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Guide to Hammers in PvE

guardian hammer builds

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#1 GuanglaiKangyi

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Posted 16 April 2013 - 09:31 PM

Basically, a good build in this game is that one that has high DPS while making the minimum number of tradeoffs necessary to stay alive in harder content. With the recent update (which I just noticed, sue me) to Writ of Persistence, this is probably the best DPS-to-survivability ratio you are going to get this side of the game.

And yes, in case you were wondering, you WILL do much more damage than an AH greatsword build with this, and still be much tankier. Though I guess that doesn't need to be said anymore in 2014. It was a thing in 2013. Blast from the past!

Why Run Hammers?
Pros:
- Defensive weapon with high DPS, allowing you to "tank" large numbers of hits without having to disengage or risk dying, while still dealing high damage.
- High DPS with a good proportion coming from auto-attack. The higher the proportion of auto-attack damage relative to damage that comes from skills or other sources, the more benefit you will get from sources of group quickness, such as Time Warp or Tome of Wrath, and the less you will lose if a skill misses or is interrupted.
- Excellent group support. Provides decent support options as well as constant protection, without sacrificing DPS in the process.
- Extremely good DPS-to-survivability ratio. The hammer's sustained DPS output is literally 1-2% less damage than the minmaxed GS variant, and allows you to stack respectable vulnerability and might and gives everyone near you permanent protection uptime. If you want to play support but don't want to become one of those cleric babies in the process, this is the way to go.

Cons:
- Wind-up is slow and the majority of the damage comes from the symbol, making DPS unreliable against mobs that move around a lot.
- Constant light field may interfere with other more beneficial fields, such as fire.
- Due to slow wind-up on hammer chain and lack of strong burst, doesn't clear open-world mobs very fast.
- Having 20 points locked into Honor eliminates some utility options that would be stronger with more Virtues investment, i.e. consecration support builds.

The quick version:
This is what I run:
http://gw2skills.net...qIas6aYKXER1A-e
- Runes are full Scholar. Ranger runes or Ruby Orbs are also an acceptable, lower-cost alternative if you can't afford full Scholar yet.
- Sigil is Force. For pugs, consider using Strength or Battle on one weapon to take advantage of weapon swapping.

Gear:
- Full berserker (RECOMMENDED)
- Knight, with berserker jewels (FOR BEGINNERS)
- Full knight (FOR BABIES)

Rune Options:
- DPS: Ruby Orbs, Eagle Runes, and Scholar Runes fall into this category. This would be my first default if you have no strong preference otherwise.
- Boon duration: Monk, Water, and (major) Sanctuary runes fall into this category. With the substantial buff to guardian boons in general, I don't find these to be as useful as they used to be. Nonetheless, you can stack some pretty hilariously long boons with this rune setup if that's your thing.

Sigil Options:
- Force: Safe bet for damage. Won't give you as much as Strength will, but will still work if your group is already sitting at 25 might.
- Strength: Might stacks from this will contribute more total damage than Force, but won't work if your group is already putting 25 might on you.
- Accuracy: Force is better for DPS in this case, but this will also make your damage output more consistent.
- Stacking sigils: I'm not a huge fan of these, but they are an option if you anticipate killing a lot of weak mobs.

Food Options:
You can obviously use lesser variants of the listed if you're cheap.
- Omnomberry Pie: Lifesteal adds additional healing and deals extra damage. Particularly good for hammers since the symbol hits once per second and will tick concurrently with your regular swings, so you will "waste" relatively few hits that fall within the internal cooldown.
- Ghost Pepper Popper: Gives 5s might on crit. Good for getting a good chunk of extra damage during the day, if your party isn't otherwise already stacking to 25 might. Obviously don't use it if any of those conditions aren't met.
- Bowl of Curry Butternut Squash Soup: Your best DPS consumable if you are already stacking to 25 might.
- Bowl of Seaweed Salad: Would be your best DPS option, except I don't think the +10% damage while moving actually works. Leaving this here in case Anet ever fixes it.

Traits:
Balanced Variant
http://gw2skills.net...qIas6aYKXER1A-e
Max defensive support while still pumping out good DPS and vulnerability. Gives you Strength in Numbers which is excellent for pugs, the extra toughness stacks with the perma-prot so even the babies who can't dodge can still take massive hits and not die. If your group knows what it's doing, consider going all out with the minmax DPS variant below.

DPS Variant
http://gw2skills.net...qIas6aYKXER1A-e
Not extremely different from the DPS variant, the primary advantage to this version is that that you can squeeze in Zealous Blade, which gives your greatsword bursts a not-insignificant boost over the above version. It's not hugely different in terms of DPS, but it's the best you'll get when toughness doesn't help as much as squeezing out every point of DPS.

Support Variant
http://gw2skills.net...SAAgqCxD7hGhfGB
This is one of the few support builds I would actually regard as useful. Basically, the combination of Two-Handed Mastery and Master of Consecrations allows you to do two Mighty Blows inside Purging Flames, and three inside Hallowed Ground. With boon duration runes on top of the +30% from Virtues, and using the Staff's Empower as well, you can actually maintain an average of 25 stacks of might on your entire party. The downside is that you do relatively crap damage. Still more than the average PVT tank AH pug though.

Playstyle Notes:
- Only use Mighty Blow immediately after Symbol of Protection, or if you need it for a blast finisher. Doing it at any other point will interrupt and reset your hammer chain and significantly lower your overall DPS.
- When doing blast finishers in fire fields, you need to make sure that you're not currently standing in a Symbol of Protection, since the combo field that you lay down first gets priority. If you are using the "Support Variant" of the build (i.e. no Writ of Persistence), make sure you drop the fire field after either the first or second hits of the hammer chain. This will ensure that the symbol expires before you do Mighty Blow. If you have Writ of Persistence traited, you will need to back up so you are no longer standing in the symbol before putting down the fire field.
- You can lead with Zealot's Embrace while running in, then switch to your other weapon while the projectile is still en route to the target. This will allow you to enter the fight with a burst of damage and immediately switch back to hammer.
- You should be switching between GS and hammer constantly to maximize DPS. Hammer has a stronger auto-attack but GS has stronger cooldowns. Unload your GS cooldowns and swap to hammer while they recharge for maximum effect.

Edited by GuanglaiKangyi, 07 January 2014 - 05:36 AM.

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#2 Drops

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Posted 16 April 2013 - 10:16 PM

I guess with this many variants, it's more like... hammer builds can do anything, and it depends on group setup to optimize your build.

My current general damage build is pretty different, customized to my preferences and experience, as well as group composition.

I don't like empowering might on hammer, since it's slow and doesn't stack past 2-3 often, unlike sword and greatsword, which get 5 quite easily. I don't like 2h mastery, since MB cycles fast enough, is not a damage gain, and the other utilities are not often used in PvE. So those traits don't feel like a good value to me.

I do take Pure of Voice, because it even works on yourself with Save Yourselves! (although after it clears your conditions, it still pulls them from other people if they have them), and I love using shouts. I also take Master of Consecrations for Wall of Reflections, since I'm counted on to fill that role. If you don't need it you can put the points elsewhere.

Run mostly Berserkers with some 2-4 Soldier gears slotted in from my WvW set, depending on how squishy I feel.
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#3 TheKnox

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Posted 16 April 2013 - 11:28 PM

If you are using the support variation listed, you can get quite a bit of AoE damage by picking up permeating wrath. It pretty much sucks for bosses, but with hammer symbols ticking on 5 targets per second, you'll basically be putting out permanent burning around you in addition to the symbol damage itself.
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#4 GuanglaiKangyi

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Posted 17 April 2013 - 12:15 AM

I guess with this many variants, it's more like... hammer builds can do anything, and it depends on group setup to optimize your build.

My current general damage build is pretty different, customized to my preferences and experience, as well as group composition.

I don't like empowering might on hammer, since it's slow and doesn't stack past 2-3 often, unlike sword and greatsword, which get 5 quite easily. I don't like 2h mastery, since MB cycles fast enough, is not a damage gain, and the other utilities are not often used in PvE. So those traits don't feel like a good value to me.

I do take Pure of Voice, because it even works on yourself with Save Yourselves! (although after it clears your conditions, it still pulls them from other people if they have them), and I love using shouts. I also take Master of Consecrations for Wall of Reflections, since I'm counted on to fill that role. If you don't need it you can put the points elsewhere.

Run mostly Berserkers with some 2-4 Soldier gears slotted in from my WvW set, depending on how squishy I feel.


30 points in Radiance will give you about 2.5 stacks of might from EM, which becomes 3.5 when you add in 40% boon duration. 3.5 stacks doesn't sound like a ton but keep in mind that it's party-wide.

Also, 2HM is specifically so you can get two blast finishers in Purging Flames. You'll notice that none of my other builds besides the support one uses it.
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#5 indure

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Posted 17 April 2013 - 04:27 PM

What's you thoughts on using Binding Jeopardy in the DPS variant? 5 additional vulnerability stacks for 10s on a 15s cooldown seems like a good investment. You would use it exactly like MB at the end of a normal rotation and would serve as a filler for the dead spaces when MB is on cooldown.
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#6 Drops

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Posted 17 April 2013 - 09:59 PM

My issue with Binding Jeopardy is that like MB, it's an interruption to your auto-attack chain. Any delay to your symbol upkeep is usually detrimental to your damage and group support, with so many talents invested into symbol based damage.

You would only use it when it's a possible damage gain, generally when you can't auto-attack as an opener or sitting at range, so it's usefulness is somewhat limited. What's worse is that the immobilize on hammer has a long animation and ramp up time, then slowly moves to its target(s) when it finally goes off. It's a fair amount of time that you're not doing anything, and a total damage loss if it misses, or hits an immune target.

I tried it for a bit, but just haven't been able to make good use of it, except at point blank range for a burst damage round in time warp. If you have a better sense of timing and placement than I do it might be worthwhile.
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#7 Galphar

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Posted 17 April 2013 - 10:11 PM

Drops, your build is similar to the one I'm working toward(build). And Guang you are right about when to use Mighty Blow, I learned that one that hard way as I am leveling. Really like the Hammer for Guardian. I use Vigorous armor and weapon right now(level 40) and never die. Mobs go down fairly quick also since I figured out when to use Mighty Blow.
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#8 Enesty

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Posted 19 April 2013 - 09:28 AM

Running almost the same build (using only 25 Radiance and adding 5 Virtues) and I love it. Never thought of the perfect inscription trait in combination with Signet of Judgement. Will try that out.

What's you thoughts on using Binding Jeopardy in the DPS variant? 5 additional vulnerability stacks for 10s on a 15s cooldown seems like a good investment. You would use it exactly like MB at the end of a normal rotation and would serve as a filler for the dead spaces when MB is on cooldown.


I use Binding Jeopardy mainly when soloing, open with scepter 2+3, then switch to hammer 3-> 10 Stacks vulnerabillity. In Dungeons/Events Fiery Wrath is better I think (if you got someone else who can stack burning/vulerabillity).

You would only use it when it's a possible damage gain, generally when you can't auto-attack as an opener or sitting at range, so it's usefulness is somewhat limited.


possible personal damage gain. Remember that other people also benefit from vulnerability ;)
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#9 Drops

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Posted 19 April 2013 - 09:51 AM

Well you have to remember, your symbol is your main source of 5-7 vulnerability stacks, especially when cleaving groups of mobs. If you go too far out of your way to maintain the bind and interrupt your 3rd attack for too long, then you're missing your larger contributor of vulnerability, in addition to your auto-attack damage.

Even at range, after a dodge, I usually just jump back with mighty blow.

I'm not exactly sure how much of a damage gain it is, given that it's more for single targets that you can keep a good auto-attack rotation on, and add it in every few attack rounds.
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#10 Coren

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Posted 19 April 2013 - 01:14 PM

Guess I'm a baby because I use full knights :) and you know what? I'm loving it :)
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#11 indure

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Posted 19 April 2013 - 03:22 PM

I use Binding Jeopardy mainly when soloing, open with scepter 2+3, then switch to hammer 3-> 10 Stacks vulnerabillity. In Dungeons/Events Fiery Wrath is better I think (if you got someone else who can stack burning/vulerabillity).


If your only going 10 points into Zeal than Fiery Wrath is better, but if you are going 20-25 points into zeal is it worth it? In your above example it is actually 13 stacks of vulnerability since scepter has 3 already on its immobilize. Combined with vulnerability on blinds, a focus, and Virtue of Justice and you can stack 9+13=22 stacks on a single target very fast to open a fight.

Edited by indure, 19 April 2013 - 04:25 PM.

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#12 Nespinha

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Posted 19 April 2013 - 11:40 PM

I still find your builds to be extremelly offensive. In PVE that must work quite nicelly (when you start timing your dodges) since you won't have aggro most of the times for having low toughness values. Honestly i think your builds are too hard to use in WVW, I don't think you can survive for long in huges zergs.

And I still don't think that a 0/0/30/30/10 build is for babies. But yet i respect your opinion on that one ;)
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#13 Drops

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Posted 20 April 2013 - 12:36 AM

Well it does say, "Guide to Hammers in PvE", and not Guide to all around PvE/PvP Hammer builds.

What you gain and what you lose with 30 into Valor for AH is a lot of damage potential (group and solo), which I've estimated at roughly 50%, or more. So you need to really examine if all that defense is needed. Guardian is already quite durable without AH, if you've played the other classes in melee and have seen the contrast first hand.
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#14 Enesty

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Posted 21 April 2013 - 09:45 PM

If your only going 10 points into Zeal than Fiery Wrath is better, but if you are going 20-25 points into zeal is it worth it? In your above example it is actually 13 stacks of vulnerability since scepter has 3 already on its immobilize. Combined with vulnerability on blinds, a focus, and Virtue of Justice and you can stack 9+13=22 stacks on a single target very fast to open a fight.


I am only going 10 points into zeal, and yes, with if you open with scepter/focus chains and blind, switch to hammer and cast chains and virtue, you can get some great vuln. stacks going. Sometimes I like the burst you can get out of it (Ghost Eater in AC Path 2 for example).

I'm not exactly sure how much of a damage gain it is, given that it's more for single targets that you can keep a good auto-attack rotation on, and add it in every few attack rounds.


again, vuln is an overall damage gain for your group. One Hammer3 means 5% more group damage for 8 seconds (or 10% if you time it with scepter3), which can be worth dropping the 10% damage on burning (especially when you can't keep a 100% burning uptime).

As I said, i think there are times when Fiery Wrath is better and there are times when Binding Jeapordy is. I really depends on the fight.

Edited by Enesty, 21 April 2013 - 09:46 PM.

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#15 Drops

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Posted 21 April 2013 - 10:17 PM

Since burning is basically, automatic in application, Fiery Wrath has little issue applying itself to just about every fight, in every situation (especially underwater with a few guardians funny enough). In an ideal setting, your damage is worth 20% of the group, so your attacks are not insignificant, so long as burning is readily available.

You don't go around binding everything in sight. It's not practical--especially on lower health targets, particularly lots of them. Your auto-attack cleave and symbol damage are likely far better investments than wasting time trying to wind up a bind from a good angle.

The amount of times I end up using the bind regularly are restricted to only a few higher health targets. In combat, you can't maintain the double bind between scepter and hammer, so aside from the opening attack, the value of it drops a lot over the course of a prolonged fight.

Or what I'm trying to say in a long worded passage is that the max effective output of the 5 stack of vulnerability, 8 seconds out of 16-17 seconds, is never really applicable, and averaged over the course of a dungeon run, is just a fraction of the ideal output.

Of course if you have 20-25 into zeal just get both Firey Wrath and Binding Jeopardy.
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#16 GuanglaiKangyi

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Posted 21 April 2013 - 10:27 PM

Vuln is also halved on bosses, which is where DPS really matters. 4 seconds of vuln is barely even enough time to do one auto-attack chain, and because of the delayed symbol damage on hammer you won't even get the benefit of the vulnerability for the entire attack chain.
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#17 Enesty

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Posted 22 April 2013 - 04:30 PM

Vuln is also halved on bosses, which is where DPS really matters.


you're right, forgot about that. Still like binding jeapordy when soloing though.
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#18 cl1ckb4ng

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Posted 26 April 2013 - 10:17 AM

Hi everyone,

I've come up with a hammer build myself and would like to get as much feedback as possible.

It's build around:

- Knights weapons/armor and divinity runes
- 50% Crit.Chance
- 80% Crit.DMG
- 3.000+ AC
- 15.000+ HP

So here's the link to the build:

http://gw2buildcraft...|v.1b.13.15.0|e

I feel that this build offers me a good mix of damage and extra heals (I don't feel good enough yet to life without any extra), but my questions is:

Is that too much of an ego-trip or can I stick with that build and still offer support?
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#19 GuanglaiKangyi

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Posted 26 April 2013 - 06:12 PM

Hi everyone,

I've come up with a hammer build myself and would like to get as much feedback as possible.

It's build around:

- Knights weapons/armor and divinity runes
- 50% Crit.Chance
- 80% Crit.DMG
- 3.000+ AC
- 15.000+ HP

So here's the link to the build:

http://gw2buildcraft...|v.1b.13.15.0|e

I feel that this build offers me a good mix of damage and extra heals (I don't feel good enough yet to life without any extra), but my questions is:

Is that too much of an ego-trip or can I stick with that build and still offer support?


Objectively speaking, that's not a very good build, even if you need AH. You don't have Fiery Wrath or Writ of Persistence, plus you won't get Elusive Power when you roll, so your DPS is going to suffer significantly. You're basically exchanging three 10% damage traits to get an extra three stacks of might for five seconds whenever you kill a foe. That's a potential 33% damage lost in exchange for an occasional 5 seconds of 5% extra damage for your party.
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#20 Drops

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Posted 26 April 2013 - 10:42 PM

Hi everyone,

I've come up with a hammer build myself and would like to get as much feedback as possible.

It's build around:

- Knights weapons/armor and divinity runes
- 50% Crit.Chance
- 80% Crit.DMG
- 3.000+ AC
- 15.000+ HP

So here's the link to the build:

http://gw2buildcraft...|v.1b.13.15.0|e

I feel that this build offers me a good mix of damage and extra heals (I don't feel good enough yet to life without any extra), but my questions is:

Is that too much of an ego-trip or can I stick with that build and still offer support?


It's not tuned for survivability, support, or damage very well. Meditations and to a lesser extent, signets are not very beneficial to group play. Heals on the meditations will not even begin to approach the amount of healing a strong AH 0/0/30/30/10 build can generate. You have virtually no damage boosting traits, mainly relying on passive stats for damage, and the few that are there, are insignificant.

A shout built AH build will nearly equal the damage output, but support much better, and also have greatly increased survivability. Although I don't really recommend a hybrid damage/defense AH build, you can do something like this 10/0/30/30/0 build. Greater healing, much higher damage potential, shout boons/condition clearing, and the hammer for area protection. Should be a fair middle spot with a bit of everything, although damage is still so-so compared to a real damage build.
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#21 cl1ckb4ng

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Posted 29 April 2013 - 07:07 AM

Hi GuanglaiKangyi, hi Drops,

thanks for feedback about my, but I have a question:

@ GuanglaiKangyi: While I agree about the missing "Fiery Wrath" and "Writ of Persistence" (which is easy to change in my build), I wonder about "Elusive Power". In your thread about the "ultimate build" (1h-sword) you say that "Elusive Power is crap", so why do you mention it here?
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#22 GuanglaiKangyi

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Posted 29 April 2013 - 08:02 AM

Hi GuanglaiKangyi, hi Drops,

thanks for feedback about my, but I have a question:

@ GuanglaiKangyi: While I agree about the missing "Fiery Wrath" and "Writ of Persistence" (which is easy to change in my build), I wonder about "Elusive Power". In your thread about the "ultimate build" (1h-sword) you say that "Elusive Power is crap", so why do you mention it here?


It's not good enough to be worth investing points in by itself since you can't get a damage gain from it, but in this case it's basically a freebie. Hammer gets roughly 10% damage from Writ of Persistence, and you're also going to want Empowering Might, so this puts you at 30 Honor, giving you Elusive Power whether you want it or not. Basically what I mean is that when you do roll, you get five seconds of free 10% boost.

In other words, you're not going to go 25 in Honor just to get Elusive Power, but it's not like it's totally nonexistent either.
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#23 Kahrtolann

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Posted 29 April 2013 - 03:48 PM

I have hard time understanding how you can survive close combat with like nearly no armor and no health pool... I understand you soak direct damage with Protection, and by avoiding huge blows, but what for conditions ? And even without taking any conditions, even if they are rather "weak", normal silver mob do hurt when they come in numbers... Are you even being attacked with this build ? Or does someone in your party take the role of the "bait" to hold most of the aggro ?
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#24 GuanglaiKangyi

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Posted 29 April 2013 - 04:30 PM

I have hard time understanding how you can survive close combat with like nearly no armor and no health pool... I understand you soak direct damage with Protection, and by avoiding huge blows, but what for conditions ? And even without taking any conditions, even if they are rather "weak", normal silver mob do hurt when they come in numbers... Are you even being attacked with this build ? Or does someone in your party take the role of the "bait" to hold most of the aggro ?


It's a hammer build. You're unkillable by default. Plus you don't have "no health pool", you have +300 vitality from Honor on top of everything else a guardian gets by default.
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#25 Kahrtolann

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Posted 29 April 2013 - 04:57 PM

Well, 13K HP is not that much... it's nearly what an elementalist got...
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#26 GuanglaiKangyi

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Posted 29 April 2013 - 04:59 PM

Well, 13K HP is not that much... it's nearly what an elementalist got...


You also have perma-protection, heavy armor, Signet of Judgment, inherent regen, and extremely strong heals, and that's not even counting the option for active blocks and other buffs depending on your alternate weapon set.
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#27 Kahrtolann

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Posted 29 April 2013 - 05:14 PM

Well, i'm running an altruistic healing build right now (greatsword). I've got something like 3.2K armor (45% damage reduction), which is nearly what you got with your Full Berserker / Hammer build (considering the perma prot). I also have more health than you do. And from what i experience daily in dungeon and in fractals (less in fractals because i didn't get to far at the moment), i'm far from the unkillable thing you spoke earlier.

The thing is : When i jump into the fight, all the mobs converge to me, and i always have a hard time truing to survive and tank. I'm not complaining, since that's what i was seeking, but i have a hard time believing that a build wich is a little inferior to mine in term of survavibility can be "Unkillable".

On an other subject, i was working on a variant of your Hammer Support Build, and came to this : http://gw2buildcraft...|x.16.19.z.1j|e
On a DPS basis (wich seem to be the most proeminent aspect of the game sadly), could you consider this build dealing sufficient damages ?

Edited by Kahrtolann, 29 April 2013 - 05:16 PM.

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#28 GuanglaiKangyi

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Posted 29 April 2013 - 05:27 PM

Well, i'm running an altruistic healing build right now (greatsword). I've got something like 3.2K armor (45% damage reduction), which is nearly what you got with your Full Berserker / Hammer build (considering the perma prot). I also have more health than you do. And from what i experience daily in dungeon and in fractals (less in fractals because i didn't get to far at the moment), i'm far from the unkillable thing you spoke earlier.

The thing is : When i jump into the fight, all the mobs converge to me, and i always have a hard time truing to survive and tank. I'm not complaining, since that's what i was seeking, but i have a hard time believing that a build wich is a little inferior to mine in term of survavibility can be "Unkillable".

On an other subject, i was working on a variant of your Hammer Support Build, and came to this : http://gw2buildcraft...|x.16.19.z.1j|e
On a DPS basis (wich seem to be the most proeminent aspect of the game sadly), could you consider this build dealing sufficient damages ?


The point of the DPS build is to get tons of might stacks without necessarily giving up all your DPS. This is important because it's mostly a pug build, i.e. you can't rely on everyone in the group chipping in a bit of might to get everyone to 25 stacks, but at the same time you don't want to go full support because pugs tend to have bad DPS otherwise.

In this case, however, you will maintain the might stacks but are giving up pretty much any and all DPS whatever, since you're in soldier gear of all things. That means that allies will get might, but you yourself won't have any use for it, so the utility to the group is questionable.

Also, my experience using hammer with any spec, however glassy or not, is that I barely even need to pay attention because the permaprot pretty much lets you AFK everything. The margin of error is huge; if you're still dying with it you probably just need to work on dodging and blocking better.
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#29 Kahrtolann

Kahrtolann

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Posted 29 April 2013 - 05:40 PM

On a side note it's not a full Soldier build, all the Jewels are Berserkers. My crit chance is low, but not inexistant, and with fury it's pretty okay. I didn't try it tho...

The thing is : I suppose you just not generate as much aggro as i do with my current build. I suppose all team members take aggro randomly ? That's how you survive while pretty much AFK ? Because i doubt you could AFK auto attack on certain boss like i don't know, the Dredge boss while doing Explo 3, the one that burrow-charge and put massive amount of bleeding...
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#30 GuanglaiKangyi

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Posted 29 April 2013 - 06:28 PM

On a side note it's not a full Soldier build, all the Jewels are Berserkers. My crit chance is low, but not inexistant, and with fury it's pretty okay. I didn't try it tho...

The thing is : I suppose you just not generate as much aggro as i do with my current build. I suppose all team members take aggro randomly ? That's how you survive while pretty much AFK ? Because i doubt you could AFK auto attack on certain boss like i don't know, the Dredge boss while doing Explo 3, the one that burrow-charge and put massive amount of bleeding...


That burrow attack has a ton of telegraph. Just sit on him with your finger on the roll key and press it when he burrows.

That's actually pretty much the go-to strategy for 95% of the bosses in this game.
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