MIGHT DURATION
Using the same principle around +Bleed duration stacking with 2 piece Krait, Centaur, and Affliction runes, I decided to do the same mechanic with +Might duration. There are 3 rune sets that grant +Might duration with 2 piece bonuses.
Superior Rune of Hoelbrak
(1) +25 Power
(2) +20% Might Duration
Superior Rune of Strength
(1) +25 Power
(2) +20% Might Duration
Superior Rune of Fire
(1) +25 Power
(2) +20% Might Duration
With these 3 rune set two piece bonuses, Might duration is increased by a base amount of +60%. The next method of increasing +Might duration is by placing trait points into Death Magic. With a full 30 points in Death Magic, the effective boon duration is increased by another 30%, making might effectively last 90% longer duration.
MIGHT SOURCES
With +Might duration at 90%, I began looking at sources that granted +Might stacks. There are 5 sources that grant +Might.
Blood is Power, 30s base recharge speed
10 stacks of Might, 12s base duration
Reaper's Might trait, Death Shroud #1 grants Might
1 stack per attack, 15s base duration
Signet Power trait, 60s base recharge speed
3 stacks of Might, 10s base duration
Superior Sigil of Battle
3 stacks of Might on weapon swap, 20s base duration
Superior Sigil of Strength
1 stack of might (30% chance on crit), 10s base duration
Unfortunately, Signet Power does not fit well with either build due several factors. So that is one source I eventually ruled out after playing and trying to fit it in. There wasn't enough +Might up-time to place a requirement on trait selection and 2 utility skill selections. Other players may prefer the burst potential, but I found different choices gave greater sustained damage output.
TRAITS
With the above sources of might listed out, I started to put together a base trait build http://gw2skills.net...BJCyqjLHpOHReiA to see what was left over to work with. All in all, there are 3 trait requirements.
10 Points in Spite to pick up Reaper's Might
20 Points in Curses to pick up Master of Corruption
20-30 Points in Death Magic to increase overall boon duration
Reaper's Might will provide a source of +Might stacking, and is a tier 1 major trait. By far the most important trait is Master of Corruption which reduces Blood is Power's recharge by 20%, dropping it to a 24s recharge. And finally, 20-30 points in Death Magic trait line for 20-30% boon duration.
END RESULT
Now we can look at our sources of Might and their durations after rune and trait selections.
20 Points in Death Magic
Blood is Power
10 stacks of Might, 21.6s duration, 24s recharge = 2.4s of downtime
Reaper's Might
1 stack per second (attack speed is 1s cast), 27s duration
Superior Sigil of Battle
3 stacks of might, 36s duration, 10s recharge
Superior Sigil of Strength
1 stack of might, 18s duration, 30% proc chance on crit
30 Points in Death Magic
Blood is Power with 30 points in Death Magic
10 stacks of Might, 22.8s duration, 24s recharge = 1.2s of downtime
Reaper's Might
1 stack per second (attack speed is 1s cast), 28.5s duration
Superior Sigil of Battle
3 stacks of might, 38s duration, 10s recharge
Superior Sigil of Strength
1 stack of might, 19s duration, 30% proc chance on crit
In going to the Heart of the Mists to test these builds out, I was able to sustain 23-26 stacks of might against a single target. Using a Signet build, I was able to get over 30 stacks of Might, but it wasn't sustainable due to signet recharge durations.
20-30 points in Death Magic is not a mandatory 100% requirement. Some players may find the downtime in Might stacking an acceptable loss in exchange for placing points in other trait line(s). This choice, along with many others, leads to build diversity.
DAMAGE
This is one of the areas I really wish damage meters in some form were available in game. Right now, all I can say is having an additional 700-910 Power/Condition damage while maintaining 20-26 stacks of Might, everything was dying noticeably faster than my standard power & condition builds.
VERSATILITY
I found that weapon and utility skill choices was extremely open ended. Even going as far as choosing different weapon sets, to choosing the same main hand weapon and offhand weapon to allow the weapon swap every 10s and not change the rhythm of play.
For power builds; I found staff, axe, and dagger all put out good damage and there were enough trait points left over after the skeleton build to amp up the weapon selection(s) of your choice. After a few hours, the power builds I found most entertaining were:
Axe / Focus + Dagger / Warhorn
http://gw2skills.net...Ouck6syYkxWkpIA
Staff + Dagger / Warhorn
http://gw2skills.net...Ouck6syYIyWkpIA
For condition builds I ended up settling on:
Staff + Scepter / Warhorn
http://gw2skills.net...Ouck6syYIyWkpIA
While I haven't tested might stacking fully (especially in a true PvE setting), I thought I'd post what I've come up with so far and see if anyone else has tried it or has any ideas from what I've posted here. Feel free to share your thoughts and builds as I'm genuinely curious what everyone else thinks on this topic.
Edited by Quillixx, 10 December 2012 - 03:20 PM.










