Here's my mostly final build for this. First and foremost, this is a brawler build. It excels on zerg v zerg battles where you can wreak havoc with stuns and aoes while healing your allies. For anyone who hates annoying things like dying, this is the build for you. I cannot say enough good things about this build for large scale battles. Damage output is modest, but survivability is incredible. With melandru runes, healing signet, adrenal health, and lemongrass poultry, conditions slide off you while you heal for 600-900 per second. Oh and by the way, with this build shouts heal too so the sources of healing are endless.
http://gw2skills.net/editor/?fIIQNBiYDbk0p6N5x2hJOggeohVxWYK0DpHoBZkGA-jkyAYrkRggpCQshkl9KiGbZsIasqZFZlNm6NomcAA-w
Brief explanation of play style:
Movement: Should be on S/WH for movement out of combat, to enter combat, and leave it. #2 lets you leap into combat, and #4 gives swiftness. Try to blow the horn (#4 and #5) immediately before engaging. Once in combat, switch to hammer and play some whack a mole. If you need a quick exit from combat, switch back to S/WH and hit #4 to lose conditions and #2 leap out. I rarely switch weapons while in combat because I hate actually trying to fight with S/WH.
Combat: Basically, go berserk. Seriously. Essentially, your role is to soak up enemy damage, frustrate the enemy, and support your team with shouts. The last thing you want to do with this build is stop moving. Let your team finish off the downed while you find someone else to annoy. I like to look for opportunities for jumping into combat from height so I get that added benefit of launching foes to interrupt/annoy. I rarely ever target one foe, but rather look for clusters of squishies cowering in the back of the enemy zerg to target for earthshakers. I usually pop FGJ first when i need my first healing boost and for team support. Fear me is great for sending foes off cliffs or in the wrong direction if you can cut them off when they try to flee. The stomp utility is one of my favorites. Not only does it grant stability, it also is an aoe launch, so anyone standing by a cliff is going to get a gravity finisher (launched 4 BGs with one last night right near the south garrison vista. that was sweet). I tend to save it for situation where I need to get away, or when a bunch of foes all bunch up to try and rez their buddy. Also, with the tankiness and healing this build gives, you are awesome for getting the downed up, even under heavy AC fire.
Runes and sigils: I used to run soldiers runes but found melandru's stun and condi mitigation is better for large fights. Who needs to cleanse condis when they only last a couple seconds anyway. I run a sigil of life on my hammer and when i have 25 stacks, switch to one with a sigil of paralyzation. Sigil of energy is good if you like to dodge a lot. Sigil of generosity would be great but goes for almost 30g now. Wish I had bought a stack a couple months ago when they were 10g.
BTW, hammer damage is getting a big nerf on Dec. 10. I don't really do much damage to begin with so am not that concerned.
Lastly, do not run this build for solo play or roaming in wvw. The damage is just too low. 1v1 fights last FOREVER, so I ignore small groups and stick with the zerg. Interestingly, most roamers know this build well enough to not bother with you. Even if they do attack, they'll give up after you drag them halfway across the map.
» Edited on: 2013-11-10 08:52:51
» Edited on: 2013-11-10 08:54:15