Guardian PvE | Open World Greatsword, Hammer | Support White Knight

by Last Updated:
96% (25) Approval 27 Votes - 12817 Views

Summary

This build can take a beating, it deals descent and it is very supportive, with party-wide buffs and condition removal.

 

Build is mainly Meele.
Works well underwater.


I. Weapons and Skills

Beigarth's Claymore
  • Weapon Strength: 1045-1155
  • Toughness: 251
  • Power: 179
  • Precision: 179
  • Weapon Strength: -
Beigarth's Warhammer
  • Weapon Strength: 1034-1166
  • Toughness: 251
  • Power: 179
  • Precision: 179
  • Weapon Strength: -
Beigarth's Impaler
  • Weapon Strength: 950-1050
  • Toughness: 125
  • Power: 90
  • Precision: 90
Beigarth's Trident
  • Weapon Strength: 950-1050
  • Toughness: 125
  • Power: 90
  • Precision: 90
  • Virtue of Justice21¼
    Virtue. Burn foes with every fifth attack.
    Activate: You and your allies inflict burning on the next attack.
    Burning: 2 s (328 damage) (passive)Burning: 5 s (1640 damage) (active)Might: 5 sRetaliation: 5 s
  • Virtue of Resolve42½
    Virtue. Regenerates health.
    Activate: Heal yourself and nearby allies.
    Passive Regeneration: 3 sHealing: 84Regeneration: 5 sRetaliation: 5 s
  • Virtue of Courage63¾
    Virtue. Grants aegis every 40 seconds.
    Activate: Grant aegis to yourself and nearby allies.
    Aegis: 5 sBreak Stun: 1 sStability: 4 sProtection: 5 sRetaliation: 5 s
  • Strike½
    Strike your foe.
    Damage: 296Range: 130
    • Vengeful Strike½
      Strike your foe again.
      Damage: 296Range: 130
    • Wrathful Strike½
      Attack with a final, powerful strike that applies might for each foe you strike.
      Damage: 443Might: 5 sRange: 130
  • Whirling Wrath¾ 10
    Spin in place and swing your greatsword while hurling powerful projectiles.
    Damage (9x): 1,251Combo Finisher: WhirlRange: 600
    • 0
      Retaliation: 5 s
    • 0
      Retaliation: 5 s
  • Leap of Faith½ 15
    Leap at your foe. On hit, blind nearby foes.
    Might: 5 sBlind: 3 sCombo Finisher: LeapRange: 600
    • 0
      Retaliation: 5 s
    • 0
      Retaliation: 5 s
  • Symbol of Wrath¼ 20
    Symbol. Pierce the ground with a mystic symbol that damages and burns foes while granting retaliation to allies.
    Damage (5x): 925x5Retaliation: 1 sCombo Field: Light
    • 0
      Retaliation: 5 s
    • 0
      Retaliation: 5 s
  • Binding Blade¾ 30
    Throw blades at your foes, causing damage over time. Bound foes can be pulled to you. The effect ends when a foe moves out of range.
    Damage: 369Duration: 10Maximum leash range: 600Combo Finisher: Whirl
    • Pull¾
      Pull your foes to you.
      Leash Range: 600Range: 900
    • 0
      Retaliation: 5 s
  • "Receive the Light!" 32
    Shout. Heal yourself and allies in a cone in front of you.
    Healing: 6,525 (self)Healing: 1,725 (allies)Duration: 3Range: 600
    • 0
      Retaliation: 5 s
  • "Hold the Line!"28
    Shout. Grant protection and regeneration to allies.
    Protection: 4 sRegeneration: 6 s (780 health)Range: 600
    • 0
      Retaliation: 5 s
  • "Stand Your Ground!"24
    Shout. Grant stability to yourself and allies.
    x5Stability: 5 sRetaliation: 5 sBreaks stunRange: 600
    • 0
      Retaliation: 5 s
  • "Retreat!"48
    Shout. Grant aegis and swiftness to up to five nearby allies.
    Aegis: 20 sSwiftness: 20 sRange: 600
    • 0
      Retaliation: 5 s
  • "Feel My Wrath!"36
    Shout. Grant fury for 10 seconds and quickness for 5 seconds to nearby allies.
    Fury: 10sQuickness: 5s
    • 0
      Retaliation: 5 s

Weapon and Skill Details

This build utilizes Shouts for party-wide buffs and condition removal and also self-heal.
It uses the strong controlling capabilities of the hammer (skills 3,4 and 5) and the Pull (skill 5) of the greatsword to keep your enemies occupied.
Your party is better off with your virtue of justice than you are, so use it frequently.
Retreat is also a wonderful speedbuff alongside a staff.
Swap between the hammer and the greatsword as soon as everything is on recharge.
Not only will you be able to use skills more often, but you will utilize the sigil of battle, wich will keep stacking might as long as you keep swapping weapons.

 

This build does not play well with ranged weapons, but you should have a scepter and focus on you at all times as some parts of the game is undoable without it.

 

You should swap the hammer for a staff while in WvW.

 

"Retreat" can be swapped out Wall of Reflection and other utility when needed.


Traits

Valor

  • Valorous Defense
    Gain aegis for 5 seconds when you are struck while below 50% health.
    • Strength of the Fallen
      Lose 1 condition every 10 seconds. Health degenerates 33% more slowly while downed.
    • Smiter’s Boon
      Smite conditions when you use a healing ability.
    • Focus Mastery
      Gain 4 seconds of protection when using a focus ability. Focus abilities have a 20% reduced recharge.
  • Courageous Return
    Virtue of courage is fully recharged when you revive an ally or when you rally. This effect has a 30 second internal cooldown.
    • Stalwart Defender
      Gain 180 additional toughness while wielding a shield. Shield abilities have 20% reduced recharge.
    • Strength in Numbers
      Nearby allies gain up to 150 bonus toughness, based on your effective level. 600 radius.
    • Communal Defenses
      Grant 5 seconds of aegis to allies when you block an attack.
  • Might of the Protector
    Gain 2 stacks of might for 15 seconds when you block an attack. This ability has a 1 second internal cooldown.
    • Altruistic Healing
      Applying a boon to allies also heals you.
    • Monk’s Focus
      Using a meditation skill heals you and grants 4 seconds of fury to allies in a radius. Meditation skills have 20% reduced recharge.
    • Retributive Armor
      Gain up to 250 bonus toughness (based on effective level) when blocking an attack. Gain ferocity based on 13% of your current toughness.

Honor

  • Vigorous Precision
    Gain 5 seconds of vigor when you deliver a critical hit. This effect has a 10 second internal cooldown.
    • Invigorated Bulwark
      Gain increased healing power, each worth up to 50 attribute points (based on effective level) for a period of time each time you block an attack while wielding a mace. Stacks up to 10 times. Mace abilities have 20% reduced recharge.
    • Protective Reviver
      Activate a shield of absorption when you begin reviving an ally (24 second internal cooldown). Upon successful revival, you and each ally gain aegis, protection , and regeneration for 10 seconds.
    • Protector’s Impact
      Create a symbol of protection when you take falling damage. You take 50% less damage when falling.
  • Selfless Daring
    he end of your dodge roll heals nearby allies.
    • Honorable Staff
      Boon duration is increased while wielding a staff. Staff abilities have 20% reduced recharge.
    • Pure of Heart
      Aegis heals when it blocks an attack.
    • Empowering Might
      You and nearby allies gain 5 seconds of might when you land a critical hit.
  • Purity of Body
    Your virtue of resolve passive effect also regenerates endurance by 15%.
    • Pure of Voice
      Allies affected by shouts have 1 condition converted into a boon. Shout abilities have their recharge reduced by 20%.
    • Writ of Persistence
      Symbol s last 2 seconds longer, are larger, and heal allies.
    • Force of Will
      Your vitality is increased by up to 300 points, based on effective level. Healing effectiveness to other allies is increased on a percentage of your vitality. You gain 1% per 100 points of vitality (including base vitality).

Virtues

  • Inspired Virtue
    Virtues apply the following boons to allies when activated: Justice: 3 stacks of might for 5 seconds. Resolve: 5 seconds of regeneration. Courage: 5 seconds of protection.
    • Unscathed Contender
      Deal 20% more damage while under the effects of aegis.
    • Retaliatory Subconscious
      Gain 3 seconds of retaliation and 4 seconds of aegis when stunned, dazed, knocked back, pulled, knocked down, sunk, floated, launched, taunted or inflicted with fear.
    • Master of Consecrations
      Consecrations last 20% longer and have 20% reduced recharge.
  • Virtue of Retribution
    Gain retaliation for 3 seconds when you activate a virtue. Retaliation you applies lasts 25% longer.
    • Supreme Justice
      Virtue of Justice causes burning with 3 strikes instead of 5. When activating virtue of justice, burning duration is increased by 1 second.
    • Absolute Resolution
      Activating virtue of resolve removes 3 conditions from nearby allies. Virtue of Resolve’s passive effect is stronger.
    • Glacial Heart
      Critical hits with hammer chill enemies for 3 seconds. Hammer abilities have 20% reduced recharge.
  • Power of the Virtuous
    Deal 1% extra damage for each boon you have. Virtues recharge 15% faster.
    • Permeating Wrath
      Virtue of Justice’s passive effect no longer only burns your target, but also burns the area around your target each time it activates.
    • Battle Presence
      Nearby allies gain virtue of resolve’s passive effect.
    • Indomitable Courage
      Activating virtue of courage breaks stun and grants 3 stacks of stability for 4 seconds to affected allies. Virtue of courage’s passive effect triggers every 30 seconds, down from 40.

Trait Details

  • Strength in Numbers. Keep close to your party members to share your tougness.
  • If your entire group is ranged, consider swapping to ranged aswell so that you can stick close to them.
  • You have a ton of Aegis in this build, utilize it!
  • Take the hard blows to your face on purpose without taking damage, you even gain might from blocking attacks.
  • Pure of Voice (Honor Grandmaster) is your most important trait, use it well.

 

Variations:
(Absolute Resolution) on the Virtues Line can be swapped for Glacial Heart if you favor the hammer.
(Indomitable Courage) on the Virtues Line can be swapped for Battle Presence.


III. Stat Specifics & Effects

Primary Stats

  • Health 13395 (+1750)
  • Vitality 1175 (+175)
  • Armor 3903 (+1632)
  • Toughness 2632 (+1632)
  • Attack 3115 (+960)
  • Power 1960 (+960)
  • Critical Hit 50% (+50%)
  • Precision 1960 (+960)

Secondary Stats

  • Damage 1155 (+0%)
  • Defense 1271 (+0)
  • Downed Health Degeneration -33 (+-33)
  • Endurance Regeneration 15% (+15%)

Boons

  • Aegis
    Block the next attack.
  • Distortion
    Allows mesmers to evade attacks for some time.
  • Frenzy
    Increases damage taken by 25%. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Frosty Armor
    Chills foes that hit you.
  • Fury
    20% critical chance increase. Stacks in duration.
  • Haste
    Regenerate endurance at 50% effectiveness when under the effects of this skill. It's typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Invulnerability
    Prevents the target from taking damage or receiving conditions. It is also placed on rallied players for one second.
  • Might
    X damage per attack increase. Stacks intensity.
  • Protection
    33% damage reduction. Stacks in duration.
  • Quickening Zephyr
    Prevents healing. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Quickness
    Makes all skills and actions 50% faster.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Rejuvenation
    Regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve.
  • Resistance
    Resistance temporarily negates the affected target of all effects caused by conditions.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Smiting
    Causes every fifth attack to apply burning. This effect is exclusive to the guardian profession.
  • Stability
    Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
  • Stealth
    Allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.

Conditions

  • Agony
    Agony is an effect unique to Fractals of the Mists that removes a percentage of the player's health every second and reduces received healing by ~50%.
  • Bleeding
    Bleeding is a stackable condition that deals damage over time.
  • Blind
    Causes the target's next hit to miss instead.
  • Burning
    Inflicts X damage per second. Stacks in duration.
  • Chilled
    Reduces movement speed and skill recharge by 66%. Stacks in duration.
  • Confusion
    Inflicts X damage each time a foe uses skill. Stacks in intensity.
  • Crippled
    Crippled is a condition which decreases movement speed by 50%. Stacks in duration.
  • Fear
    Causes the target to run directly away from the caster.
  • Immobilized
    Immobilized is a condition which prevents movement and dodging. Victims also can't turn. Stacks in duration.
  • Poison
    Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
  • Slow
    Slow is a condition that reduces the activation time of skills and abilities.
  • Taunt
    Taunt is a control effect that forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.
  • Torment
    Deals damage every second; deals additional damage if moving; stacks intensity.
  • Vulnerability
    Increases damage the target takes by 1%. Stacks in intensity.
  • Weakness
    Causes 50% of attacks to be glancing and reduces endurance regeneration by 50%. Stacks in duration.

Control

  • Break Stun
    Stun break is an effect which can break control effects on a character.
  • Daze
    Interrupts and prevents the target from using skills for a period of time.
  • Float
    Forces the affected target(s) to move towards the surface.
  • Knockdown
    Interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground.
  • Launch
    Interrupts and tosses a character into the air.
  • Pull
    Shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt.
  • Push
    Physically pushes foes away from the player and interrupts them.
  • Sink
    Forces the affected target(s) to move away from the surface.
  • Stun
    Interrupts, immobilizes, and incapacitates foes for a short duration.
  • Teleport
    Teleport to target location.
  • Teleport
    Teleport (alternatively, flash) is a mechanic that causes the user or target(s) to instantly move from one location to another.

Fields & Finishers

  • Dark Field
    Dark Combo Effects

    Blast Finisher: Area Blindness
    Leap Finisher: Blindness
    Projectile Finisher: Life stealing
    Whirl Finsher: Leeching Bolts
  • Ethereal Field
    Ethereal Combo Effects

    Blast Finisher: Area Chaos Armor
    Leap Finisher: Chaos Armor
    Projectile Finisher: Confusion
    Whirl Finsher: Confounding Bolts
  • Fire Field
    Fire Combo Effects

    Blast Finisher: Area Might
    Leap Finisher: Fire Shield
    Projectile Finisher: Burning
    Whirl Finsher: Burning Bolts
  • Ice Field
    Ice Combo Effects

    Blast Finisher: Area Frost Aura
    Leap Finisher: Frost Aura
    Projectile Finisher: Chilled
    Whirl Finsher: Chilling Bolts
  • Light Field
    Light Combo Effects

    Blast Finisher: Area Retaliation
    Leap Finisher: Retaliation
    Projectile Finisher: Remove Condition
    Whirl Finsher: Cleansing Bolts
  • Lightning Field
    Lightning Combo Effects

    Blast Finisher: Area Swiftness
    Leap Finisher: Dazing Strike
    Projectile Finisher: Vulnerability
    Whirl Finsher: Brutal Bolts
  • Poison Field
    Poison Combo Effects

    Blast Finisher: Area Weakness
    Leap Finisher: Weakness
    Projectile Finisher: Poison
    Whirl Finsher: Poison Bolts
  • Revealed
    Revealed is an effect applied when stealth is broken, for example by entering combat or exiting a Shadow Refuge circle prematurely.
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Super Speed
    Activate your slick shoes, enabling you to move at superior speeds.
  • Water Field
    Water Combo Effects

    Blast Finisher: Area Healing
    Leap Finisher: Healing
    Projectile Finisher: Regeneration
    Whirl Finsher: Healing Bolts
Combo
  • Blast Finisher
    Blast Combo Effects

    Dark: Area Blindness
    Ethereal: Area Chaos Armor
    Fire: Area Might
    Ice: Area Frost Aura
    Light: Area Retaliation
    Lightning: Area Swiftness
    Poison: Area Weakness
    Smoke: Area Stealth
    Water: Area Healing
  • Leap Finisher
    Leap Combo Effects

    Dark: Blindness
    Ethereal: Chaos Armor
    Fire: Fire Shield
    Ice: Frost Aura
    Light: Retaliation
    Lightning: Dazing Strike
    Poison: Weakness
    Smoke: Stealth
    Water: Healing
  • Projectile Finisher
    Projectile Combo Effects

    Dark: Life stealing
    Ethereal: Confusion
    Fire: Burning
    Ice: Chilled
    Light: Remove Condition
    Lightning: Vulnerability
    Poison: Poison
    Smoke: Blindness
    Water: Regeneration
  • Whirl Finisher
    Whirl Combo Effects

    Dark: Leeching Bolts
    Ethereal: Confounding Bolts
    Fire: Burning Bolts
    Ice: Chilling Bolts
    Light: Cleansing Bolts
    Lightning: Brutal Bolts
    Poison: Poison Bolts
    Smoke: Blinding Bolts
    Water: Healing Bolts

Stat and Effect Details

  • This build has several finishers, it is a good idea to get to know them well.
  • The only reason you would save your boons is if you are up against an enemy with heavy conditions. Save the shouts for nothing else.
  • "Stand Your Ground" has a Stun Break effect, but that effect is only for you.
    Everything else it does is party-wide
  • Your party is better off with your virtue of justice than you are, so activate it frequently.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Duration:

Utility Nourishment

Duration:

Armor & Runes

Beigarth's Visor
  • Defense: 127
  • Toughness: 63
  • Power: 45
  • Precision: 45
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Beigarth's Pauldrons
  • Defense: 127
  • Toughness: 47
  • Power: 34
  • Precision: 34
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Beigarth's Breastplate
  • Defense: 381
  • Toughness: 141
  • Power: 101
  • Precision: 101
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Beigarth's Warfists
  • Defense: 191
  • Toughness: 47
  • Power: 34
  • Precision: 34
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Beigarth's Tassets
  • Defense: 254
  • Toughness: 94
  • Power: 67
  • Precision: 67
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Beigarth's Greaves
  • Defense: 191
  • Toughness: 47
  • Power: 34
  • Precision: 34
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.

Armor Stat Totals

  • Defense 1271
  • Vitality 175
  • Toughness 539
  • Power 315
  • Precision 315

Rune Bonuses

Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.

Accessories & Jewels

Kodan Prayer BeadsDefensive Slot
  • Toughness: 157
  • Power: 108
  • Precision: 108
Knight's BackDefensive Slot
  • Toughness: 63
  • Power: 40
  • Precision: 40
(Infused)
EttinbandDefensive Slot
  • Toughness: 126
  • Power: 85
  • Precision: 85
(Infused)
Ossa Family Signet RingOffensive Slot
  • Toughness: 126
  • Power: 85
  • Precision: 85
(Infused)
Warmaster's Family HeirloomDefensive Slot
  • Toughness: 110
  • Power: 74
  • Precision: 74
Totem of the GorillaOffensive Slot
  • Toughness: 110
  • Power: 74
  • Precision: 74

Accessory Totals

  • Power:466
  • Precision:466
  • Toughness:692

Weapon Set Sigils

Beigarth's Claymore
  • Weapon Strength: 1045-1155
  • Toughness: 251
  • Power: 179
  • Precision: 179
  • Weapon Strength: -
Sigil of Superior Restoration
Gain Health on Killing a Foe.
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Weapon Set I

Sigil of Superior Restoration

Gain Health on Killing a Foe.

Beigarth's Warhammer
  • Weapon Strength: 1034-1166
  • Toughness: 251
  • Power: 179
  • Precision: 179
  • Weapon Strength: -
Sigil of Superior Restoration
Gain Health on Killing a Foe.
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Weapon Set II

Sigil of Superior Restoration

Gain Health on Killing a Foe.

Beigarth's Impaler
  • Weapon Strength: 950-1050
  • Toughness: 125
  • Power: 90
  • Precision: 90
Beigarth's Trident
  • Weapon Strength: 950-1050
  • Toughness: 125
  • Power: 90
  • Precision: 90

Water Weapon I

Water Weapon II

Upgrade Item Details

  • Remeber to swap between your Greatsword and Hammer very frequently, as this will grant you might.
Note: Anything goes for underwater sigils as two sigils of battle generally won't be utilized well with a ranged and a meele weapon.


V. Basic Gameplay

Applying boons to allies heals you! This is a very important thing to remember while using this build. If you are low on health and your Signet of Resolve and Virtue of Resolve is on recharge, spam your shouts in someones face, not while you are alone.


Main Skill Rotation

Leap of Faith½ 15
Leap at your foe. On hit, blind nearby foes.
Might: 5 sBlind: 3 sCombo Finisher: LeapRange: 600
Symbol of Wrath¼ 20
Symbol. Pierce the ground with a mystic symbol that damages and burns foes while granting retaliation to allies.
Damage (5x): 925x5Retaliation: 1 sCombo Field: Light
Binding Blade¾ 30
Throw blades at your foes, causing damage over time. Bound foes can be pulled to you. The effect ends when a foe moves out of range.
Damage: 369Duration: 10Maximum leash range: 600Combo Finisher: Whirl
Whirling Wrath¾ 10
Spin in place and swing your greatsword while hurling powerful projectiles.
Damage (9x): 1,251Combo Finisher: WhirlRange: 600
Mighty Blow¾ 5
Damage nearby foes with a mighty ground slam.
Damage: 647Radius: 180Combo Finisher: Blast
Hammer Swing½
Strike your foe.
Damage: 296Range: 130
Hammer Bash½
Bash your foe.
Damage: 333Range: 130
Symbol of Protection
Symbol. Create a symbol that gives protection to you and your allies.
Damage: 370Damage (4x): 740x3Protection: 1 sCombo Field: LightRange: 180

  • Open fights with a leap (wait for your mates to put up a combo field if possible)
  • Pop symbol of wrath for retaliation and light field.
  • Pull your foes to you only if they are not within meele range, as the binding blades do damage over time.
  • Spin to win!
  • Hammer time!
  • Use your Mighty Blow in any combo fields that appear
  • Swing your hammer and repeat


VI. Notes

Normally you would swap the hammer for ranged weapons, but in the Volcanic fractal consider swapping the greatsword for a scepter to get another immobilize for the Veterans that hate citizens.


Comments

Post a Comment
@ 11:04 AM, Fri October 16 2015 Reply
I've been using this build with zerk trinkets for the longest time, I find it to be extremely flexible and reliable, works well solo and even better in groups, I hardly ever got downed while still dealing good damage. It certainly is not a pure zerk, or pure support build. This is more for people who are looking for a balanced build that'll work well in every scenario.
@ 11:57 AM, Mon October 19 2015 Reply
wouldnt a soldier set up make more sense? knights seems kinda a waste just for the might building while criting - especially with a hammer since you dont hit that often...the mace neither - greatsword and torch ok..but you have no might duration increases and 5s is low...