Abolisher PvP build auramancy battlerage defense dps pve pvp tank
Guide by Hynips Last update at Oct 1st 2014, 00:31


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Thoughtprocess behind the build



This build enables you to fight both larger groups of enemies, as well as single players. It is ment to be played with full plate armour, but leather isn't a terrible choice either. With this build I use an one-handed weapon and a shield.

Strong Points


This build has incredible maneuverability. It is virtually unable to get away from you once you've closed the distance in the first place. Using
,
and
to catch up with opponents is not only effective, but also extremely satisfying.

Naval combat is insanely fun, because you can jump from a clipper to another with
, and stay alive with
after blowing all AoE cooldowns.

Weaknesses



The weakness is heavy CC spellcasters. This build provides the tools to conbat them, but once
and
run out you can find yourself in big trouble. I find myself trying to finish these foes off as soon as the fight breaks out, since the defensive capabilities against physical damage are extremely high.

Skill breakdown



Battlerage


I am not using
in my build, as the two second GCD is too restricting, and because of high parry chance due to
, my
proccs insanely often, letting me spam
against multiple opponents.
is something I've experimented with, but haven't had the best success against anything else but archers, and their arrowspamming. Rest of the skills are pretty self-explanatory and needs no reasoning.

Defense


I'm running both of the buffs for extra mettle. I don't think
is extremely strong by itself, but the mettle gives insane burst for
/
+
combo. There's always the
+
combo if you need a longer CC, and they're both strong interrupts, which you need against casters. I left out ursine roar, because my defence skills are extemely defensive, and situational. There's no point having things such as shield slam come off cooldown 20% faster when I'm not even using it more than when I direly need it.

Auramancy


Auramancy has been added here mainly for
,
and
. Rest of the abilities are okay at most, except
and
. 4th slot should go to either one of those, depending on your preference and the need of your group's. From passives,
is something I'd like to get, but it'd force me to pick bunch of useless skills in order to get it.