Looking for Condition Trait build...
Started by iLag, Dec 27 2012 05:01 AM
7 replies to this topic
#1
Posted 27 December 2012 - 05:01 AM
That I can use and then figure out my own of.
#2
Posted 27 December 2012 - 05:05 AM
#4
#5
Posted 27 December 2012 - 05:33 AM
#6
#7
Posted 27 December 2012 - 06:58 AM
This is mine.
http://gw2skills.net...S2wqpgmysTxV5KA
This build is all about dodging for everything, from survival to boons for the offensive, hell your main damage output Death Blossom is technically a dodge. Your healing skill Withdraw also doubles as a dodge and with Hastened Replenishment trait (Trick-XI) you also refill some Initiative with it, plus Vigorous Healing (Acro-III) and the 2nd minor from Acrobatics Feline Grace you get Endurance back meaning you have incredible mobility to survive with lots of dodging. Dodging will also let you gradually stack Might with Power of Inertia (Acro-II), lay some mini-caltrops with Uncatchable (III-Trick) and Swiftness from the Acro tree 1st minor.
30 in Trickery to maximize the Condition Damage, 20 in Acrobatics for survability and 20 in Deadly Arts for condition duration, plus makes your auto attacks not be entirely useless when you're hitting an structure in PvE
I tried going with 20 points in Critical Strikes instead for the 5 might stack on Signet Use and the Signet Recharge but it didn't go that well for me.
http://gw2skills.net...S2wqpgmysTxV5KA
This build is all about dodging for everything, from survival to boons for the offensive, hell your main damage output Death Blossom is technically a dodge. Your healing skill Withdraw also doubles as a dodge and with Hastened Replenishment trait (Trick-XI) you also refill some Initiative with it, plus Vigorous Healing (Acro-III) and the 2nd minor from Acrobatics Feline Grace you get Endurance back meaning you have incredible mobility to survive with lots of dodging. Dodging will also let you gradually stack Might with Power of Inertia (Acro-II), lay some mini-caltrops with Uncatchable (III-Trick) and Swiftness from the Acro tree 1st minor.
30 in Trickery to maximize the Condition Damage, 20 in Acrobatics for survability and 20 in Deadly Arts for condition duration, plus makes your auto attacks not be entirely useless when you're hitting an structure in PvE
I tried going with 20 points in Critical Strikes instead for the 5 might stack on Signet Use and the Signet Recharge but it didn't go that well for me.
Edited by Orpheo Lyra, 27 December 2012 - 07:20 AM.
#8
Posted 28 December 2012 - 11:24 PM
It depends on if you want to go Carrion or Rabid.
A lot of people say Vitality > Toughness in PvE, which may be true, but then you miss out on Precision which in a condition build context is really good at making Earth proc, which equates to mad-deeps.
Carrion is easier to acquire so most people go for that. At least I assume that's the reasoning behind it.
Whichever one you pick you'll probably wanna go D/D + SB or D/D + P/D.
If you go for Rabid you'll want at least 20 in Critical Strikes.
If you go either Carrion or Rabid you'll probably want to invest points in Shadow Arts.
The rest is down to weapon-set and preference and whatnot. If you go D/D you'l probably want to go into Trickery though.
As for the actual traits, the options are pretty self-explanatory.
A lot of people say Vitality > Toughness in PvE, which may be true, but then you miss out on Precision which in a condition build context is really good at making Earth proc, which equates to mad-deeps.
Carrion is easier to acquire so most people go for that. At least I assume that's the reasoning behind it.
Whichever one you pick you'll probably wanna go D/D + SB or D/D + P/D.
If you go for Rabid you'll want at least 20 in Critical Strikes.
If you go either Carrion or Rabid you'll probably want to invest points in Shadow Arts.
The rest is down to weapon-set and preference and whatnot. If you go D/D you'l probably want to go into Trickery though.
As for the actual traits, the options are pretty self-explanatory.
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