FYI: The title of this thread is Dagger/Focus, but I have adjusted the build to be a dagger/warhorn setup instead. Warhorn has proven to be a much better off-hand choice with the control and higher damage output. Focus can still be used as this is what the build was originally built around, but I will be focusing on warhorn primarily.
3/19/2013 - Added ascended items
3/11/2013 - Updated gear spreadsheet to reflect new setup.
3/9/2013 - Added BuildCraft link
3/7/2013 - Updated gear section, added in rotation/priorities, moved weapon/trait overview
3/6/2013 - Minor tweaks and clarification changes
3/5/2013 - Overall revamp of the guide and added in updated armor spreadsheet (still not final)
The build is built around Spite and Blood Magic. It is a hybrid between a glass cannon build and a vampiric... utilizing strong traits from both to allow for some survivability while also having high damage. It does require some skill to play since you are in melee range and need to learn to actively dodge attacks and use your /warhorn to its full effect.
- Fast, high damage attacks along with wells make for short duration fights
- Several healing abilities help with HP regen while in combat
- No concern over bleed caps and other condition-based classes minimizing your damage
- Durability and survivability
- High crit chance, crit damage, and power
- Melee range combat is not favorable to cloth-wearers
- Wells on cooldown cause your overall damage to decrease and fights will take longer
Trait Lines and Choices
Weapons - Dagger/Warhorn Primary
There are several possibilities for variations in the build and it still being viable. As I test them and find if they work well enough, I will post them at the bottom of the guide.
STATS AND GEAR
Here is a spreadsheet of the gear that is best applicable to this build. It focuses on survivability with Soldier/Knight armor and damage with Berserker weapons and trinkets. Even with the defensive oriented gear, you still pack a punch with a 57% critical chance, 64% critical damage rating, 2250 power, and a 5% static damage increase. A 13.45% damage reduction modifier from armor and over 21,000 (more if you have WvW buffs) make you a pretty potent foe to deal with!
**Note that I put toughness and defense rating (armor rating) together in one column. This is your total armor that dictates your damage reduction. The sharpening stone calculation ONLY comes from toughness though so - 916 base toughness + 285 toughness from gear = 1,201 * 5% = 60 and 1,188 vitality * 3% = 36 for a total of 96 power from the stone.
For ascended gear, I went with Berserker-distribution of stats on the items. This maintains the numbers from our exotic gear with a slight boost from the stats from ascended. Remember that ascended items are not socketed with jewels, but have two sets of stats on them (like a permanent jewel on the second part) and then can have an infusion added. If you plan on running fractals a lot, you're going to need to start upgrading your ascended items using the method found on Dulfy's awesome guide HERE.
Upgrading items does not change the base stats, but adds agony resistance. You also have defensive, offensive, and (on amulets) utility slots. The choice of which slot-type to pick is up to you since the infusions do not add much of the type of stat to make a difference. You are mostly going for anything that adds agony resistance here.
HOW DOES IT WORK?
This build is all about direct damage, critical hits, and power-based attacks. No waiting to stack a certain number of bleeds or poisons... no praying your minions get the idea that they something should do. You are in control and can dish out all the damage as fast or slow as you want.
Your utility setup is flexible depending on the situation. There are two abilities that are somewhat core to the build - Well of Suffering and Blood is Power. Your third slot is where you can get creative and gives you some versatility in fights.
Basic Rotation and Priorities
- Your first goal is to drop wells. You need to start ticking damage and having Well of Suffering apply vulnerability to your target. Toss down Well of Corruption about halfway through WoS to stagger them some and have a longer duration of wells ticking on the target.
- Once your wells are down, prioritize your abilities based on the situation. Are you fighting a veteran or boss? Throw on Blood is Power to gain Might. In a nice aoe situation? Pop Death Shroud and Life Transfer to melt their health bars down. You have a nice array of abilities to use in various situations so just take in to account how long the fight will last and what you are fighting and go from there.
- Use warhorn to interrupt abilities like knockdowns which are highly aggravating.... I am looking at you Risen Farmers in Orr.
- Ranged mobs tend to try and run away to put distance between you.... use your lockdown ability on the dagger to root them and rush in for the kill.
- Don't be afraid to use Life Siphon on your dagger. It actually does a LOT of damage and you can gain some decent health back from it (though not nearly as much as your actual heal).
Defensive Build moving points in Curses to Death Magic. This alternate build focuses more on survivability using retaliation and protection buffs from wells. Your damage will be slightly lower with losing precision, but makes you a bit tougher to kill.
ADDITIONAL POWER/CONDITION AOE BUILD WITH NOTES BY KELEVRA_86
Edited by takarazuka, 19 March 2013 - 02:29 PM.