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Sword N' Board dungeon build - Help?


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#1 SpelignErrir

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Posted 08 November 2012 - 01:36 AM

I just hit level 80, and the prices for greatswords are...quite intimidating. I've decided to try using a sword and shield instead for a dynamic change. Keep in mind that this is a rather new build that I haven't had much time to develop or much experience using, I've only been using it for about two days but I like it.

http://gw2skills.net...8x2krJZTLLGVMrA

The main objective of this build is to stack bleeds and then stay alive while waiting for mobs to bleed to death. I'll pop signet of Rage and FGJ and run into a mob and start attacking and activate berserker stance. As soon as I hit one tick of adrenaline, I use my burst skill. I'm not sure, but I don't think extra adrenaline ticks affect the amount of bleeds, just the immobilize (I'd appreciate it if somebody could confirm this). The opponent should have quite a few stacks of bleed on it now, and I might be on pretty low health, so I use healing surge and then use shield stance. If things get hairy fast, I'll use endure pain. 8 seconds after your initial burst, it should be off cooldown.

The armor I'm going for in this build is a mix of Caudecus Manor Prec/Cond/Tough armor and some Rampager's trinkets.. I don't feel like I need much vitality, as warriors have obscenely huge vit pools, but if I have troubles surviving I might consider replacing some trinkets with carrion. I use two Krait runes for the bleed duration and a little bit of condition damage, and four undead runes for condition damage/toughness. Plus, both Krait and Undead runes are very cheap. I have a Rampager's exotic Sword and Longbow and the Caudecus's Manor Prec/Cond/Tough shield. Obviously, Superior Sigils of Earth on the sword and shield. I have a major sigil of flame on my Longbow right now for the aoe, going to try and get the superior sigil of flame.

The 30 points in Arms is a bit obvious, considering this is a sword condition build. Deep cuts and blade mastery are no brainers, and I have furious for extra adrenaline, though I'm contemplating using opportunist for the extra fury.

In defense, I have 10 points for sure footed for 25% stance duration. Faster Zerker stance and Endure Pain. I'm not sure if it affects shield stance, but if it does, :D

And finally, 30 points in discipline. Signet mastery for more signet of fury, mighty defenses for might on block, and 20% faster recharge on burst skills for more bleeding with the sword.

Condition Warrior is heavily underrated, and instead of just being a DPS noob who everybody has to revive every few seconds, you have a bit of survivability to help soak some damage for your group. Do keep in mind that this is not a tank build, just a balance between damage and defense. You will have to be somewhat careful still, but if you're tired of being a typical glass cannon GS warrior, why not give this build a shot?

Also, again, this build is in development and I'd really appreciate criticisms and suggestions. Compliments are also nice if you want to stroke my ego.

Edited by SpelignErrir, 08 November 2012 - 01:52 AM.


#2 ck64

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Posted 09 November 2012 - 11:58 PM

Working on a similar build myself.

My thoughts...

25 in Arms should be fine. Neither of the last 2 traits are that great and the extra 5 can be used elsewhere such as....

20 In Defense will get you shield mastery and the Adrenal Health passive regen which is quite beneficial for survivability. Even just putting the extra 5 here for adrenal health would be worth it imo.

The last 25-30 I'm torn.
I don't really like the Discipline tree for PvE. 15 for fast hands would be nice.
10 in tactics for leg specialist would also be nice.
10 in strength for the reduced fall damage would also be nice.

i'm leaning towards
25 arms
20 def
10 tactics
15 disc

will test today.

#3 ck64

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Posted 10 November 2012 - 06:09 PM

View Postck64, on 09 November 2012 - 11:58 PM, said:

Working on a similar build myself.

My thoughts...

25 in Arms should be fine. Neither of the last 2 traits are that great and the extra 5 can be used elsewhere such as....

20 In Defense will get you shield mastery and the Adrenal Health passive regen which is quite beneficial for survivability. Even just putting the extra 5 here for adrenal health would be worth it imo.

The last 25-30 I'm torn.
I don't really like the Discipline tree for PvE. 15 for fast hands would be nice.
10 in tactics for leg specialist would also be nice.
10 in strength for the reduced fall damage would also be nice.

i'm leaning towards
25 arms
20 def
10 tactics
15 disc

will test today.
Currently settled on:
25 Arms (longer bleeds, 10% crit)
30 Def (+200 on move impair, shield mastery, auto defy pain)
15 Disc (signet recharge)

Running a mix of Carrion, Rabid, and Rampagers. Rabid harder to get otherwise it'd be just Rabid/Rampagers. Trying x6 Runes of Undead for a few dungeon runs. Will also try the bleed duration runes.

Weapons I have a Sigil of Rage on Shield, Sigil of Corruption on Sword. On swap, a longbow with sup earth.
Ticks for about 119.

The big weakness is no really solid way to deal with conditions. I like to use FGJ, Signet of Stamina, and Defy Pain. Signet of Stamina will fully remove your conditions but its more of an after-battle cleanse since you want that passive up. Could maybe swap out Defy Pain for Shake it Off since it is also a stunbreaker.

Edited by ck64, 11 November 2012 - 09:14 AM.


#4 Formana

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Posted 12 November 2012 - 11:41 AM

If you want a standing tank, the build that I can recommend to you would be ;

Armors - Knight's or P/T/V
Weapons - Knight's Shield/Axe or Sword
Accessories - Emerald with Ruby Jewels
Runes - Soldier
Sigil - Blood/Fire and Bloodlust

Utilities - Shake it off, For Great Justice and On My Mark
Traits - x/x/x/30/x

This is the basic tri-shout healing build. You can also spend traits on Defense just to help you survive more, but it's not at all required.

I hope this helps. :)

#5 ck64

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Posted 12 November 2012 - 04:26 PM

View PostFormana, on 12 November 2012 - 11:41 AM, said:

If you want a standing tank, the build that I can recommend to you would be ;

Armors - Knight's or P/T/V
Weapons - Knight's Shield/Axe or Sword
Accessories - Emerald with Ruby Jewels
Runes - Soldier
Sigil - Blood/Fire and Bloodlust

Utilities - Shake it off, For Great Justice and On My Mark
Traits - x/x/x/30/x

This is the basic tri-shout healing build. You can also spend traits on Defense just to help you survive more, but it's not at all required.

I hope this helps. :)
Its probably a good build but you've completely missed out on condition damage which seems to be what the OP was trying for.


As for my own build I have done a few dungeon runs with it now and compared to my GS- Axe/Warhorn:
1. Less survivability.
With full knights gear on my GS/AW set, Melandru's Runes, and a bowl of lemongrass soup I can pretty much stand toe to toe with anything for a long time. On my current build a single 3 hit combo from the Gravelings in AC takes me down to about 30% hp. Conditions wreck me even with lemongrass so given my build x2 Defy Pain is too valuable imo and I have learned to play around having it so I can't swap that out. Signet of Stamina is amazing for the passive and I've tried playing without it and again, I'm used to having the extra endurance for more frequent dodges so much so that it has become a part of my playstyle. That leaves me with replacing For Great Justice for Shake it Off which isn't so bad since if there is another warrior in the group you can bet they will have it.

2. Less damage in many cases.
This is just the nature of condition damage but most of the encounters don't last very long and even when I was the only party member with bleeds (ie we weren't going past the cap) the killing speed seemed about the same if not slower on monsters and much slower on structures (keep in mind I went a mix of power and condition not pure condition so I wouldn't be completely gimp vs structures). It seemed to make a small difference when fighting the bosses but its hard to say since I wasn't with the same group every time. I think math should favor it though.

To address survivability I have picked up the Galrath set. This is a main stat condition damage with minor toughness and precision armor set. I will swap For Great Justice for Shake it Off and stick with the x6 Runes of Undead for now. For trinkets I will use Chrysocola stated items.

These changes should also address damage while still keeping the focus on Conditions in that they are all mainstat Condition Damage items.

Will report back and have an actual build to post when I find what works best.

Edited by ck64, 12 November 2012 - 04:26 PM.


#6 Millimidget

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Posted 12 November 2012 - 11:53 PM

Condition build is fine for dungeon tanking. Condition damage/precision/toughness gear, trait for 20-25 Arms, 30 Defense and 15 Discipline. Sword+option/rifle. As for superior runes, 2x Afflicted, 2x Centaur and 2x Krait (Krait is cheapest, so I use a third one for aquatic helm).

For 6-0, use Healing Signet, Endure Pain, "Fear Me!" and Battle Standard; the remaining utility skill can rotate between Signet of Stamina, "For Great Justice!" and "Shake It Off!" depending on the dungeon/encounter. "Shake It Off!" is mandatory for much of TA, for example, and Signet of Stamina is great for most boss tanking. "For Great Justice!" is nice for easier encounters, and especially most trash. "Fear Me!" actually bypasses some NPC anti-CC mechanics (Unstoppable characteristic and Determined buff are the only ones I know immune to it), and the combination of Flurry+"Fear Me!" is great (better than Flurry+Endure Pain, and more hilarious too).

I know you don't want to think of yourself as a tank per se, but a condition damage build will easily grab agro against most players unless you have another bleed stacker in the party (in which case your own DPS plummets, and you're left wondering why you even built condition in the first place, while the other bleed stacker is constantly being owned). Thankfully, you're already looking at very high toughness, because without it you'll be going down very frequently. With it, you can basically holy trinity tank if you've got a class in the party that can provide passive+active regen effects. You'll still want to dodge and kite some, but you shouldn't have much of a problem holding agro and moving mobs into position to be effectively AOEd down by the rest of your group.

Edited by Millimidget, 13 November 2012 - 02:28 AM.





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