I preferred to make a new topic just to make the whole discussion not a complain about how this build was stronger before the latest patch ;(
Here it's the link to the old one: http://www.guildwars...e-mighty-build/
I've updates values and durations and all the new infos are written in italic's style.
Weapons & Equip:
Dagger / Dagger (Berserker) ---> General PvE Roaming + Easy Dungeons
Staff (Berserker) ---> Hard Dungeons + Situations where staying Ranged is a must
Full Knight Armor or Mix 3/3 (Knight/Valk) ---> Power, Precision, Toughtness
Berserker Trinkets ---> Power, Precision, Critical Damage
Traits:
10 Fire
10 Air
10 Earth
20 Water
20 Arcana
I will not mention Minor Traits assuming everyone knows them, Major Traits to pick are:
Fire:
Spell Slinger ---> Cantrips grant you 3 stacks of Might (15s)
Air:
Zephyr's Boon ---> Auras grant you Fury and Swiftness (5s or 10s with Shocking Aura) (when playing with Daggers)
Quick Glyphs ---> -20% CD of Glyphs (when playing with a Staff)
Earth:
Earth's Embrace ---> Gain Armor of Earth at 50% HP
Water:
Shooting Disruption ---> Cantrips grant Vigor and Rigen (9s)
Cantrip Mastery ---> Cantrip's CD -20%
Arcana:
Elemental Attunement ---> Gain a Boon on Attunement (Might / Regen / Swiftness / Protection)
Blasting Staff ---> Staff AoE are larger (when playing with a Staff)
Renewing Stamina ---> 33% to gain Vigor on Crits (when playing with Daggers)
Skills:
Healing:
Glyph of Elemental Armony
Utilities:
Cleansing Fire
Arcane Wave (when wielding Daggers) or Glyph of Storms (Staff)
Armor of Earth
Elite:
Glyph of Elementals (and Whirlpool while Underwater)
Runes & Sigils:
Runes: (all Superior quality)
2*Monk + 2*Water + 2*Fire
Achieving +50 Healing Power, +25 Power, +30% Boons Duration, +50% Might Duration
Sigils: (all Superior quality)
Sigil of Fire (or Battle) + Sigil of Precision ( Dagger / Dagger)
Sigil of Battle (Staff)
Usage & Skill Rotations:
I'll try now to explaine how i use this build as best as i can...
As you can see from Traits and Skillbar this build relies a lot on Cantrip's sinergies, you can get a bounch of boons before and while in combat from them in almost everything from DPS to Tankiness.
I usually run around in Air Attunement for passive speed boost and because it's my opener skill rotation startup which i'm going to describe you:
Air ---> Ride the Lightning + Shocking Aura (istant cast) + Updraft than switch to...
Fire ---> Burning Speed + Armor of Earth (istant cast) + Ring of Fire +
Earth --->
Earth ---> Ring of Earth + Autoattack a few times, than switch back to...
Air ---> Lighting Touch + Autoattack if anything still alive + Shocking Aura when ready.
In the space of 6-7 secs with this heavy rotation you gain:
Swiftness: 14s
Vigor: 40s
Rigen: 40s
Fury: 20s
Might: 16 stack for 30-32s (10 are AoE)
Protection: 15s
Stability: 11s
Clean any condition you had on
Inflicting:
Burning: 4-5s
Bleeding: 12-14 stack for 12s
Cripple: 6s
Weakness: 5s
2 Knockdown Lock
Massive AoE Dmg
With this rotation my Lightning Whip autoattack hit for almost 3.5k Dmg on crits (up to 3 targets) while doing 1.5k-1.6k on average normal hit. (Crit chance is around 50%++)
Ofc you also can make use of less skills to save your best rotation (the one above) for more dangerous encounters... basically the startup (Air + Fire) stays while you can skip the rest at your will
I switched to Sigil of Fire because i think that, since we've lost anyway 6 Might stacks from dodges, is it better to trigger a Flame Blast every 5 secs or so, than getting 3 Might, it's a lesser loss of DPS compared.
Other stacks will not depend by our team mates.
When wielding a Staff (which mean you are in a not_friendly meele situation in hard dungeon's fights) you can make use of Fields + Blasting Staff
My standard staff rotation doesnt involve in such heavy boost as D/D has...
Instead it focuses to stop enemies and deal a good initial dmg, Utilities and Combo Fields are used only when necessary as i try to keep always avaiable as much as possible.
Rotation:
Air ---> Windborne Speed + Static Field (between team and enemies) + Gust on nearest enemy, than...
Earth ---> Unsteady Ground + Eruption + Shockwave on nearest enemy + Glyph of Storms, than...
Fire ---> Cleansing Fire (istant cast) + Flame Burst + Lava Font + Meteor Shower
*Activate Armor of Earth when needed*
That's it more or less... stay in fire autoattack, switch water to spam heals and AoE Chill if needed... switch back to Air or Earth for more CC than go back to Fire to make good use of Elemental Attunement trait.
Remember that you havent free Blasting Finishers anymore so you'll need to sincro ur fields with someone else in your team to make 'em work effective (i.e. a Banner warrior would be the best for it, simply dropping banners over and over into fields to trigger effects)
Also remember to cast ur Healing Glyph (while in Fire) as soon as possible to gain an additional stack of Might.
Since they slightly boosted Conjured Weapons you could also tryout to switch those 10 points in Earth to Fire and pick up "Conjurer" trait and equip Lightning Hammer instead of Arcane Wave but tbh i'd rather prefer to switch D/D than "wasting" an utility slot to go into meele in hard situations
Hope you'll like my work,
It's a bit gimped build but Hey! not my fault and i still prefer to play with sinergized traits than going mindless 30/30/0/0/10 without any clue
Have a nice day!
Fenice
Edited by Fenice_86, 19 November 2012 - 09:42 AM.










