Pilz





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.
  • "Flash-Freeze!" the best option for another aura/heal utility
  • "Eye of the Storm!" group stunbreak and AOE superspeed
Elite
  • "Rebound!" this is usually not worth using, however it synergises with the Mesmer's revive skill Illusion of Life as it can prevent the players from dying to the debuff.


Template Code

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Equipment

Head
Minstrel
Shoulders
Minstrel
Chest
Minstrel
Hands
Minstrel
Legs
Minstrel
Feet
Minstrel
Backpiece
Minstrel
Accessory
Minstrel
Accessory
Minstrel
Amulet
Minstrel
Ring
Minstrel
Ring
Minstrel
Dagger
Minstrel
Focus
Minstrel
Sigil
Sigil
Scepter
Minstrel
Dagger
Minstrel
Sigil
Sigil
Rune
x6
Infusion
x18
Rune Variants
  • Rune of Superior Rune of the Trooper can be used if extra tankiness is required. It increases the amount of condition cleanse.
  • Rune of Superior Rune of the Monk increases the healing but loses quite a bit of defensive stats compared to the other choices.


Consumables

    • personal option
    • 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 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 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.
    • Fire Attunement - This is the source of most cleanses tied to the Focus skill Fire Aura / Transmute Fire Aura. This is also the source of a large amount of AoE might coming from the trait Pyromancer's Puissance. Maximize the frequency with which you use this attunement.
    • Water Attunement - This is a great source of healing. Use Overload Water whenever possible.
    • Air Attunement - Shocking Aura is by far the strongest Aura. Therefore, use the Dagger skill Shocking Aura and Overload Air often. Keep this attunement ready for Glyph of Renewal if you expect someone to die off position. Use {{Swirling Windsßß

Use Swirling Winds to counter enemy Necromancer's Lich Form. Use Gale for one of the strongest single target CC effects.

    • 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, Obsidian Flesh. In Earth, Glyph of Renewal becomes a AoE revive with a decently large radius.






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

Difficulty:
TBD

Overview

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


Skill Bar

Hammer
Greatsword
Utility
Utility


Template Code

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Specializations

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


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 Sigil of Superior Sigil of Hydromancy
  • Sigil of Superior Sigil of Stamina


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
    • 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 Phase Smash defensively if desperate, it will likely leave you more out of position than when you started
    • Toggle Vengeful Hammers on whenever you expect significant pressure, its upkeep is cheap
    • 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
Active defense priority
  • Reaver's Rage - for stunbreaking
  • Rite of the Great Dwarf - for stunbreaking
  • Soothing Stone - for Immobilize Immobilize
  • Alliance Tactics - Saint Viktor
  • Vengeful Hammers
  • Dodge
    • Energy Meld - if short on Endurance
  • Imperial Guard
  • Rite of the Great Dwarf - general use
  • Selfish Spirit/Soothing Stone - general use
  • Alliance Tactics - Saint Viktor
    • Battle Dance
    • Selfless Spirit
  • Phase Smash


Detailed Explanations

Ranged Spike

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


Sustained damage

  • You can Phase Smash through traps and marks to activate them without taking any damage.
  • Try to place Inspiring Reinforcement in the direction your group is pushing if possible, but prioritize hitting enemies
  • Toggle on Vengeful Hammers any time you're in range and in Jalis, but prioritize other skills when energy is limited
Skill priority
  • Scavenger Burst - if lacking Fury Fury or Quickness Quickness
  • Forerunner of Death
  • Nomad's Advance
  • Scavenger Burst - general use
  • Inspiring Reinforcement
  • Vengeful Hammers
Greatsword
  • True Strike (Vindicator) - 5 charges
  • Eternity's Requiem
  • Phantom's Onslaught
  • Mist Unleashed
Hammer
  • Phase Smash
  • Coalescence of Ruin


Might

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


CC

  • Use Forced Engagement when:
    • Your group calls a spike:
      • Winds - Winds of Disenchantment
      • Wells - Well of Corruption+Well of Suffering
      • Shades - Desert Shroud
      • Traps - Procession of Blades+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 Drop the Hammer when all other skills are on cooldown and projectile block is stopping your Hammer Bolt
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