed for = wvw gvg
 
| focus = control, support, healing, condition cleanse
 
| rating = great
 
| xpac = hot
 
| meta = y
 
}}
 
  
==Overview==
 
The Fire Tempest provides strong condition cleanse and healing.
 
It has access to one of the strongest revive skills, {{Skill|Glyph of Renewal}}, brings access to auras and provides a good amount of crowd control.
 
 
 
==Skill Bar==
 
{{Skill bar
 
|profession = elementalist
 
|specialization = tempest
 
|weapon1 = Dagger
 
|weapon2 = Focus
 
|weapon3 = Dagger
 
|weapon4 = Focus
 
|healing = "Wash the Pain Away!"
 
|utility1 = "Aftershock!"
 
|utility2 = Glyph of Renewal
 
|utility3 = Signet of Earth
 
|elite = Tornado
 
}}
 
 
 
===Skill Variants===
 
;Utilities
 
:Signet of Earth provides a very strong single target immobilize. However, it can be switched out for other utilities in some situations. Especially for starting out, the alternatives are easier to use.
 
* {{Skill|"Flash-Freeze!"}} the best option for another aura/heal utility
 
* {{Skill|"Eye of the Storm!"}} group stunbreak and AOE superspeed
 
 
;Elite
 
* {{Skill|"Rebound!"}} this is usually not worth using, however it synergises with the Mesmer's revive skill {{Skill|Illusion of Life}} as it can prevent the players from dying to the debuff.
 
 
 
===Template Code===
 
{{TemplateCode|
 
code = [&DQYfKxErMD/HEgAApRIAAHQSAAAdAQAAmRIAAAAAAAAAAAAAAAAAAAAAAAA=]
 
}}
 
 
 
==Equipment==
 
{{PvE equipment
 
| weight = Light
 
| stats = Minstrel
 
| rune = Superior Rune of Radiance
 
| rune-qt = 6
 
| weapon1 = Dagger
 
| weapon2 = Focus
 
| sigil1 = Superior Sigil of Energy
 
| sigil2 = Superior Sigil of Transference
 
| weapon3 = Scepter
 
| weapon4 = Dagger
 
| sigil3 = Superior Sigil of Energy
 
| sigil4 = Superior Sigil of Transference
 
| infusion1 = Healing WvW Infusion
 
| infusion1-qt = 18
 
}}
 
 
;Rune Variants
 
* {{Rune|Superior Rune of the Trooper}} can be used if extra tankiness is required. It increases the amount of condition cleanse.
 
* {{Rune|Superior Rune of the Monk}} increases the healing but loses quite a bit of defensive stats compared to the other choices.
 
 
 
===Consumables===
 
* {{Food|Bowl of Fruit Salad with Mint Garnish}}
 
** {{Food|Delicious Rice Ball}} personal option
 
* {{Utility|Bountiful Maintenance Oil}}
 
** {{Utility|Flask of Pumpkin Oil}} is worth using if you can go for many revives
 
 
==Usage== 
 
===General===
 
* This build fills the role of the healer and cleanser in the party, so it is important to focus on these things first.
 
* The {{Skill|Glyph of Renewal}} is very powerful. Especially used in air attunement, it can completely reset a player that went down in a bad place. Make sure to be in a save position when this is needed.
 
* Auras are quite powerful and since the access is mostly limited to Elementalists, you should applies these as much as possible.
 
* The amount of might provided by {{Trait|Pyromancer's Puissance}} is a lot, however the range is small. If possible, make sure to get value out of this trait.
 
* Since you do not have good access to stunbreaks and stability for yourself and you heavily rely on skills with longer casttimes, you want to be in safe positions during the round. Especially while overloading, it is perfectly fine to move a bit away from the commander to ensure the cast.
 
* For the usage of attunements and skills, you can stick to a relatively simple rotation. This is not optimal in all situations but it is a very solid start and helps you to focus on other things while learning.
 
** {{Skill|Fire Attunement}} - This is the source of most cleanses tied to the Focus skill {{Skill|Fire Aura}} / {{Skill|Transmute Fire Aura}}. This is also the source of a large amount of AoE might coming from the trait {{Trait|Pyromancer's Puissance}}. Maximize the frequency with which you use this attunement.
 
** {{Skill|Water Attunement}} - This is a great source of healing. Use {{Skill|Overload Water}} whenever possible.
 
** {{Skill|Air Attunement}} - {{Skill|Shocking Aura}} is by far the strongest Aura. Therefore, use the Dagger skill {{Skill|Shocking Aura}} and {{Skill|Overload Air}} often. Keep this attunement ready for {{Skill|Glyph of Renewal}} if you expect someone to die off position. Use {{Swirling Windsßß
 
Use {{Skill|Swirling Winds}} to counter enemy Necromancer's {{Skill|Lich Form}}. Use {{Skill|Gale}} for one of the strongest single target CC effects.
 
** {{Skill|Earth Attunement}} - This is mostly a filler attunement you want to switch into to start the cooldown on the Fire attunement. It provides an invulnability on Focus, {{Skill|Obsidian Flesh}}. In Earth, {{Skill|Glyph of Renewal}} becomes a AoE revive with a decently large radius.
 
 
 
 
 
 
 
 
 
 
 
{{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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