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radamant011
Member Since 03 Jul 2012Offline Last Active Feb 15 2013 03:25 PM
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#2132595 Elitist vs. Objective
Posted
Symbiont
on 01 January 2013 - 03:20 AM
one carebear is terrible enough and these two aggressive carebears need to be thought a lesson!
#2126489 Gold Wars 2 - Portrait of a campaign
Posted
jirayasan
on 23 December 2012 - 12:09 PM
Edit: And the idea some have that ArenaNet nerfed the loot is false. I get the same loot that i've always got, i run a dungeon and get loot worth 60-70 silver, in 3 paths that's 1.8g-2.1g, with Omnom Bars you can get over 1g every run.
#2122129 GW2 as intended is very fun!
Posted
Red_Falcon
on 18 December 2012 - 06:53 PM
And that's exactly what I wanted from GW2.
On the not-so-bright side, there is little variety when it comes to characters tho.
Hopefully they will release more weapons, skills and other customization.
#2122116 GW2 as intended is very fun!
Posted
Humungous
on 18 December 2012 - 06:46 PM
Bottom line is that we just did whatever we felt like, didn't sweat "progress" towards some ridiculous virtual goal, and mixed it up with different characters and events. In that 3 hours, we played four distinct game-modes, with 3 different characters each!
We started with an AC run, which was fun because we did a few things that we hadn't done before, rather than just speed-running it, and we had a few newer players to help along.
Then we went to EB to the jumping puzzle, which I'd never been to. It was a hoot. Didn't get far at all, but had some hilarious 3-way rivalries going with some FA & TC guys: yanking each other around and blasting each other off cliffs. Eventually, more TC showed up so we couldn't progress. Next time!
So the two of us ran around EB being obnoxious: taking camps, jacking yaks out from the middle of small zergs, stealing sentries, or drawing zergs to defend keeps from our two man "attacks". As a mark necro and focus mesmer, we eluded many zergs in some pretty epic chases. Didn't "accomplish" that much, but had some really fun cat and mouse going.
Finally, we dropped into tPvP, where we won our first tournament (we don't play much). We were mostly carried by a helluva thief player, but my brother and I had fun playing a psuedo-bunker-duo with strong team-fight builds. Our teammates were very nice people: didn't even complain when I bombed our first match (15 points maybe?)
So in 3 hours, we did a dungeon, ridiculous jumping puzzle + pvp, hit 'n' run WvW with some really fun chases (we had a group of 4 TC guys chasing us around for nearly 20 minutes), and a tPvP tournament. Never got boring, never felt grindy. We didn't really make much "progress", certainly not compared to focused grinding, but we had a lot of fun!
Much better than mindlessly trying to grind out some achievement, gear, or whatnot.
#2122030 They should do a buff that shrinks everyones characters during jumping puzzles
Posted
Bloodtau
on 18 December 2012 - 05:28 PM
#2123463 The Effect of Quasi-Living for the Success of an MMO.
Posted
Ritualist
on 19 December 2012 - 08:43 PM
#2123444 The Effect of Quasi-Living for the Success of an MMO.
Posted
FoxBat
on 19 December 2012 - 08:30 PM
Sheepski, on 19 December 2012 - 08:21 PM, said:
subscription games. You need a fair number of players to be absolutely addicted to keep paying a monthly sub. F2P/cash shop models can vary some.
Quote
Have you seen the utter desolation of EVE? "Livable" as far as the author is concerned has next to nothing to do with how the place looks. On the other hand, the utter absence of other players outside of lion's arch should be a big concern for "livable," because whatever the cause, evidently most of the game world isn't.
#2077771 My Final Axe/Mace DPS Dungeon Build
Posted
Strife025
on 13 November 2012 - 09:52 PM
Update 5/17:
If you've visited the Guardian forums at all, you may have seen my thread which explains the guardian build I use for all my dungeon runs:
http://www.guildwars...guardian-build/
and now my mesmer build as well:
http://www.guildwars...dungeon-groups/
I have been asked quite a bit what the primary warrior in my group runs though, so today I bring you the warrior build that we currently use for dungeons. This build provides huge dps for both the group and as a primary dps class. Due to the recent patch making Axe 5 much less effective for burst healing and constantly proccing for life steal damage, GS + Axe/Mace gives you higher damage potential and the same survivability as my old Axe/Mace + Axe/Axe build. This allows me to utilize the best burst and rotation for various bosses and mobs depending on if I can get 100B + WW off or I need the auto attack + interrupt on Axe/Mace, or a combination of both.
The video guide can be found as follows:
Also you can find this build in action on my youtube page with various dungeons from guardian, mesmer, and/or warrior perspective:
https://www.youtube.com/strife025
Overview:
This build has been tweaked quite a few times to get to something that my group feels is the best DPS build for dungeons, based on patch and balance changes. This is a build specific for dungeons, not for WvW or PvP, so I would not refer to this for those instances. It provides huge amounts of sustained damage over the course of boss fights, provides damage benefits to your entire group, and gives you very good micro-level mobility and a way to interrupt and remove defiant stacks. While I do prefer the Axe/Mace playstyle a bit more, I do realize that a combination of both weapons gives you the flexibility and overall dps benefit by using optimal rotations. This allows you to get the superior skill damage rotation from GS with 100B+WW, and the superior auto attack dps and added utility from vuln stacking and a knockdown with A/M.
Build and Equipment:
http://gw2buildcraft...y.69.6j.61.6m|e
If you are running a longbow with Axe/Mace for some fights, you also have the ability to switch Slashing Power to Dual Wielding.
This build is focused on dps, and rightly so, warrior has some of the highest sustained damage in the game while not being made of "glass". While this game has been designed to allow a mix of various classes capable of completing dungeons, it is quite clear that a pseudo-trinity still exists and certain group comps make dungeon runs quick and painless (as proved by my various dungeon videos). One of these parts is a dps class that not only provides good direct damage by themselves, but also contributes to overall group damage while not constantly being downed and taking away total dps, by both losing your own dps, and causing someone else to res you. This is the part that this warrior build provides.
As far as gear goes, a balanced build between knights and berserker is based on the below stat comparison on what you lose per 1% of crit damage.
The tradeoff for 1% of crit damage is equal to:
- 5 stat points - upgrade slot of trinkets and backpack
- 7 points - Ascended Back Piece
- 8.5 stat points - Ascended Rings
- 8.7 stat points - Ascended Earrings
- 9.4 stat points - Ascended Amulet
- 10 stat points- traits (not an equipment, but listed for comparison)
- 12 stat points - glove, shoulder and boots
- 12.8 stat points - 1H weapons and amulet
- 13.33 stat points - Earring
- 14 stat points - Backpack (rare version from guild armorsmith)
- 14.22 stat points - 2H weapons
- 14.4 stat points - Coat (Chest)
- 16 stat points - Ring, helm and legging
For armor sockets, I now use 6 scholar runes, you need about 25% uptime on 90%+ health to make them better then ruby orbs. The cheaper alternative of course is 6 ruby orbs. Yes I used to use 2x Monk runes just for some extra boon duration, but for maximizing your dungeon speed clears for some of the videos I make it's better to go pure dps since you don't really need the boon duration in groups, it's more beneficial for soloing.
For weapons, I use Sigil of Force on Axe and Greatsword (or specific dungeon sigil if you prefer), Sigil of Bloodlust for power stacks on mace, and then a backup mace with Sigil of Battle and Sigil of Night when I have 25 bloodlust stacks or I'm doing a dungeon like CoF1 where I won't really have the chance to build bloodlust. It seems that Accuracy and Force now stack together, so Accuracy on mace for when you already have 25 bloodlust stacks and aren't in a nighttime dungeon is probably better then battle when you can already reach 25 might with a 1guard/3war/1mes group.
As far as other weapons go, they all pretty much have Force on them since I don't use them much and Force is a pretty cheap, generic, all around good sigil. You do want a shield with Sigil of Energy though, for both the extra dodges when running through trash when you would equip a shield for Invuln time, and also for any instances you find where you need more dodges. Your go-to ranged weapon is going to be Longbow, which offers higher direct damage then Rifle at the cost of 300 range untraited.
As far as crit chance goes:
Your base crit chance (full ascended/scholar) is going to be 51%
20% from Fury bumps that to 71%
9% from heightened focus goes to 80%
170 precision from banner pushes it to 87%
70 precision from Omnomberry Pies/Ghosts pushes it to 90% (or more from butternut squash soup).
So as far as food goes, Omnom Pies/Ghosts are still the best regen/life steal food in a high crit build. It does have a 1s internal cooldown now, but offers more life gain then any regen food assuming you are actually doing damage and critting. If you do not need the lifesteal, then something like Curry Butternut Squash Soup will offer more dps overall now that there is a cooldown on proccing lifesteal which also does damage. So food is more situational on what you are doing now.
Skills:
Skills which you will be using a majority of the time:
- Healing Surge is much better then Healing Signet in this build, since you usually have 3 bars of adrenaline and you no longer have signet cooldown like in my older builds
- For Great Justice is one of the best skills for dungeons, increasing the damage of your entire party with 100% uptime on at least 3 stacks of might with 0 cast time to take away from your direct damage
- Every class should always have at least 1 stun break and a way to remove conditions, Shake it Off provides that for warrior for heavy condition fights, or Frenzy for fights where you don't need condition removal. Further condition removal comes from teammates (i.e. Guardian), because dungeons are a teamwork based activity.
- Banners are huge benefits to the group, it has near 100% uptime with the trait, provides swiftness for running through trash mobs, and provides overall damage and survivability to your group.
- Signet of Rage should be obvious. Along with For Great Justice, you always have Fury up which is one of the most important boons for a dps role.
For a few bosses where you need stability, as well as the Harpy Fractal, I will take Balanced Stance instead of a banner or Shake it Off.
If you know you won't really need condition removal, you can also take Frenzy instead of Shake it Off to really maximize your dps. Also to maximize dps, we usually run OMM instead of Banner of Tactics now.
Finally in a few of the fractals at 30+, you will probably want to take Endure Pain instead of a Banner so you are able to burst down some of the harder groups without getting downed.
Switching to the appropriate skills for a given situation will just come with experience, knowing what you can get away with, and what will provide the overall best dps in consideration with being interrupted or downed.
Mechanics:
This is where I get into the usefulness of GS and Axe/Mace and the proper rotations you should be using.
GS has superior dps with the 100B and Whirlwind rotation. The downside is obviously that you are rooted for 3.5s while using 100B, and the auto attack dps of GS outside of this combo is inferior to Axe. When running in an organized group with an anchor, alot of the downside to the root is mitigated, while you still may need to "break" the animation of 100B to dodge sometimes, you can still get the full rotation off most of the time outside of some instances in high level fractals. If a mob is against a wall, WW offers by far the highest dps out of all your skills while evading at the same time.
Now the benefit of Axe/Mace is that it has superior auto attack dps with Axe, especially when you don't need the vulnerability that comes with the GS auto attack, the ability to front load 8 stacks of vulnerability with Axe 2/Mace 4, and the knockdown which is especially useful for bursting down packs of silver mobs.
With fast hands, you get the benefit of both the GS and Axe/Mace strengths, while mitigating their weaknesses. Fast hands will allow you to get the 100B+WW combo off which takes ~5s which has the highest dps potential out of all your skills, then instantly swap to Axe/Mace to get the superior auto attack dps and utility while 100B+WW is on cooldown. Once your 5s weapon swap is off cooldown again, you can switch back to GS and repeat the rotation all over again.
If you are in a PuG and find yourself needing more range, you can still take Longbow for your swap. First it has more direct damage then Rifle which benefits from a crit/damage build and it has some nice AoE burst with the 3rd skill. The tradeoff is that you have 300 less range which I don't really find a problem most of the time and you do have the option to trait it if needed. I will also use A/M + Longbow in a few instances at high level fractals, specifically for bosses like Mossman, the last Shaman Fractal boss, and the last boss of Dredge Fractal. In these instances, I find that Axe/Mace will allow me to burst in and melee better then GS, because alot of the times you won't have the opportunity to be rooted for the entire 3.5s to get the full benefit of GS. As mentioned earlier, this is where you would swap Slashing Power for Dual Wielding in the Strength line.
Conclusion:
Hopefully this guide helps to show what a Warrior can bring to a dungeon group. Their sustained damage, high damage traits, and offensive boons is a huge benefit for the ability of a group to quickly and efficiently clear dungeons. They are basically the direct counterpart to what a Guardian can bring for group survivability. Don't let the lack of a pure trinity and uneducated dungeon runners let you think that classes and roles don't exist. If you want to run dungeons easily and efficiently there are still optimal classes and roles just like any MMO. The pseudo trinity is still tank/dps/support as it currently stands, and this warrior build is the prime example of the dps role in a group. It provides both excellent direct damage and damage for your entire group without sacrificing cast-times to give this group support. This trinity is much looser then most other MMOs, but it still exists in GW2 if you want to be optimal. If you think otherwise, you probably haven't run dungeons in an efficient, team-work based group before.
Thanks for reading, and good luck out there.
Old Guides:
Update 1/6:
I have altered my build and finally included a GS build as well for people who like that weapon, thus, this is an updated guide to my build. The old guide can be found in the spoiler at the very bottom of this post.
If you've visited the Guardian forums at all, you may have seen my thread which explains the guardian build I use for all my dungeon runs:
http://www.guildwars...guardian-build/
and now my mesmer build as well:
http://www.guildwars...dungeon-groups/
I have been asked quite a bit what the primary warrior in my group runs though, so today I bring you the warrior build that we currently use for dungeons. This build provides huge dps for both the group and as a primary dps class, it is also very non-glass cannon for the amount of damage it provides. The video guide can be found below
Also you can find this build in action on my youtube page with various dungeons from guardian, mesmer, and/or warrior perspective. More will be coming in the future:
https://www.youtube.com/strife025
Overview:
This build has been tweaked quite a few times to get to something that my group feels is the best DPS build for dungeons. This is a build specific for dungeons, not for WvW or solo play.
It provides huge amounts of sustained damage over the course of boss fights, provides damage benefits to your entire group, gives a huge amount of self healing without sacrificing trait points or damage stats, and gives you very good micro-level mobility and a way to interrupt and remove defiant stacks. These things are all very important for dungeons, which is why I prefer Axe/Mace over Greatsword. Greatsword still has the potential to do similar, and sometimes even more damage then Axe/Mace, but I personally dislike the playstyle and the requirements to hit higher dps (rooted for 3.5s and whirlwind next to a wall for maximum dps).
Build and Equipment:
http://gw2skills.net...G6UgK1D7aTuUhyA
If you don't mind losing 10 in tactics, 30-10-0-0-30 is an option as well, although I personally like the options 10 in tactics brings. The other option to forgo all utility and group benefits to increase your own auto attack damage is to go 30-25-0-0-15, although I don't like it in an organized group at all.
This build is focused on dps, and rightly so, warrior has some of the highest sustained damage in the game while not being made of "glass". While this game has been designed to allow a mix of various classes capable of completing dungeons, it is quite clear that a pseudo-trinity still exists and certain group comps make dungeon runs quick and painless (as proved by my various dungeon videos). One of these parts is a dps class that not only provides good direct damage by themselves, but also contributes to overall group damage while not constantly being downed and taking away total dps, by both losing your own dps, and causing someone else to res you. This is the part that this warrior build provides.
As far as gear goes, a balanced between knights and berserker is based on the below stat comparison on what you lose per 1% of crit damage (credit to Reddit - paradiselight for original stats).
The tradeoff for 1% of crit damage is equal to:
- 5 stat points - upgrade slot of trinkets and backpack
- 7 points - Ascended Back Piece
- 8.5 stat points - Ascended Rings
- 10 stat points- traits (not an equipment, but listed for comparison)
- 12 stat points - glove, shoulder and boots
- 12.8 stat points - 1H weapons and amulet
- 13.33 stat points - Earring
- 14 stat points - Backpack (rare version from guild armorsmith)
- 14.22 stat points - 2H weapons
- 14.4 stat points - Coat
- 16 stat points - Ring, helm and legging
This means I do have Ascended Rings and Backpiece, if you do not, going back to Knight's rings slotted with Ruby Jewels is also an option since crafted rings have the worst ratio of crit damage vs stats.
For armor sockets, I chose 4x Ruby Orb + 2x Monk Rune. The Monk Rune is personal preference, the other warrior in my group doesn't use them. But I like the tradeoff of slightly less damage for 15% boon duration on might and fury which hits the entire party and signet of rage on myself.
For weapons, I use Sigil of Accuracy on Axe, Sigil of Perception for Precision stacks on mace, and then Sigil of Battle on my offhand Axe which will give you a constant 6 stacks of might up if you are constantly switching.
As far as crit chance goes:
From my character screen at ~7:00 you can see my 45% base crit.
20% from Fury bumps that to 65%
9% from heightened focus goes to 74%
5% from Sigil of Accuracy goes to 79%
90 precision from banner, 70 precision from food, and 250 precision from 25 stacks bumps that to (410/21) = 19.52% which apparently rounds up to 20% to equal 99%
The MOST important thing that you need to remember in dungeons, is to eat FOOD. Omnomberry Pies/Ghosts give a 66% chance on crit to heal 338 health with this build. With max precision stacks, this build has a 99% chance to crit. This basically means 2/3rds of all your attacks will heal you, and there is NO cooldown on food procs. Compare this to something like adrenal health which requires 15 trait points and heals 360/3s at level 3 adrenaline. In 3s by just eating food, you'll probably heal 3k health, especially when hitting multiple mobs. For a big burst heal, you can switch and use Axe 5 which will rapidly hit all mobs around you (up to 5) 15 times in 3.25s, I have literally healed from like 5k health to full 20k health in the 3.25s just from Axe 5 and Omnomberry Pies. Food is what will give you very good survivability without sacrificing damage.
Skills which you will be using a majority of the time:
- Healing Signet provides excellent healing over time with a short cooldown for burst heals
- For Great Justice is one of the best skills for dungeons, increasing the damage of your entire party with 100% uptime on at least 3 stacks of might with 0 cast time to take away from your direct damage
- Every class should always have at least 1 stun break and a way to remove conditions, Shake it Off provides that for warrior. Further condition removal comes from teammates, because dungeons are a teamwork based activity.
- Banners are huge benefits to the group, it has near 100% uptime with the trait, provides swiftness for running through trash mobs, and provides overall damage and survivability to your group.
- Signet of Rage with near 100% uptime on fury, 5 stacks of might, and swiftness should be obvious. Along with For Great Justice, you always have Fury up which is one of the most important boons for a dps role.
Mechanics:
This is where I get into the Axe/Mace vs GS discussion.
I personally don't like GS for dungeons. It has overall slower auto attacks then axe for similar damage, 100 Blades roots you in place, the burst skill is pretty bad, and the other skills are more situational and don't provide any party utility.
Axe/Mace provides 8% vulnerability which can be front-loaded which improves damage for your entire party, has a skill to both interrupt and remove defiant stacks which is huge, and you are extremely mobile because everything can be cast on the move. Faster auto attacks without being rooted using 100B is also very good for a crit heal build like this one.
GS does still do comparable damage and sometimes more damage, and I run with DPS warriors who like it, but this build is about my preference which is Axe/Mace and the utility and benefit it brings to a dedicated group.
For offhand, Axe is very good for this build. It provides maximum DPS because it allows you to swap weapons without being interrupted, giving you 5 stacks of adrenaline and 1 stack of might per swap, plus another 3 might stacks when switching to your Axe with Sigil of Battle. Combined with the lower burst cost trait, you will instantly be back to 15/30 adrenaline stacks immediately after using Eviscerate.
If you are in a PuG and find yourself needing more range, you can still take Longbow for your swap. First it has more direct damage then Rifle which benefits from a crit/damage build. It also has many quick cast multi-hit moves which are great for both building adrenaline, and healing with omnomberry pies/ghosts.
If you are using Axe/Mace + Longbow, I have tested that it's actually slightly higher dps to stay with Axe and only switch to Longbow if you need healing from the multi hitting attacks or need to back off a bit to heal up. This is why using a 1-hander on the off-hand on swap offers the absolute highest dps. If you do need to switch to Longbow though, fast hands means you don't have to be stuck with longbow for long and bow 2+3 still offers good burst dps during those 5 seconds.
Conclusion:
Hopefully this guide helps to show what a Warrior can bring to a dungeon group. Their sustained damage, high damage traits, and offensive boons is a huge benefit for the ability of a group to quickly and efficiently clear dungeons. They are basically the direct counterpart to what a Guardian can bring for group survivability. Don't let the lack of a pure trinity and random uneducated dungeon runners let you think that classes and roles don't exist. If you want to run dungeons easily without pulling your hair out, there are still optimal classes and roles just like any MMO. The pseudo trinity is still tank/dps/support as it currently stands, and this warrior build is the prime example of the dps role in a group. It provides both excellent direct damage, and damage for your entire group without sacrificing cast-times to give this support, which is something many people severely underestimate. This trinity is much looser then most other MMOs, but it still exists in GW2. If you think otherwise, you probably haven't run dungeons in an efficient, team-work based group before.
Thanks for reading, and good luck out there.
Build for Using GS for DPS role:
I get alot of questions regarding Greatsword and if it can be used with the above build, which is a "no". So I have included what the dps warriors who use Greatsword in the groups I run use. It's pretty much a typical GS dps build to maximize damage, it can vary a bit between player to player, but the core remains the same:
http://gw2skills.net...A68gKmaSVotUhyA
This build is also in my above video, a link to fast forward to the Greatsword section can be found at the start.
Stick and Move which is 25 into strength only provides a 3% increase in damage when under 100% endurance, so I prefer the quickness instead. The other option is a 20-30-0-0-20 build if you prefer signet cooldown instead of 10 in tactics for those traits.
All the gear, using food, etc. is the same, except for using a Berserker Greatsword which I currently have Sigil of Accuracy in. You should reach ~95% crit chance with food/banner/30 adrenaline without perception stacks I believe since you are taking 30 into arms.
The playstyle for Greatsword is a bit different, your primary goal is to get your 3.5 second 100B off to maximize dps, then to use Whirlwind through a mob, and GS4 + 5 to throw your sword then quickly get back to the mob to maximize dps. Whirlwind is an evade frame attack as well, meaning just like dodge, you will be invulnerable while doing the animation. This will be your 3rd dodge instead of burst skills to replenish 50% Adrenaline like with Axe/Mace.
Unlike my Axe/Mace build, you will not be using Burst Skills or switching weapons very much. To me, it's a bit less fluid and active playstyle, which is why I don't like it very much. But as you can see from my DPS part 2 video found in my playlist, it does have the potential for very good damage.
Hopefully this helps allieviate some of the Greatsword questions. Thanks.
If you've visited the Guardian forums at all, you may have seen my thread which explains the guardian build I use for all my dungeon runs:
http://www.guildwars...guardian-build/
I have been asked quite a bit what the primary warrior in my group runs though, so today I bring you the warrior build that we use for all dungeons. This build provides huge dps for both the group and as a primary dps class, it is also very non-glass cannon for the amount of damage it provides. The video guide can be found below (edit to build not found in video, dual wield is slightly better then axe mastery for my build/stats, so exchange that trait accordingly, thanks to paradiselight):
Also you can find this build in action on my youtube page with various dungeons from guardian and/or warrior perspective. More will be coming in the future:
http://www.youtube.com/user/strife025
Overview:
This build has been tweaked quite a few times to get to something that my group feels is the best DPS build for dungeons. This is a build specific for dungeons, not for WvW or solo play.
It provides huge amounts of sustained damage over the course of boss fights, provides damage benefits to your entire group, gives a huge amount of self healing without sacrificing trait points or damage stats, and gives you very good micro-level mobility and a way to interrupt and remove defiant stacks. These things are all very important for dungeons, and frankly, GS doesn't provide alot of these things.
Alot of people love Greatsword for obvious reasons, it provides good mobility while running around CS and you can get 20+ stacks of might on your own, but this does not mean it's always good for dungeons.
Build and Equipment:
http://gw2skills.net...iiGS9wu2kLpIsyA
This build is focused on dps, and rightly so, warrior has some of the highest sustained damage in the game while not being made of "glass". While this game has been designed to allow a mix of various classes capable of completing dungeons, it is quite clear that a pseudo-trinity still exists and certain group comps make dungeon runs quick and painless (as proved by my various dungeon videos). One of these parts is a dps class that not only provides good direct damage by themselves, but also contributes to overall group damage while not constantly being downed and taking away total dps, by both losing your own dps, and causing someone else to res you. This is the part that this warrior build provides.
As far as gear goes, a balanced between knights and berserker is based on the below stat comparison on what you lose per 1% of crit damage (credit to Reddit - paradiselight).
The tradeoff for 1% of crit damage is equal to:
- 5 stat points - upgrade slot of trinkets and backpack
- 7 points - Ascended Back Piece
- 8.5 stat points - Ascended Rings
- 10 stat points- traits (not an equipment, but listed for comparison)
- 12 stat points - glove, shoulder and boots
- 12.8 stat points - 1H weapons and amulet
- 13.33 stat points - Earring
- 14 stat points - Backpack (rare version from guild armorsmith)
- 14.22 stat points - 2H weapons
- 14.4 stat points - Coat
- 16 stat points - Ring, helm and legging
Edit for Fractals:
My rings are now Berserker stats (Crystalline and Red Ring of Death). I did not add anymore knight pieces to offset this since I find I still have the same survivability but more damage. The ratio for Ascended rings are very good and you only lose 8.6 stat points per crit damage % which is the second highest ratio outside of jewels.
/end Edit
For armor sockets, I chose 4x Ruby Orb + 2x Monk Rune. The Monk Rune is personal preference, the other warrior in my group doesn't use them. But I like the tradeoff of slightly less damage for 15% boon duration on might and fury which hits the entire party and signet of rage on myself.
For weapons, I use Sigil of Accuracy on Axe, Sigil of Perception for Precision stacks on mace, and then Sigil of Leeching (it has been discovered that this is currently not working, use Sigil of Battle instead especially since you switch weapons alot with this build) on longbow for a 1k burst heal every 10 seconds which does 1k damage as well.
With your banner out, eating food, and fury (which you have up 100% of the time) your base crit is ~73%.
With 3 stacks of adrenaline you will hit 82%.
With 25 stacks of precision from Sigil of Perception you will hit 93% crit chance, with your banner out you will have 114% crit damage with axe, and 104% with longbow.
The MOST important thing that you need to remember in dungeons, is to eat FOOD. Omnomberry Pies/Ghosts give a 66% chance on crit to heal 338 health with this build. With max precision stacks, this build has a 93% chance to crit. This basically means almost 2/3rds of all your attacks will heal you, and there is NO cooldown on food procs. Compare this to something like adrenal health which requires 15 trait points and heals 360/3s at level 3 adrenaline. In 3s by just eating food, you'll probably heal 3k health, especially when hitting multiple mobs or switching to longbow for multi-hitting attacks. Food is literally what will give you very good survivability without sacrificing damage.
Skills should be obvious
- Healing Signet provides excellent healing over time with a short cooldown for burst heals
- For Great Justice is one of the best skills for dungeons, increasing the damage of your entire party with 100% uptime on at least 3 stacks of might with 0 cast time to take away from your direct damage
- Every class should always have at least 1 stun break and a way to remove conditions, Shake it Off provides that for warrior. Further condition removal comes from teammates, because dungeons are a teamwork based activity.
- Banners are huge benefits to the group, it has near 100% uptime with the trait, provides swiftness for running through trash mobs, and provides overall damage and survivability to your group.
- Signet of Rage with near 100% uptime on fury, 5 stacks of might, and swiftness should be obvious. Along with For Great Justice, you always have Fury up which is one of the most important boons for a dps role.
This is where I get into the Axe/Mace vs GS discussion.
I personally don't like GS for dungeons. It has overall slower auto attacks then axe for similar damage, 100 Blades roots you in place, the burst skill is pretty bad, and the other skills are more situational and don't provide any party utility.
Axe/Mace provides 8% vulnerability which can be front-loaded which improves damage for your entire party, has a skill to both interrupt and remove defiant stacks which is huge, and you are extremely mobile because everything can be cast on the move. Faster auto attacks without being rooted using 100B is also very good for a crit heal build like this one.
I personally find very little upside to taking GS into dungeons for an organized group, I consider it more of a solo play weapon and has good mobility for running around and farming in CS. I can see how it ultimately depends on playstyle though, GS does still do comparable damage and I run with DPS warriors who like it, but this build is about my preference which is Axe/Mace and the utility and benefit it brings to a dedicated group.
For offhand, Longbow is very good for this build. First it has more direct damage then Rifle which benefits from a crit/damage build. It also has many quick cast multi-hit moves which are great for both building adrenaline, and healing with omnomberry pies/ghosts. Typical rotation for me varies between multiple mobs
or a single mob like a champion or a boss.
If you are in a dungeon or fight where you know you won't need to switch to longbow, the highest dps is offered by using a 2nd one hand weapon in your off-hand slot on your swap. Something like Axe/Axe, Axe/Warhorn, or Axe/Shield can be beneficial and will give you 5 stacks of adrenaline and 1 (or 4 with Sigil of Battle) stacks of might on swap without losing any dps.
If you are using Axe/Mace + Longbow, I have tested that it's actually slightly higher dps to stay with Axe and only switch to Longbow if you need healing from the multi hitting attacks or need to back off a bit to heal up. This is why using a 1-hander on the off-hand on swap offers the absolute highest dps. If you do need to switch to Longbow though, fast hands means you don't have to be stuck with longbow for long and bow 2+3 still offers good burst dps during those 5 seconds.
Conclusion:
Hopefully this guide helps to show what a Warrior can bring to a dungeon group. Their sustained damage, high damage traits, and offensive boons is a huge benefit for the ability of a group to quickly and efficiently clear dungeons. They are basically the direct counterpart to what a Guardian can bring for group survivability. Don't let the lack of a pure trinity and random uneducated dungeon runners let you think that classes and roles don't exist. If you want to run dungeons easily without pulling your hair out, there are still optimal classes and roles just like any MMO. The pseudo trinity is still tank/dps/support as it currently stands, and this warrior build is the prime example of the dps role in a group. It provides both excellent direct damage, and damage for your entire group without sacrificing cast-times to give this support, which is something many people severely underestimate. This trinity is much looser then most other MMOs, but it still exists in GW2. If you think otherwise, you probably haven't run dungeons in an efficient, team-work based group before.
Thanks for reading, and good luck out there.
#2116662 Anyone losing that new game smell?
Posted
lmaonade
on 13 December 2012 - 11:23 AM
FrogKnight87, on 13 December 2012 - 11:21 AM, said:
did I say wonder? No I didn't, if you're going to comment on something I wrote at least read it correctly
The topic was asking if others felt the same, not "herpderp I dunno wat's going on"
#2116772 Magic Find on gear - a problem
Posted
jirayasan
on 13 December 2012 - 01:50 PM
What's wrong with having your cake and eating it? isn't that what you're supposed to do.
#2116600 Magic Find on gear - a problem
Posted
jirayasan
on 13 December 2012 - 08:49 AM
- Jewelry Runes - Can be put on necklaces, rings, backs, accessory. 2 ring slots, 1 necklace,1 back and 2 accessory. That's 6 jewelry slots = 1 full rune.
- Food and drinks - Can be made by Chefs. This is already ingame.
Please make Magic Find for jewelry and food only.
#2103821 Do MMO players demand too much?
Posted
Red_Falcon
on 01 December 2012 - 06:31 PM
Some games just weren't for me and I abandoned them; for instance WoW was too easy / too child-oriented for me so I quit - but I did not hang out in the forums to troll or cry or anything.
As for SP games I try them before I buy them so it's safe to say I never wasted a cent.
I believe a lot of people found complaining to be their new MMO.
Log on this forum, cry about this, cry about that, flame this guy, troll that guy, get super mad at that other guy, cooldown, log off.
It's their playing session.
Game world: the forum
Servers: the forum sections
Character: their nickname
Classes: moany teenager / the guy with bad grammar / the elitist / the jerk / etc
#2103708 Do MMO players demand too much?
Posted
ukgamer23
on 01 December 2012 - 05:30 PM
"oh this is too easy"
"this is too hard"
"this is too grindy"
"there isnt enough grind, nothing to do"
"too much to do"
"too random"
"ugh, such boring loot we all have the same"
and it just keeps going.
The fact is they cant please everyone, no one can. Do we have to jump on every decision? Every piece of content? It will never be perfect for us all.
Look at the clock-tower, the dev actually apologized for making it too hard? Are we all that pathetic that any challenge in a video game is cried about so much, we need a sorry note from the creator?
Most of us gamers now are 18-30, we grew up with games...cant we all just grow up in general? Sure post constructive posts about issues, but leave the crying in the cot with the bottle.
#2100803 Why is it so hard to get money in this game?
Posted
azanti987
on 29 November 2012 - 08:46 AM
#2100802 Why is it so hard to get money in this game?
Posted
DuskWolf
on 29 November 2012 - 08:46 AM
A surprising (even to me) number of my friends have moved on from GW2, even one really hardcore friend from tumblr whom I was sure would be with it for years. And aside from the vertical progression bait & switch, the reason I hear the most is that they're sick and tired of being broke and they strongly dislike the cynical feeling of the game - where it almost feels necessary sometimes to buy gems if you just want to bounce around everywhere with the waypoints.
I've been playing a lot of other games lately, and they've all shown how unfun GW2 is in its current state. Mass Effect 3, Champions Online, and even Free Realms have a far less cynical approach to online gaming. GW2 is a casino dressed up as a game, the people who play it are gambling addicts.
GW2 is just not a fun game. More and more people are realising it. Sounds like it's begun to sink in for you, too. OP. Move on, don't draw it out.
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