Difference between revisions of "Pilz"

(GvG Tempest Support)
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{{Build
 
{{Build
| profession = elementalist
+
| profession = Revenant
| specialization = tempest
+
| specialization = Vindicator
| designed for = wvw gvg
+
| designed for = wvw zerg
| focus = control, support, healing, condition cleanse
+
| focus = Strike Damage, DPS, Boon Support
| rating = great
+
| rating = good
| xpac = hot
+
| xpac = eod
| meta = y
 
 
}}
 
}}
  
 
==Overview==
 
==Overview==
The Fire Tempest provides strong condition cleanse and healing.
+
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.
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==
 
{{Skill bar
 
{{Skill bar
|profession = elementalist
+
| profession = revenant
|specialization = tempest
+
| specialization = Vindicator
|weapon1 = Dagger
+
| weapon1 = hammer
|weapon2 = Focus
+
| weapon3 = Greatsword
|weapon3 = Dagger
+
| legend1 = Archemorus
|weapon4 = Focus
+
| legend2 = Jalis
|healing = "Wash the Pain Away!"
 
|utility1 = "Aftershock!"
 
|utility2 = Glyph of Renewal
 
|utility3 = Signet of Earth
 
|elite = Tornado
 
 
}}
 
}}
  
  
===Skill Variants===
+
==Template Code==
;Utilities
+
{{TemplateCode|
: {{Skill|Signet of Earth}} provides a very strong single target {{Tooltip|Immobilize}}. However, it can be switched out for other utilities in some situations. Especially for starting out, the alternatives are easier to use.
+
code = [&DQkDPg8mNDfcEdwRKxIGEgYSKxLUEdQRyhHKEQ8NDwAAAAAAAAAAAAAAAAA=]
* {{Skill|"Flash-Freeze!"}} the best option for another aura/heal utility
+
}}
* {{Skill|"Eye of the Storm!"}} group stunbreak and {{Tooltip|Superspeed}}
 
** {{Skill|Conjure Earth Shield}} for an AoE pull.
 
  
;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.
 
  
 
+
==Specializations==
===Template Code===
+
{{Specialization|Devastation|mid|top|mid}}
{{TemplateCode|
+
;Variants
code = [&DQYfKxErMD/HEgAApRIAAHQSAAAdAQAAmRIAAAAAAAAAAAAAAAAAAAAAAAA=]
+
* {{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==
 
==Equipment==
 
{{PvE equipment
 
{{PvE equipment
| weight = Light
+
| weight = Heavy
| stats = Minstrel
+
| stats = Berserker
| rune = Superior Rune of Radiance
+
| rune = Superior Rune of the Scholar
 
| rune-qt = 6
 
| rune-qt = 6
| weapon1 = Dagger
+
| weapon1 = Hammer
| weapon2 = Focus
+
| weapon2 =  
| sigil1 = Superior Sigil of Energy
+
| sigil1 = Superior Sigil of Force
| sigil2 = Superior Sigil of Transference
+
| sigil2 = Superior Sigil of Accuracy
| weapon3 = Scepter
+
| weapon3 = Greatsword
| weapon4 = Dagger
+
| weapon4 =
 
| sigil3 = Superior Sigil of Energy
 
| sigil3 = Superior Sigil of Energy
| sigil4 = Superior Sigil of Transference
+
| sigil4 = Superior Sigil of Bloodlust
| infusion1 = Healing WvW Infusion
+
| amulet =  Assassin
 +
| accessory1 = Berserker
 +
| accessory2 = Berserker
 +
| backpiece = Berserker
 +
| infusion1 = Mighty WvW Infusion
 
| infusion1-qt = 18
 
| 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.
+
===Equipment Variants===
* {{Rune|Superior Rune of the Monk}} increases the healing but loses quite a bit of defensive stats compared to the other choices.
+
;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===
 
===Consumables===
* {{Food|Bowl of Fruit Salad with Mint Garnish}}
+
* {{Food|Peppercorn-Crusted Sous-Vide Steak}}
** {{Food|Delicious Rice Ball}} personal option
+
** {{Food|Carrot Soufflé}} personal food option
* {{Utility|Bountiful Maintenance Oil}}
+
* {{Utility|Superior Sharpening Stone}}
** {{Utility|Flask of Pumpkin Oil}} is worth using if you can go for many revives
+
 
 +
 
 +
==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
 +
 
  
==Usage== 
+
====CC====
===General===
+
* Use {{Skill|Forced Engagement}} when:
* This build fills the role of the healer and cleanser in the party, so it is important to focus on these things first.
+
** Your group calls a spike:
* 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.
+
*** Winds - {{Skill|Winds of Disenchantment}}
* Auras are quite powerful and since the access is mostly limited to Elementalists, you should applies these as much as possible.
+
*** Wells - {{Skill|Well of Corruption}}+{{Skill|Well of Suffering}}
* 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.
+
*** Shades - {{Skill|Desert Shroud}}
* 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.
+
*** Traps - {{Skill|Procession of Blades}}+{{Skill|Test of Faith}}
* 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.
+
** On top of enemy downs (while alive players are on top of them)
** {{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.
+
** Enemy groups moving defensively while your group is pushing
** {{Skill|Water Attunement}} - This is a great source of healing. Use {{Skill|Overload Water}} whenever possible.
+
* Use {{Skill|Drop the Hammer}} when all other skills are on cooldown and projectile block is stopping your {{Skill|Hammer Bolt}}
** {{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.
 

Revision as of 18:34, 13 May 2022

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

Focused on: Strike damageDps and Boon support

Designed for: WvW Zerg

Expansions required: End of Dragons builds

Overview

A Power based Vindicator build for WvW. The power of greatsword, the durability of Jalis, and the damage of allow this build to deal strong damage with great survivability.


Skill Bar

Hammer
Greatsword
Utility
Utility


Template Code

[&DQkDPg8mNDfcEdwRKxIGEgYSKxLUEdQRyhHKEQ8NDwAAAAAAAAAAAAAAAAA=]
Copy Template Code


Specializations

Variants
  • selfish stat boost, can be worth it if you party has only two DPS
  • constant stability removal with quickness uptime but less DPS.
Variants
  • if your party is providing might cap on spikes without your help
  • with extremely high vigor uptime and regularly hitting 3+ targets with


Equipment

Head
Berserker
Shoulders
Berserker
Chest
Berserker
Hands
Berserker
Legs
Berserker
Feet
Berserker
Backpiece
Berserker
Accessory
Berserker
Accessory
Berserker
Amulet
Assassin
Ring
Berserker
Ring
Berserker
Hammer
Berserker
Sigil
Sigil
Greatsword
Berserker
Sigil
Sigil
Rune
x6
Infusion
x18


Equipment Variants

Stats
Sigils
  • Greatsword


Consumables

    • personal food option


Usage

Priorities

High
  • Ranged Spike
Moderate
Low
  • CC


Surviving

  • This build has moderate passive defense
  • This build has moderate mobility skill access
    • 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 defensively if desperate, it will likely leave you more out of position than when you started
    • Toggle on whenever you expect significant pressure, its upkeep is cheap
    • breaks stuns at the beginning of the cast, dodge or weapon stow to cancel the cast if you're in danger
Active defense priority
  • - for stunbreaking
  • - for stunbreaking
  • - for Immobilize Immobilize
  • - Saint Viktor
  • Dodge
    • - if short on Endurance
  • - general use
  • / - general use
  • - Saint Viktor


Detailed Explanations

Ranged Spike

  • Casting immediately before will make both hits land at the same time
    • is the priority skill if you can't use both
  • Avoid casting as groups cross each other so you aren't left behind


Sustained damage

  • You can through traps and marks to activate them without taking any damage.
  • Try to place in the direction your group is pushing if possible, but prioritize hitting enemies
  • Toggle on any time you're in range and in Jalis, but prioritize other skills when energy is limited
Skill priority
Greatsword
  • - 5 charges
Hammer


Might

  • Your might is mostly passively generated through through using Aliiance skills and
  • Stay close to your group, has a small radius
  • Before leaving Alliance stance, use to swap to Saint Viktor and proc
    • As soon as you reenter Alliance stance, use again to get access to Archemorus skills


CC

  • Use when:
    • Your group calls a spike:
      • Winds -
      • Wells - +
      • Shades -
      • Traps - +
    • On top of enemy downs (while alive players are on top of them)
    • Enemy groups moving defensively while your group is pushing
  • Use when all other skills are on cooldown and projectile block is stopping your
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