Warrior WvW | Fun Hammer, Axe/Warhorn | Assaulter Remnant of Ascalon
Table of Contents
Summary
Deal the final blow and engage fearlessly with your enemy. May your tales be told and written into the libraries of the Durmand Priory.
The first edition to a continuing improvement...where legends are forged. I am from Oakvale, and our name is one that shall be remembered.
EDIT: I no longer use this site as my primary theory crafting tool, but will try to update it when I can.
A few things to note before getting into this "guide".
1.) Some of the calculations on this site are off or haven't been updated in ages, and there are things this site cannot do such as account for ascended gear, infusions, new trinkets, etc. This also means I haven't updated the write-up to account for different types of gear and changes made in the game yet, so some of the numbers will be different than what is posted.
2.) I have moved from Jade Quarry, down to Anvil Rock, and finally to Crystal Desert server, where I think I'll be staying from now on; Oakvale has voluntarily disband after more than a year of domination in WvW and I have joined up with The Desert Squad [TDS]. I am very grateful of the patience and teachings of my former guild leader, Solovic, and thank everyone in the guild for helping me improve as a player.
3.) If you would like the updated version of this build, simply send me a mail and I will link you the updated build from the new site I'm using, along with any information you may desire. I am constantly re-writing the guide to better suit for the changes made in-game through various patches so it may be more accurate and comprehensible.
Now then, with all that being said Some parts of this build write-up may be outdated on this site, and it has an improved version on the other theory crafting site I now use. I feel it is necessary to inform everyone that changes have been made to this build many times over, and changes will continue to happen to preserve its balance over time.
http://metabattle.com/wiki/User:Remnant_of_Ascalon Hope you enjoy. =)
I. Weapons and Skills
- Hammer Bash½Bash your foe again.Damage: 333Range: 130
- Hammer Smash½Smash the ground and damage nearby foes.Damage: 444Range: 130
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Weapon and Skill Details
The Hammer & Axe/Warhorn combo is extremely effective for a multitude of reasons, which are very apparent. It is the preferred weapon combo for the most elite in the warrior class.
In addition to these weapons, you will also be holding in your inventory a Cavalier's Greatsword fitted with the Superior Sigil of Fire and Superior Sigil of Hydromancy. A Cavalier's Shield is also a viable option to have in your inventory/offhand, with Axe, for engaging in 1v1 and/or 2v1 combat situations, and should also be fitted with Superior Sigil of Hydromancy for a 3s PBAoE freeze on weapon swap.
"Healing Surge" may be swapped out for "Mending" if the particular group you are facing is condition heavy and perhaps you need a little more self-cleansing at your disposal with a decrease in healing cooldown. If engaging in an extremely large fight (20vs20 or more) "Defiant Stance" is your best source of healing, and it provides extra vigor when it's on cooldown (when traited).
The rest of the utilities speak for themselves; Stability & Stun Breaks, and a full Condition Cleanse with a passive increase in endurance regeneration. Berserker Stance, Endure Pain, and Dolyak Signet are all decent alternative utilities. You will have to gauge whether or not you'll need more survivability in a given situation, or if you can bring the DPS.
"Signet of Rage" may be swapped out for "Battle Standard", affectionately referred to as "Warbanner", when engaging in larger group fights where one may need to quickly pick up a large group of single-down allies.
If you do decide you would like to roam with this build, and feel confident you can stay up with the utilities posted, go for it! But there are a few utilities I've found are extremely useful; Bull's Charge, "Shake it Off", and Throw Bolas are probably my three favorite utilities to use when engaged in a 1v1 on the rare occasion I may commit to one. They provide good single-target CC's, and Bull's Charge is a great gap closer/knockdown combo for those pesky little ranged fighters.
Ideally you are looking to find a balance between buffs and survival utilities so you can pull yourself out of a tight squeeze if need be. In this case those that are chosen provide a good mix, but don't be afraid to test other utilities out; this isn't carved in stone, and is meant more to be a focal point on where to start for mix-and-match builds.
Bonus!
If you've made the choice of Human as your race, the elite skill Reaper of Grenth is pretty neat! While it's effects do not stack in duration, it does provide a continuous chill and poison radius for its duration. These effects come in very handy when engaging in medium sized confrontations (7-10 or more per side) for a nice PBAoE snare and Heal deprivation.
II. Traits
Strength
Arms
Defense
Tactics
Trait Details
The traits are kept in mind to make survivability an afterthought so one does not have to solely focus on staying alive, therein reducing the amount of potential damage they may cause. Granted this is a team build meant for assaulting more than support, you still provide some useful, automatic skills to you and your group. It is a mixture of damage modifiers and automatic survival traits that become a singularity; Utilizing the already available skills at your disposal, traited as so, will undoubtedly keep you alive without having to consciously have to search for a cleanse or heal...for the most part.
| Arms |
5 point Passive: Provides a chance to cause bleeds on critical hits, increasing damage output and potentially modifying damage increases for allies who may deal additional damage to bleeding foes/foes with conditions. You will be dealing critical hits regularly and that makes this passive trait ever the more useful.
V: Continuous Vulnerability stacking on critical hits provides increased outgoing damage for you and allies, improving DPS on a given target without having to utilize a utility skill.
VI (alternative): Gaining Fury to boost your crit chance and also keeping you Vigor up-time maxed while taking damage is a good way to keep yourself in the fight.
| Defense |
5 point passive: Additional armor means more survivability.
II: Reduced incoming CC skills means not having to waste precious cleanses and stability's, in addition to gaining Regeneration upon being annoyed with the incoming CC skills as they're cast upon you. Regeneration is amplified by Healing Power; get that SSo-Life fully stacked because it very well could save you in a pinch.
15 point passive: Stacking adrenaline levels and knowing when to use them; try not to be so quick in blowing through your adrenaline and let it build. More regeneration means harder to kill and keeps you in the fight longer...if you haven't killed the enemy already.
IX: When you do have to use your adrenaline, keep in mind the more stacks that are used the better. The attacks are more powerful, you remove more conditions (up to three), and continue to replenish while still engaged, not only dealing damage, but taking damage as well.
25 point Passive: Increased toughness as a bonus to power means you're not only able to take a massive beating, but able to hand out extraordinary amounts of hurt. For this a second set of armor is encouraged (which will be described later).
X: If your group is organized, you should have very few problems keeping an enemy disabled for an extended duration of the fight. Most of the Hammer skills you have already take advantage of this trait in particular, thus keeping your +20% damage modifier on up-time with relative ease, more often!
VIII (alternative): An automatic stability trait to grant you not only stability, but also Vigor upon activation. Depending on how many you're running with, this is highly recommended over the X trait box in a fight of 10vs10 or more.
| Tactics |
5 point passive: Yet another addition to your toughness; this will keep you alive for those few extra hits to help resurrect an ally, as your health is regenerating, giving you both a chance to exact revenge on the would-be assailant.
I: An excellent ability to combine with previous traits to maximize damage to disabled enemies; this may also allow other allies to increase their DPS against disabled foes and similar damage modifiers.
15 point passive: In addition to the Healing Power stacks you'll accumulate and the stacks of additional toughness for your compassion, you allow yourself to aid an ally more quickly from a downed state.
IX: Providing very necessary cleanses to yourself and your group in any situation, as well as condition-to-boon conversions which are always a positive!
VII (alternative): Having an automatic stun break and condition removal trigger when you're in the heat of battle is a staple for any decent assaulter. Keep in mind you have access to numerous condition cleanses, so use them wisely and time them carefully against the appropriate foes.
| Discipline |
5 point passive: Continuous weapon rotation during combat is a sign of intelligent fighting. Swapping between your various on-hand weapons allows you to further increase your adrenaline levels, granting you more regeneration, potential condition cleanses, and additional damage dealt.
V: Vigor is extremely useful even if you're moving swiftly and can run through enemy skills that may otherwise stun/daze/knock you down/back; one can never dodge enough to keep themselves alive longer, and gain bonus armor (5 point passive in Defense) while their health is up. Coupled with your Signet of Stamina, you should be replenishing endurance at a rate able to force the enemy to blow their DPS cool-downs and come out relatively unscathed.
The traits may be adjusted accordingly and depend on how you're engaging. They are by no means written in stone. The choice is ultimately yours in deciding whether or not you think they'll serve your purpose properly. Keep in mind that this variation of the Hammer Warrior is meant to deal more damage rather than provide support (although it does both) and is not inherently designed for roaming. Team play, whether it be small group or large group, is the preferred method for the idea behind this particular set of traits and skills.
III. Stat Specifics & Effects
Primary Stats
- Health 22462 (+3250)
- Vitality 1241 (+325)
- Armor 2861 (+734)
- Toughness 1650 (+734)
- Attack 3319 (+1292)
- Power 2208 (+1292)
- Critical Hit 44% (+44%)
- Precision 1840 (+924)
Secondary Stats
- Agony Resistance 15 (+15)
- Boon Duration 20% (+20%)
- Burst Recharge 10% (+10%)
- Condition Damage 100 (+100)
- Condition Duration (self) -25% (+-25%)
- Critical Damage 69% (+69%)
- DMG Taken from Guards and Lords -4% (+-4%)
- DMG to Guards and Lords 2% (+2%)
- Damage 1111 (+0%)
- Defense 1211 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 1036 (+1036)
- Healing Power 370 (+370)
- Stun Duration (self) -25% (+-25%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
The calculations on this particular site are incorrect/not updated. I will do/have done my best to calculate the most accurate numbers I could while utilizing another theory crafting site.
Here are the hard numbers, for a fully ascended and WvW infused set, with no buffs, nourishments, WvW bonuses, boons, boosters, or other available beneficial attributes (to my knowledge).
Power: 2153
Toughness: 1739 (armor: 3010)
Vitality: 1269 (health: 21902)
Precision: 1529 (33% critical chance)
Ferocity: 845 (206% critical damage)
Condition Damage: 100
Condition Duration: 0%
Healing Power: 300
Boon Duration: 20%
Burst Recharge: 10%
Agony Resistance: 0 (if uninfused; varies)
Magic Find: 0-300% (varies)
Superior Rune of Melandru: -25% Incoming Condition Duration & -25% Stun Duration.
WvW Offensive Infusions: *Minimum +4% Outgoing Damage to Guards and Lords.
WvW Defensive Infusions: -10% Incoming Damage from Guards and Lords.
*Special Note: I am unclear on how the WvW specific Offensive Infusions actually work, for weapons, when it comes to applying the damage bonus. I'm not entirely certain if you gain a full +10% damage bonus to Guards and Lords for merely having them on your toon's full set of weapons (eight for land and aquatic, and two for the trinkets), or if they are only available on the currently equipped weapons you're using, which would only be +4% if that's the case (two for the weapon, and two for the trinkets). I apologize for my lack of insight on the matter, and will correct the numbers once I have found some more conclusive information.
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
100% chance to gain health when you kill a foe
Healing Power: 70
Experience from Kills: 10%
- (30min)
- 100% chance to gain health when you kill a foe
- Healing Power: 70
- Experience from Kills: 10%
Utility Nourishment
Gain precision equal to 6% of your toughness
Gain precision equal to 4% of your vitality
Experience from Kills: 10%
- (30min)
- Gain precision equal to 6% of your toughness
- Gain precision equal to 4% of your vitality
- Experience from Kills: 10%
Armor & Runes
- Defense: 121
- Power: 60
- Precision: 43
- Ferocity: 43
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 121
- Power: 45
- Precision: 32
- Ferocity: 32
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 363
- Power: 134
- Precision: 96
- Ferocity: 96
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 182
- Power: 45
- Precision: 32
- Ferocity: 32
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 242
- Power: 90
- Precision: 64
- Ferocity: 64
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 182
- Power: 45
- Precision: 32
- Ferocity: 32
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
Armor Stat Totals
- Defense 1211
- Toughness 175
- Vitality 35
- Condition Duration (self) -25%
- Stun Duration (self) -25%
- Power 419
- Precision 299
- Ferocity 299
Rune Bonuses
Superior Rune of Melandru- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
Accessories & Jewels
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
- Power: 5
- DMG to Guards and Lords: 1%
- Power: 5
- DMG to Guards and Lords: 1%
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Accessory Totals
- Power:702
- Precision:376
- Vitality:90
- Ferocity:466
- Agony Resistance:15
- Toughness:20
- DMG Taken from Guards and Lords:-4%
- DMG to Guards and Lords:2%
Weapon Set Sigils
- Weapon Strength: 985-1111
- Toughness: 239
- Power: 171
- Ferocity: 171
- Weapon Strength: -
Weapon Set I
Sigil of Superior RestorationGain Health on Killing a Foe.
- Weapon Strength: 857-1048
- Toughness: 120
- Power: 85
- Ferocity: 85
- Weapon Strength: 814-900
- Toughness: 120
- Power: 85
- Ferocity: 85
Weapon Set II
Sigil of Superior RestorationGain Health on Killing a Foe.
Sigil of Superior Water30% chance to Heal nearby allies on hit. (This effect cannot trigger more than once every 5s)
- Weapon Strength: 905-1000
- Toughness: 120
- Power: 85
- Ferocity: 85
- Weapon Strength: 905-1000
- Toughness: 120
- Power: 85
- Ferocity: 85
Water Weapon I
Superior Sigil of Torment50% chance on critical hit: Apply AoE torment (5 seconds, 180 radius). (Cooldown: 5 Seconds)
Water Weapon II
Sigil of Superior LifeYou gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Upgrade Item Details
The general idea of this build, as mentioned before, is to mix decent survivability and continuous amount of damage output in group fights. There are a few things to consider, always keeping in mind that you're providing DPS and Support to your group.
Your nourishment's: Always choose the right nourishment depending on what you're going to be doing. In some cases, like roaming, you may want to jack up your precision and/or crit damage to quickly put a hurting on anyone that crosses your path. Although not entirely recommended, this build can and will put out a decent and sustained string of damage against a single foe. Other times, during larger fights (15v15 or more), you may need more survivability.
Some recommended foods: Omnomberry Compote is absolutely ideal for additional survivability during large fights, especially in choke points where you can lay down major damage and barely have to move from your position. If your group is organized well enough, you should have no problem constantly replenishing your health without delaying any of your damage output. You're already going to be running major condition cleanses and stun duration reductions through your armor and various ally skills, so keeping your vitality up is going to be second nature. Keeping your HP up is paramount to dealing damage and keeping others alive if you have to resurrect them.
Bowl of Lemongrass Poultry Soup is an excellent choice, as well, if the group you're facing is condition heavy. Reduced time on incoming conditions and a bump to your vitality is important in winning a fight against those red circles marking the ground all over the place. A cheaper alternative to this is the Bowl of Poultry and Leek Soup.
Loaf of Saffron Bread is a very close second as far as Defensive foods go. The additional -20% incoming condition duration, and -20% damage reduction on Knockdown/Back and Stun go great with the Superior Rune of Melandru set you have equipped. This works very well against groups running a lot of heavies or whom have a strong front line; the cheaper alternative to this would be Loaf of Tarragon Bread.
Mango Pies and Omnomberry Ghosts are also very useful as a general survival food, giving you constant HP regen with Mango Pies, and a 66% chance on critical hits for life steal with Omnomberry Ghosts. OG's do have an internal cooldown, however. Good alternatives to the latter two are Peach Pies instead of Mango, and Blackberry Pies in place of OG's.
Bowl of Curry Butternut Squash will help increase the amount of damage you can deal out in an instance. While it does help to deal more damage, it's not entirely recommended for group fights where survivability may become and issue, and is better off left on the back burners for very small or 1v1 skirmishes.
Secondary recommended armor: A set of Knight's armor, equipped with Superior Rune of Melandru set, can and should be kept on hand in your inventory when you head out into battle and expect to run into fights with larger numbers (25vs25 or more). Knight's armor grants additional toughness without sacrificing precision, losing 0% crit chance* and only 15% crit damage, which can be made up with proper nourishment's. Don't forget that what you're missing in crit damage you're making up for in terms of raw power/attack and survivability. You're traited to gain a percentage of power based on your toughness, so overall you're still dealing out a lot of pain and are able to stay alive to keep dealing out some serious damage.
Recommended Sigils:
Hammer: Superior Sigil of Restoration is an amazing gift to keep you alive and can be a key element during long battles where heals aren't always available but the enemy is still dropping, such as those insufferable fights at the enemy's spawn camp. Superior Sigil of Endurance is also a good option, replenishing your endurance every time you kill an enemy thus allowing you to continuously dodge-roll from danger if you need to. Either one is fine and both are highly recommended.
The second sigil on Hammer is up to you, since most people have varying opinions on which sigils to use dependent on the current meta. I (always) highly recommend Superior Sigil of Hydromancy for a PBAoE snare, and since the small burst counts as a connect to anyone in range, it clears blindness (assuming it is applied) on a weapon swap. Superior Sigil of Paralyzation, for an extended +30% stun duration, also comes in handy, as does Superior Sigil of Impact for a +10% damage boost to Stunned or Knocked Down foes.
Axe/Warhorn: Superior Sigil of Restoration/Endurance continues to provide it's excellence once again. I would recommend Superior Sigil of Water for your offhand (warhorn) since this is designed to be a team build; it provides a small, sometimes necessary heal at a 30% chance on hit every five seconds. With Axe being one of the superior auto-attack speeds in game, you should have no problem proccing the occasional heal for yourself and your group.
Shield (alternative offhand): Shield provides great defense and CC skills if you feel the urge to roam, giving you a daze and also full melee attack blocks. The Superior Sigil of Hydromancy on the shield puts an additional PBAoE snare on nearby fleeing foes to keep them within range so you may DPS them down with ease. This can also be traded out for Superior Sigil of Paralyzation for a +30% stun gain to daze your foe perhaps just long enough to down and spike them through the core of Tyria.
Greatsword (alternative main hand): Warriors and Greatswords are one in the same, representing unrelenting fortitude and endless amounts of damage. Because of its attack patterns, a lot of practice with the skill rotations on Greatsword is recommended, but after such, having one in your inventory to equip at the right moments is a prized addition. One should consider equipping the Superior Sigil of Fire for their Greatsword to deal out even what would otherwise be a complete lack of AoE damage. And once more, I emphasize the usefulness of Superior Sigil of Hydromancy. I sorry, but me likey that sigil a lot.
Other Useful Sigils:
Self
Superior Sigil of Life is a great sigil to keep on you at all times (usually for an aquatic weapon since the sigil patch) for your offhand Warhorn. Building stacks of healing power not only provides you with an increased return on HP when you're regenerating health, but it also provides a faster revival of an ally should they go down during a fight and you need to hard resurrect them.
Superior Sigil of Momentum is a great alternative to have if you're looking for a stacking sigil that provides for something other than DPS.
Superior Sigil of Blood grants a 30% chance to steal life on critical hits, and stacks well with HP replenishing nourishment's (Omnomberry Ghost's, Mango Pies, etc.), but has the same internal cooldown (an effect which cannot trigger more than once every 2 seconds) as Omnomberry Ghosts.
Superior Sigil of Energy allows a 50% endurance gain on weapon swap while in combat which grants you more opportunities to evade attacks with your increased Vigor up-time from various traits and Warhorn skills.
Foe
Superior Sigil of Ice is superb in keeping those pesky, mobile, endless dodgers in place long enough for you to put a hurting on them. It's 30% chance to cause chill for 2 seconds on critical hit may seem low, but the amount of crits you'll be landing more than makes up for that.
Foe/AoE
Superior Sigil of Torment is a decent sigil to consider, granting a 50% chance on critical to cause AoE Torment for 5 seconds (and just a 5 second cooldown). While you may not be on the high end of dealing conditions damage, it still may keep them in combat long enough for you to catch them, since Torment stacks the more the enemy moves.
Recommended Armor Runes:
Superior Rune of Melandru. They speak for themselves. Although another appropriate set may be found, this is to ensure that you're not quickly losing HP to a high condition damage build, and is well rounded for self-survivability.
Superior Rune of Hoelbrak is also a great set to consider. While it may lack somewhat defensively, it more than makes up for it in the Might buff up time it provides for the user, while still granting a decrease in incoming condition duration (-20%).
Superior Rune of the Dolyak , though not highly recommended, is still a tasteful representation of how one could balance this build. It give additional vitality without wasting that particular stat for this build, and gives you a good, albeit small, constant HP regeneration.
Toughness is the thing to consider when choosing your rune set for Remnant of Ascalon. Vitality is a close second, but the majority of the damage you'll be absorbing comes from melee attacks, most notably the Hammer Trains run by the front line Heavies in Zerg clashes. If you're going to go for Vitality, you my as well be diverse; Superior Sigil of the Warrior is an excellent backup for a rune set. It grants increased vitality, additional power, and reduces your weapon swap cooldown by a full second.
The equipped Valkyrie trinkets are paramount to survival and are fairly well rounded. Not everyone can afford ascended accessories so readily, however, but the base stats of those chosen are similar to Valkyrie stats. A combination of exotics may also be used; combining Cavalier's, Knight's, and/or Valkyrie's will give you a close enough match. Of course this will depend on how much you want to placate to the min/maxer in you. They're important for the amount of damage you'll deal out: You're gaining HP with the listed trinkets which is valuable in longer fights, while also gaining good bases for the damage you will be dealing out.
If you cannot afford ascended gear, a recommendation of Cavalier's trinkets with Valkyrie jewels or Knight's trinkets with Valkyrie jewels is appropriate.
P.S.
Underwater Combat: Yeah. Do whatever you want here. I hate underwater combat, so when it's better polished I may touch back on this. I do highly recommend the Torment sigils on your weapons though since you always have to move underwater to basically do anything effective, and as previously stated, a stacking sigil of your favor so you're not wasting an upgrade component slot on your land weapons.
V. Basic Gameplay
The Remnant of Ascalon can be a very team friendly build given allowance for, but not limited to, any adjustments listed and even some you may come up with on your own. It is designed to be an offensive team and support build, through assault. Needless to say you're going to attract quite a lot of attention with this build. In retrospect; there is no such thing as a perfect build, though we all strive for such a thing to exist in our journals and pages of theory crafting, so the choice is yours and all that can be done is to consider suggestions made by others.
Don't get discouraged if it doesn't work out for you, this is just one of an endless amount of build options available. Hell, it may become obsolete in its own time. It may take some practice to figure out rotations and combinations of traits, sigils, or even runes to feel comfortable. Adapt to your play style to get the synergy flowing, find a good group to run with that will help you understand it's effectiveness and weaknesses. I know I came up with this build through trial and error by running alternative builds and figuring out what I liked and disliked the most about them.
You win some, you lose some...You're probably going to be winning more than you lose though.
=D
With that being said, I'm open to constructive criticism. I'll be playing around with the build constantly, and editing this page every so often once I find where it needs the tweaks the most. Look forward to a Remnant of Ascalon revamp once I've found the best values for the build.
Have fun, kick some ass, and may Grenth be with you.
It is indeed sad that because people are able to figure out and utilize the maximum effects of a particular class they don't get to use them long. But hey, it's not our fault they seem to think their ego should win the fight rather than developing skill and compromising a decent build. Call me sour, but I'm not one to want to spend hours upon hours having to rebuild a toon for no reason.
=)
I'll make a few changes to this particular set up. Nothing really major to be honest, or at least I don't think there will be, but enough that I felt I should say something. Thank you to all those that came to me in game with your suggestions and ideas, and especially those that took the time to read the full write-up before critiquing the build. And an extra humungous thank you to those that actually ran the build and gave me feedback!
Unfortunately with Anet's reduction to critical damage across the board, the change to the On Kill stacking runes, various sigil changes, and other typical build "problems" they've spotted, it will be difficult to say how this build will play out in the future.
Stay tuned though! I should have another one up and running in no time!
=D
Until then; Have fun, kick some ass, and may Grenth be with you.
- Rötschreck Vætr
of Oakvale
Lol!
Really. Stop blaming other people for your shortcomings y'all. It's not fair to the people that dedicate real time to getting the most out of what little is proffered.
Again, thank you to all that came to me in game with your suggestions, and many thanks to those that ran the build and gave me their critiques!
On a more direct note; I have stopped running this build as frequently as I used to. That's not to say it isn't viable anymore, I simply became bored with it and decided it was time for a change of pace. It was and is a fun build to play around with, and I enjoyed very much utilizing it to it's fullest potential. Hopefully some of you out there will help make it one of those infamous GvG builds and I'll see it in action in the hands of a better player!
Thanks for all the help and feedback. I sincerely appreciate everything everyone has done for me in regards to helping polish this up.
May the Six watch over you.
http://gw2skills.net/editor/?fJAQNBiODbknjyQ78wwDOREQFUob8BICOFAqSikdQMA-T1SBABJq7Jo9Hq4ACkwTAgS1f64CAglyvFVCiwBBAgDUQ2HAhAAIA38mZz2sNv5Nv5hO0hO0hO0G6Qv5NH6QLFATCjA-w
The question was (paraphrasing): "What makes you think your build is balanced? You hold it in such high regards and you haven't even updated it very much even with all the patches. How come you think it's so much better than others?"
I answered squarely: I honestly don't think it's better than a lot of builds, and in fact there are much better builds available, but I am biased to it. It's not the best build out there, but it's a decent build that needs little change. Some minor adjustments have been made because of modifications in game and new releases of stat combinations/ascended gear/upgrade components, etc. But the base build has remained fundamentally unchanged, because it doesn't need to be changed given that it offers a lot of options from the get go.
It's not a build written in stone, and I took the time to make it clear that it's up to the player utilizing it that they must appropriately gauge the situation and decipher how they should proceed.
The issue I've come across with a multitude of builds is that they have this odd claim: They claim "MAX DPS" but at the same time they claim "EXTREME SURVIVABILITY" and fail to see that you cannot have both ends of the spectrum regardless of how much they may try, and are often coming up severely short on both claims. There are good players that can make minimal-survival builds last long in a fight, but that's based on player skill and knowledge of both his class and skills and his enemy's, not a build that will carry them and cover their mistakes, ones that will often cost them a fight. Max DPS and Extreme Survivability: They are opposites on a line and cannot converge, but you can, however, meet a balance between those spectrum points. The direct and blatant misdirection is there for the inexperienced eyes.
More often than not what you see with other builds is a strict DPS trait set-up and gear, that has toughness traits, or Superior Sigil of Life on a weapon, or run condi/stun duration or damage reduction foods. Really all they're doing is taking those DPS builds and slapping those "extreme survivability" things on to make it look good, when they're effectively doing nothing to truly add survivability or balance. It's like putting a picture over a hole in the wall; the hole is still there, the structural integrity is compromised, but it looks nice so it must be fixed!
The reason I claim balance for the Remnant of Ascalon build is because I've focused on key elements.
1.) It is not a heavy DPS build, but it does have strong DPS potential.
2.) It is also not an extremely tanky build, but it does not negelct survivability.
3.) The fundamental element to this build boils down to one thing: It is not a "one trick pony". It does not rely on an exact set of traits or gear. It is very flexible.
It has an answer for most situations that you will encounter on the battle field; It is a great entry level build for those new to the class, so they can get a good feeling of the base mechanics and what there is to offer by way of versatility. As an advanced build, it can be adjusted to fit the needs of multiple roles due to its pre-existing versatility. It supports well, it provides excellent damage, puts mild conditions damage pressure, and has surivival skills that engage both passively and actively.
Simply put: It is a -balanced- build, not a perfect build.
Then the conversation ended shortly after discussing options for other class builds. I leave you with this, then.
=)
This build is still standing against the test of time, through patches, nerfs, buffs, and so on!