In addition Symbols are empowered.!! Honor empowers the Staff, healing-skill and helps us maintaining almost 100 % uptime of Fury and Quickness.!! -! Gear:!! Diviner Trinkets for additional boon-duration + power-damage focus.! Marauder's Armor for power-damage with a focus on empowering critical hit rate and boosting Vitality (max. We empower the Scepter/might-generation and Spirit Weapons, which we can also use on range. In addition we empower the Virtue of Justice to trigger more often and cause cripple, which will then increase our range damage.!! Zeal allows us to inflict Vulnerability when we have Fury. That applies for the Heal as well as for the high damage trap. The traps come in handy, whenever our opponents get too close. We use two traps and fight our enemies preferably ranged. Perfectly viable option for F2P players but otherwise I wouldn't really recommend it unless you really enjoy the playstyle.! Blue Spellcaster! !! Traits:! A mage-build that uses the Dragonhunter Spezialization. Shield of the Avenger however is really underrated, the high uptime of projectile hate and Weakness are probably the best things about the build. Works best when it can stay on the sidelines doing damage, but kind of crumbles fast when focused by multiple enemies as it doesn't have the mobility to kit, healing is really low and its defensive CDs are very limited. It's somewhat versatile at least, so that's a positive, it can share valuable boons including Stability with the team while also having multiple condition removals for allies. The damage is great in certain situations where you can make your enemy actually tank it (like dropping spirit weapons on downed enemies who are being revived), but once you get to a rating where people aren't glued to capture points it's hard to get value out of this build because you don't have the mobility to chase after them and they won't be standing in your symbols and other AoEs, which is where most of the damage comes from. You can use it to rid your team of conditions, pressure multiple opponents or cleave downed enemies.īurn guard always does well in lower tiers but fizzles out as it climbs higher. is by far your strongest ability, and you have to be especially careful with where you place it.When you're being focused try casting it under your feet so that enemies who attack you like Thieves have to either facetank your damage or disengage. Try placing it in a way that it either covers most of the capture point, hits multiple targets, or forces others to dodge through it at a chokepoint. is not easy to place well, it might take some practice.The Weakness could also act as a cover condition for bursts. When used at the right moment, you can protect your team or yourself by destroying projectiles and mitigating strike damage through Weakness. can be used both offensively and defensively, it's one of your strongest skills.Using the F1 too early is a bit risky because then you're going to do next to no damage until it recharges.When you kill an opponent recharges your F1 back, so always use this skill when an enemy is about to be finished off (preferably in range of your temmates because the active can be shared with allies).You want to keep the passive effect most of the time and only use the active when you know your opponent can't cleanse it or when you need a quick burst to secure a kill. Good situational awareness and proper use of CDs distinguish a good Condi Guardian from a dead one. This PvP build lacks toughness, so it may seem pretty squishy at first.If Shelter is interrupted you won't be healed, so try not to walk into skill suchs as an enemy's.Your role is to rotate where the teamfight is and keep doing heavy AoE damage.
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