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What is the build that creates large stacks of might


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#1 Jace320

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Posted 08 November 2012 - 01:36 AM

What traits, armor, skills and sequence of attacks do you use?

Thanks

#2 FrancisCrawford

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Posted 08 November 2012 - 02:58 AM

It's a rare build that DOESN'T stack a lot of might if played right (at least if you're soloing). Principles include:
  • Blast finishers in fire fields are the main source. The details of that vary with the weapon set.
  • Arcane Wave is a utlity that adds a blast finisher. So does Glyph of Lesser Elementals (Fire).
  • Evasive Arcana is a trait that adds lots of blast finishers, if you choose to use it that way.
  • Points in the Arcana trait line add boon duration.
  • So do certain runes.
  • Sigils of Battle add Might.
  • Glyph of Elemental Harmony sometimes adds a litle might.
  • The Elemental Attunement trait reliably adds a little might.


#3 Fenice_86

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Posted 08 November 2012 - 08:44 AM

You can try my build, here the link, take a look:

http://www.guildwars...e-mighty-build/

With a dagger/dagger setup you can easly get 20+ stacks by yourself for over 30++ secs
(if you go scepter/dagger 25 stacks are almost guaranteed but i prefer daggers main hand skills)

Also, follow the tips the guy above me said, 100% agree with them

#4 Nonlinear

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Posted 09 November 2012 - 07:20 PM

for dungeons?  IMO Ephox dungeon build:  Writeup

Here is the build itself: 20/10/0/10/30

You can see how it's used in the writeup.  Trash melts.  My latest stats and comments are at the end.  The decreased CD on fire + vigor on crit means your dodge meter fills enough to dodge right as lava font is ready to go again.  Auto with staff 1 (it does AOE splash), lay down laval font, dodge into it, use arcane blast, use Staff 4 or walk backwards shooting fireballs, lay down lava font again, dodge into it again, use arcane blast whenever it is off cooldown, etc.  You get three stacks of AOE might for every dodge and three more fore arcane blast.  With all the fire fields you'll be putting down your party can use whatever blasts they have to get even more.  It's pretty routine in parties (assuming they aren't total nubs) for the entire group to have 25 might stacks.

For leveling I used S/D so I could combo might stacks off myself but if I had to do it over again I'd use D/D for general PvE and most PvP.  

S/D stacks might using elemental attunement, heal glyph and arcane wave (IMO AW is way too good not to find a place in every ele build) and you can get some more might stacks with fire 30:  Swap to fire (add might), use glyph (add might), use fire 4 for combo field, then fire 2 followed by 3 while the tooth falls (phoenix and tooth will hit at the same time).  Then swap to earth and use earth 4 before the field goes away.  Pop Arcane Wave sometime during all that before the field goes away.  

It's not very intuitive though because afaik (unless something has changed) the phoenix has to explode on the enemy in the fire field to get the might stacks from that but for the tooth you only have to be standing in the fire field when you cast it.  I've also read that for all the trouble you go through to stack might as S/D it doesn't do all that much good for the ele.  Scepter also has terrible AOE compared to dagger (which has water 1/2, fire 1/2 and air 1, etc) and even compared to Staff (fire 1/2/5, air 1, earth 5, etc.).

For event grinding/plinx/general PvE I would go with D/D again for mob tagging and superior AOE compared to Scepter.  Although the best thing to do if you want to farm events and tag mobs is to roll a guardian and just spam staff 1.

#5 FrancisCrawford

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Posted 09 November 2012 - 10:08 PM

I did a (very) small number of tests, and it seemed as if each stack of Might took DPS up around 2%, direct damage and condition alike.

That's with a 20/10/0/10/30 S/D build at Level 80.

As for Phoenix in Ring of Fire -- it works great when the enemy is in melee range, which is reasonably often thanks to RtL. Otherwise, it's a problem.

My bigger problem with Phoenix is that I doubt it's really clearing conditions as advertised. Is that just me, or are other folks experiencing that too?

-- FC

Edited by FrancisCrawford, 09 November 2012 - 10:10 PM.


#6 Nonlinear

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Posted 09 November 2012 - 10:36 PM

Looking at the math, 2% per might stack seems about right or even overestimating a tad, I think it's actually less than that.  It's relative to your power.  At level 80, each stack of might adds 35 power and 35 condition damage.  The formula is:

0.375*level + 5 (source)

So 25 stacks adds 875 power/cond, that's a ~40% increase in power if you have ~2150 power, even more the less power you have.  ~47% if you have 1850 power.  Same thing applies to condition damage dealers.  

Blast finishers make the might stacks AOE so if the entire group is getting the stacks then the entire group is doing more damage, so the 2% becomes more like 10% (2% x 5 members) overall.

15 stacks is easy to do with 20/10/0/10/30, that's 525 power/condition damage or about a 25% increase in power.

So 2% by itself doesn't seem like much but 15-25 stacks combined over five people adds up.  To me the biggest thing is getting the party to stand near my lava fonts (melee isn't a problem) since there is so much mobility in this game but there is a noticeable difference to me when the whole group has high might stacks.

#7 bieberfanxoxo

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Posted 10 November 2012 - 10:27 AM

2 runes battle
2 runes strength
2 runes hoylbrek(spelling?)
= 60% might duration

30points arcana =30% boon duration

Sup sigil battle


Have fun getting your 37s duration 3xmight stacks every attunement swap, add a few field combos and feel the power of might.




#8 Aetou

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Posted 10 November 2012 - 10:46 AM

Boon duration caps at +100%.  So assuming you're using Chocolate Omnomberry Creams (+40% MF, +20% Boon Duration = awesome) then with Arcane 30 you may as well be using 2x Water, 2xMonk for +80% to ALL boon durations, then you can add a pair of Battle Runes if you really want to hit the 100% cap with Might (although I'd probably use those two slots for something else instead.)

#9 FrancisCrawford

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Posted 10 November 2012 - 06:39 PM

View PostNonlinear, on 09 November 2012 - 10:36 PM, said:

Looking at the math, 2% per might stack seems about right or even overestimating a tad, I think it's actually less than that.  It's relative to your power.  At level 80, each stack of might adds 35 power and 35 condition damage.  The formula is:

0.375*level + 5 (source)

So 25 stacks adds 875 power/cond, that's a ~40% increase in power if you have ~2150 power, even more the less power you have.  ~47% if you have 1850 power.  Same thing applies to condition damage dealers.  


I was going off of tooltip numbers, which change with every stack of might.
Of course, they're notoriously unreliable ...

Meanwhile, I'll gladly take the agreed-upon formula for Might's effect on Power as being authoritative -- but do you also have an authoritative formula for how Power (or Attack) get translated into damage?

-- FC




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