The power build is superior to the Condi build in terms of damage during short phases and good damage.
Traitlines: Tactics vs Strength
The Strength build allows you to do more of your own damage.
The Tactics build distributes the buff &B8oFAAA= and gives your allies a good DPS increase.
The allows access to another ability that depends on the weapon on the main hand.
The &BoN4AAA= is especially important for this build. With other weapons you can get additional access to -DMG.
&BoN4AAA= has no cool down as long as you hit.
The &BuN2AAA= mode can be extended by skills or by the trait: &BwEIAAA= ]
Especially interesting are skills for extending the &BuN2AAA=:
Adrenaline is a special mechanic of the class . You get adrenaline when you hit something with an attack.
There are 3 levels of adrenaline, when all 3 levels are filled, the can switch to &BuN2AAA= mode. After you are in &BuN2AAA= mode, you can use the exclusive abilities of &BuN2AAA= mode for 10 adrenaline. The Adrenaline Bar will also shrink from 30 adrenaline to 10 adrenaline.
&Bu11AAA= gives you 10 adrenaline, so you can use the primal salve (exclusive skill – main hand weapon dependent) directly.
The trait &B1kFAAA= gives you 2 additional adrenaline points on a critical hit, you will receive these 2 points even after the original salve itself.
sc name=”gw2embed” chatcode=”&B4cFAAA=” ] gives you 5 adrenaline points when you switch weapons. To get the necessary 8 points of adrenaline for the next salve you need either 3 hits with the axe, or one hit and a weapon change.
The elite ability &Bod2AAA= gives you 30 adrenaline and therefore a full adrenaline bar. So it’s a good idea to start the fight with this skill if you couldn’t get adrenaline anywhere before (PreEvents)
Axe / Axe are your main weapons for damage.
For damage, mace / mace is a very good choice.
If you don’t need weapons for CC, you can put one axe in the main hand of one weapon set and the other axe in the side hand of the other weapon set … then you can do and get 5 adrenaline.
Your Healskill &Bu11AAA= is a key piece of your rotation and is actively used.
The &BkQ4AAA= is taken for the 180 power that the passive effect of this sigil gives. So it is not actively pressed.
The &Bkc4AAA= and the &BkU4AAA= will occupy the other two help skill slots.
If there is another warrior in the squad, you can also split the banners and take another skill instead.
&Bod2AAA= will give you maximum adrenaline and deal 300 damage. &Bod2AAA= can be exchanged with the &BlM4AAA= if the squad needs it. The biggest advantage of this standard is that it spreads fury across the group
In general, you play with the &AgbyYAAA, but you must “flank” the boss, i.e. be on his side or back.
With bosses like , , this can be difficult, and with and it is almost impossible.
In some cases you can use the &AhmTYAAA which is a bit weaker, but whose condition that the enemy must have <50% health is almost certainly valid for 50% of the time. Unfortunately, there is no suitable build for the &AhmTYAAA with &B/gDAAA=, so in the remaining cases you play the &AgYEYQAA. This is ideally as strong as the &AhmTYAAA and can be integrated into a &B/gDAAA= build, but worse under poor healing conditions.
So the general order is as follows:
Finally, there are a few nuances in the &AhmTYAAA that you need to be aware of when…
However, these factors are only relevant in well-rehearsed groups and are therefore not considered here.
The important banners are: &BkU4AAA=, &Bkc4AAA= and the &BlM4AAA= …
You can place the banners even before you start the fight or while you run in. You should either place them where you are fighting or if the boss or tank has to move, you can also place the banners to cover 2 stations at once.
If you pick up banners, you get 60 seconds of cool down reduction. The effect of banners is increased by the trait: &B8wFAAA=