2.9 Death Warden Theorocrafty 1vx initiator pvp/pve
Guide by Nerevarin Last update at May 26th 2016, 11:38


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CHAPTERS
  • 1. About spec
  • 2. Gear
  • 3. Play with the skill point
  • 4. Buffs
  • 5. Passives
  • 6. Rotations
  • 7. Rest of the skill
  • 8. Disclaimer

About spec

Hello people, I'm Nerevarin
This is my first guide some I try to do my best.

This build meant to be a pvp tank initiator with enough burst damage and good healing solution when you are outnumber or "better" alone.

Pros
High damage
Survivability
Anti push-trip
CC's

Cons
No CC's breaker
Hybrid class

Gear

I'm gonna for this
Basically a mix from cloth/leather armor based on Stamina/Strength/Spirit and Short-spear (you have no alternative sadly) with shield based on Stamina/Healing Power/Defense.
More on the link above, also will find gem for every socket and lunadrops as well buffs and pots.

Play with the skill point

There are a couple of points you can play with in this build.

1. You can switch
for either
for trip or
for stopping the opponent of casting or
for Stan Trip time reduction. I wont recommend to take
it's a good passive but you don't want to trigger Stan Immunity for you opponent.

2. You can change
for
or
or any other skill from Defense or Shadow-play tree, I won't recommend thought cause it's a helpful CC

3. If you feel that something from the Shadow-play tree won't work with your play style you can change it but keep in mind that you need at least 11 to get
and do some serious damage.

Buffs

1. You keep refreshing always on you
and
because the
increase the amount of receiving healing by 15% and if you cast
on you wile under the effect of
,
will heal for 30% more.
Bottom ling always refresh
and


2. Use
wisely since 2.9 has duration of 20sec and restore 120hp/sec and increase Mettle gain x5 when receiving damage. So I advise to use in the burst phase of your opponents rotation.

3.
Executioner button in 2.9 it increase attack speed by 5% and reduces cool-downs by 5% (6% if you have shadow-play warriors flute)(Haven't confirm if the cool-down reduction if it is for all the skill or just Shadow-play's tree, I believe it's for the Shadow-play skills only).

4.
use it wisely, try to figure when the opponent going to trip you and before his action pop
most of the time you have mess his rotation.

Passives

Defense
1.
+
Your blocks rates going insane high
2.
Everyone welcomes more defense
3.
More HP, More HP from
and more HP/s from

I won't recommend to drop any of this

Shadow-play
1.
Critical rate +10% also in 2.9 reduces cool-downs and increases attack speed by 3%
2.
You use your skill faster
And here I won't recommend to drop any of this

Vitalism
1.
resets you healing skills, more heal for you
2.
a good passive if you remove one skill from shadow-play, but I won't go for it

Rotations

1. Ideal rotation for Healing
>
>
>5x
>
>

Stop when you above 80+% of your HPs

2. Ideal rotation for DPS
>
>
>
>
backstab>
>
>
backstab>
>disengage reset and re-engage

Non of the above will happen so mix it up or make it simpler

Rest of the skill

1.
Can't touch you
2.
gap closer or maker depends on the use
3.
gap closer
4.
go phantom

Disclaimer

!REMEMBER!
All of the above are my opinion and you are not obligate to flow with them, in addition I have a little time testing that why I'm writing this a theorocrafty and nothing more. Finally I'm open to comments and criticisms if you keep it civil.

Have fun people
Nerevarin