I’ve been brainstorming build ideas with my guildmates for a bit now and thought I’d share some of the ones I’ve come up with. Note that anything I label as “Idea Phase” is untested and might be broken; that said, feel free to share your thoughts on the builds and maybe we can come up with some awesome stuff. With that said, let’s look at what I call, “The Warhorse” aka “That guy you’re going to have to revive a lot since he keeps jumping into battle.”
There are a lot of support/control WvW builds floating around so I thought I’d try my hand at a build that’s meant to be supported. If I tried this build it’d be with an open mind that it might fail horribly but at least we could see how viable it could be to actually get into the fray and swing your weapon around. This is DEFINITELY NOT a solo-roaming build nor even one you necessarily want to just run when you’re part of a zerg (though almost anything works there). It’s meant for small, disruptive groups like those my guild plans to run around WvW with.
GW2Skills link: http://gw2skills.net/editor/en/?fUAQJASRlYgaCXFyOEgIFRmiVWS7DEs+A/wUoxMC;TgAA2Cvo2xsjYH7Oudk7A
GW2build.com link: http://www.gw2build.com/builds/simulator.php#188.8.131.52.0.0.0.0.0.0.54.63.184.108.40.206.10.12.153.0.0.167.0.0.0.0.0.198.220.127.116.11.0.15.15.0.20.20
A couple controversial things going on here ;D Click past the jump for my justifications/thoughts.
1. Greatsword AND Hammer???
I figure if we’ve got some support builds running around why not go all out offense? Sword/Focus might be a better choice for one of them but here’s why I picked Greatsword/Hammer.
- A very strong chain attack that can hit in a large AoE (similar to a Warrior greatsword)
- A fairly low cooldown symbol that can be used as an easily placed light combo field. Also grants retaliation which may be quite useful when being attacked from range (note that Retaliation was heavily buffed last beta weekend; dealing >300 damage and scaling with Power.
- Two whirl finishers and a Leap finisher.
- An AoE Pull – this seems like it has a lot of potential in WvW for stopping runners that our strike group is hitting.
The Hammer provides:
- A very low cooldown blast finisher.
- A long-range line AoE immobilize (projectile speed is admittedly a bit lower than you’d want but it’s there)
- Very potent single target knockback
- Ring of Warding to block off a smaller chokepoint, keep some enemies from running, or just generally slow the enemy down.
I think it’s pretty clear that, despite them both being 2 handed weapons, there is some pretty significant utility in having both. Shield of Absorption would be really nice to have but the one-handers are probably less useful in a WvW situation than the 2-handers (obvious exception of keeping a scepter with you in case you’re defending a keep from the walls or trying to hit people on the walls of a keep).
Oddly enough I think the Staff might be a better sub-in for one of these weapons if necessary; although I’d only do it if Tome of Wrath really ends up inviable and I want the 25-pointer in Zeal, which brings me to the next point…
2. Tome of Wrath over Tome of Courage!?? WHAAT?
Again, I’m thinking we’re going for an offensive strike force. The 3 second AoE daze and full heal sound great but the heal roots you and has such a long cast, I think you’ll find it hard to use in WvW. Also, while the Daze is great and apparently can hit up to 10 targets… ok I meant this sentence to end with a counter-point against it, but that’s just a really great skill. ANYWAY…
What does Tome of Wrath offer? I never actually really looked that closely at the skills but… they’re actually pretty good! I think they just got outshined by the ridiculousness that is the Tome of Courage’s full heal.
- The no-cooldown attack does decent damage (if the number on the skill is to be believed it’s roughly equivalent to the Hammer’s Mighty Blow in direct damage followed by 2 seconds of burning.
- Bouncing AoE cripple/weakness – still fairly high damage listed on this ability. Could be good for getting away or chasing down people given that you can move now while casting the elites.
- AoE Might and Swiftness – 5 seconds of swiftness and 5 stacks of might that last 10 seconds on a 5 second cooldown. Sounds good, right? Conal AoE though so it could be hard to hit most of the group. Still, great for both chasing and running.
- Zealot’s Fervor – 10 seconds of Fury and 3 seconds of quickness to 10 nearby allies. – This is the key part that I’m picking the elite for. The idea is to be able to help burst down the enemy or finish them off or whatever we need to get done. It’s also nice that it hits 10 allies so if we run a bit more than 5 players it still synergizes well.
- 2 second duration PBAoE knockdown. Again, great for disrupting the enemy. Also, really high damage and a blast finisher.
I think the main difference between this and the Tome of Courage is that I actually like ALL the abilities instead of only wanting to hit 4, 5 and then cancel it. The Warhorse can use it to allow for some very effective ranged bombardment or as protection against a gank (AoE knockdown followed by AoE quickness to group followed by crippling the enemy).
I took the Elite Focus trait; hopefully that makes it last long enough to cast quite a few spells.
I should mention all of this is out the window when defending a keep. Presumably I can get out of combat long enough to switch in Tome of Courage since as of the first beta weekend it worked to full heal keep lords (it still did full heal the guild lord on Foefire last weekend!)
The Utilities are far less controversial.
– Ranged ally revive (unfortunately single-target). Still, seems good to pick someone up from pretty far.
– 5 second stability shout – Obvious utility here
– Ability to jump into the fray, bash some heads in and then panic-teleport back out to a nearby ally with Merciful Intervention.
Targeted Consecration trait + Sanctuary to knock enemies off walls from below
Hold the Line! for a stun-break if that seems necessary?
Hallowed Ground instead of Stand your ground for a longer duration stability thats also a fire field. The longer duration might not be as big a deal in WvW when there would be longer lulls between fights. Stand Your Ground! is instant though which is nice since you can use it mid-cast.
So yeah, that’s the build. Let me know what you think!