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Member Since 02 Sep 2012
Offline Last Active Jan 30 2014 09:36 PM

#2176801 My Final Axe/Mace DPS Dungeon Build

Posted Strife025 on 08 March 2013 - 11:40 PM

View PostLilitu, on 08 March 2013 - 11:09 PM, said:

Hmm upon second thought you're probably right.
Even with 25 might stacks your condition damage is at most 300 + 875, which means ~101 bleed ticks.
With 100% crit that's 33% proc chance and thus 100 bonus dmg per hit, or 166 bonus dmg per hit traited.
Assuming empowered gets you 6% dmg, unless you're hitting under 1100 empowered is going to net your more damage than the 2 more bleed ticks and that's excluding the possibility of a condi spec taking your bleed spot.

If you'd be so kind, could you explain why you love fast hands so much? I don't even see sigils of battle on your weapons.

From my calculations, greatsword requires so many might stacks from mighty greatsword to keep up with axe in terms of dps, you may as well give up and go axe to begin with. Mighty greatsword is lovely, but it feels like it's lovely so that it allows gsword to catch up to axe in dps. Am I right in thinking fast hands is so that you can swap for 100b/whirlwind then back to axe?

You are correct on the last part.

Basically Axe/Mace has better auto attack damage and utility with Mace, while GS has the might stacking and superior burst with 100B+WW.

With the way the cooldowns work, you can 100B+WW, swap to Axe/Mace for 5s, swap back and do a 100B+WW combo which takes about 4.5s, etc. I do have a sigil of battle on a 2nd mace but only use it when I have either 25 bloodlust stacks or when I know I'm running something where I won't get to build bloodlust.

It's also good for things like GL, since I have sigil of energy on my shield, so every 10 seconds of constant swapping will still give me the benefit of what another class would need 2 sigils of energy for.

Finally, it's good for situations where you need to run a ranged weapon. Sometimes you don't want to be stuck at range for a full 10 seconds or full melee for 10 seconds, 5s swap allows you to burst in with melee damage when appropriate and still not be stuck with a ranged weapon for too long. I wish I could have fast hands on all my chars.

#1873407 Guardian - Zealot Spike Guide for sPvP and tournaments!

Posted Aodan on 03 September 2012 - 06:46 PM

View PostLilitu, on 03 September 2012 - 06:12 PM, said:

As someone who hasn't yet played a Guardian, I'm interested in what Aodan considers a better build.

Base build
I usually run 4 Ogre / 2 Divinity
(Which is a huge diff between me and OP, the rock dog adds a whole other level of offense to the build)

There are variations I run of this when considering Map in Tournament Rotation, and opposing comps:

-If they run a lot of conditions, then usually I stick to something like this or switch out JI for SoWrath and grab Inscribe Removal instead of Powerful Blades
-If they are running heavy burst/glassy, then I will go 10/30/30 and go a more bursty and less condi removal (usually for FoN/Legion)

There are also two other builds I run that are more of the High Power/Toughness variety if team comp is going for more Durable. I usually don't run a meditation Guardian for BoK