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Guild wars 2 sigil of air
Guild wars 2 sigil of air










guild wars 2 sigil of air

While the latter provided more HP, fights took longer to resolve because of the lower Power (-229) and lower Crit multipler (1.85 vs 1.7). Berserker’s Amulet outperformed Knight’s Amulet.I theorycrafted and tried various Hammer / Rifle specs, and here are my conclusions: Narrated PVP Videos “Hammer Gun” Build Overview Lacks stability boon and oh-crap buttons.Sustained condition removal via shouts and Mending.High crit rate (47-56%) triggers crit-based effects: Sigil of Superior Air procs, vulnerability, and bleeds.Ability to skirmish up to 1200 range and handle close-quarters combat.Very good sustained CC capability: 2 knockbacks (one is AOE), a knockdown, an AOE stun, and an AOE fear.While HG lacks stability and doesn’t have particularly high mitigation, the ability to interrupt and lockdown opponents provides high value in group situations and in 1v1s. HG has excellent synergy with Adrenaline, specifically the 3 Adrenaline-based buffs (up to 12% damage, 9% crit, and healing ticks for 360 every 3s) and enabling use of the Hammer burst ability Earthshaker, which is awesome in AOE situations. Although to be fair I do not take the Axe traits with RnG. HG lacks the AOE mobility and endurance effects that the Warhorn provides with RnG, but HG provides far better control, and the dropoff in overall damage from Hammer to Axe hasn’t been that significant. The spec lacks the sustained healing, mitigation, and boon uptime of CH, but the burst and sustained DPS are significantly higher and I can apply meaningful pressure to targets, and the ranged capability of HG is vastly superior.

guild wars 2 sigil of air

HG works well in sPvP and in WvW, just make sure for WvW to take the falling damage trait (Death From Above) instead of Bersker’s Power. After experimenting with various builds I landed on the “Hammer Gun” (HG) build. Hammer has continued to grow on me, and Rifle is an excellent ranged weapon, so I decided to pair those weapons together. “ Captain Hammer” (CH) lacks sufficient DPS to apply meaningful pressure.“ Run and Gun” (RnG) lacks sustained CC to control situations (Axe/Warhorn has no CC capability).I’ve been considering the main thing that is lacking for each of my current Warrior builds in PVP: As I’ve said before, GW2 builds are all about tradeoffs.












Guild wars 2 sigil of air