As mentioned in a prior post, I’d been having a good time with T2 “on farm” with the warrior, who is a hybrid mix of axe berserker and banner/horn support.
A couple days ago, I decided to use some of the “free” 400 gems from the achievement chest to buy a doubled support buff and dump in my support tokens. (One at a freaking time, which led to a hasty rebinding of my mouse wheel – thank you Razer profile management – to left click. Lots of left click.)
After I finished, I noted there was still 15 minutes left on the buff and decided to log off the character to save the time for the next round of support token dumping. Er, voting. Whatever.
Except that I had outsmarted myself in my miserliness since I had used the buff on my farming warrior.
Well, it was way past time to upgrade spikey charr again.
I open world PvE with him a lot, in magic find gear even, and while playing with spirit weapons is fun during the actual combat portion, I couldn’t help but notice that I ended up swapping in Retreat! and Save Yourselves! in between battles simply to get from place to place at a decent clip.
Trying to fit in all the spirit weapon traits also meant I was giving up a decent amount of sword-related and survival/might buff traits too.
Plus, my original fiery dragon sword was reskinned from the cheapest exotic sword I could afford at the time of my first 80 (a mystic forged Rusttooth – yeah, power, vitality, condition damage. Hem.) The focus had equally scatter shot stats and cheap sigils.
And I may have been more than a little drunk when I put four major sigils of divinity on my berserker armor as an experimental stopgap for more expensive superior sigils of divinity. In the cold hard light of relooking at a past decision and numerically adding stuff up, I was getting +20 to all stats, which is a mere blip to performance, most likely, barely noticeable.
Definitely way past time to upgrade.
Ruby orbs went on all six slots of the berserker armor. Berserker trinkets. Used badges of honor to buy new berserker weapons – sword/focus, scepter/shield.
The biggest expenditure, as usual, was the superior sigil of fire and superior sigil of bloodlust on the sword and focus respectively. I’ve gotten fond of the fire sigil after enjoying it on the warrior, but I believe it is possible to do without. It just makes farming mass numbers of mobs a little easier. The bloodlust sigil should be a priority to anyone wanting to solo this with high damage though. 250 power makes quite a difference.
I went cheaper on the ranged weapon, superior sigil of air on the scepter and superior sigil of accuracy for the shield to increase overall crit chance.
Zeal 10: II – Fiery Wrath
Radiance 30: VI – Blind Exposure, X – Powerful Blades, XI – Right Hand Strength
Honor 20: II – Superior Aria, VIII – Empowering Might
Virtues 10: I – Unscathed Contender
Now, I do not claim that this is a good build for WvW, dungeons, or indeed anything group at all. With some 13k hp, you’ll probably fall over whenever something big sneezes that you failed to notice.
What this does do, is output a surprisingly good amount of damage when soloing, while having a decent amount of active defence tools for surviving long enough to burst stuff down. Spamming F1 is bread and butter. It sets stuff on fire (see all the increased damage done to stuff on fire and affected by conditions), makes them vulnerable and blinds them. You have two more blinds in sword 2 and focus 4 to be timed well. Focus 5 is an emergency 3 hit block.
Standard slot skills are Signet of Resolve for a condition clear and a big burst emergency heal. Hold the Line and Save Yourselves to keep layering protection and regeneration, F3 Virtue of Courage may also help protection-wise. Retreat for placing on aegis (see unscathed contender) and for swiftness when traveling, moving, kiting. In cases of major emergency, fire off F2 and F3 and renewed focus then fire virtues once more, but you’re probably in trouble by that point.
This performs on par with my warrior in T2 – which is admittedly not as berserk as pure berserker warriors – but really, 60 odd kills is fine for farming.
I switch Retreat for Smite Condition, which helps to deal a bit more damage and deal with the very minor conditions the Aetherblades apply at Tier 2 of the candidate trials. To address the speed issue, I use Bowl of Sage and Asparagus Salad, which has a 50% chance to give swiftness on kill and supposedly more damage when moving. If you’re feeling richer than me, you could use the seaweed salad version, but I think it’s overkill.
You could also use plenty of other food, like stuff that gives more power or might on kill, or lifesteal on crit, but I like being swift and maneuverable for this horde mode affair.
The recommendation is also to use Potent or Powerful Potions of Outlaw Slaying for a little extra oomph. (I’m not 100% positive that the Aetherblade faction classifies as bandits or outlaws, but it can’t hurt.)
T2 tactics are pretty much kill everything that appears as fast as possible. Punch F1 whenever, let sword autoattack for 2k+ damage each swing, only use sword 3 for a burst/projectile absorb when you know stuff will stand still. You have the option of chasing down plunderers with a swiftness-boosted sword, or quickly switching to scepter and immobilize/smite and autoattack, which will also pound it for 2k-ish damage a hit and kill it relatively fast.
Things to watch out for:
Aetherblade Strikers – can deal a lot of damage with their lightning channel, has a shield that will daze you if you hit it while the shield is up
You do not want to be dazed. It cuts your dps. Wait for the shield to drop, then attack. Hit something else while you’re waiting. But do not forget them or they’ll give you a bad time as the spawn keeps adding up. Prioritize them about the same as plunderers, to be dropped very quickly.
Aetherblade Thumpers – mace wielders, with a highly annoying protective shield that acts like a renewed focus invulnerable.
Same thing. Attacking them when their shield is up is a waste of dps that can be spent downing a grenadier in the same few swings. They also seem to be a touch sturdier than the other mobs. They are melee, so they can be kited and ignored till the field is clear of more important targets.
Aetherblade Thugs – highly annoying immobilize from range, hammer knockdown in melee
These guys will screw you up by setting you up as an unmoving target for other mobs to beat on, and tangle you up when trying to get at a plunderer. Smite condition (or focus 4 or flashing blade teleport if desperate) to deal with the immobilize. Circle strafing in melee (ie. run around it in a tight circle while still in range to hit it with your sword) will generally put you out of range of their very slow to windup hammer knockdown attack, while still taking them down.
Red mortar circle – DODGE. RUN AWAY. DON’T STAY IN THERE. ROCKETS INCOMING. In berserk gear especially, you do not want to tank a single mortar shell.
You can supposedly reflect the mortars as they are projectiles, but I’ve found it easier to just get out of the circle and either continue hitting the mobs around the vicinity, or ambling over to pound the grenadier’s head in. Taking out the operator should shut off the mortar unless something bugs.
Swashbucklers bleed and grenadiers have grenades that chill and apply vulnerability and such depending on the tier. They die fairly easily so you want to be targeting them with extreme prejudice to keep the spawn sizes manageable anyway.
How about T4 though?
The new post-patch T4 was stumping me for a bit, but the two day break from anything achievement-obsessed seems to have done wonders for my gameplay.
I would first of all watch Liefbread’s video of a solo T4 with a berserker thief.
When you are done gnashing your teeth with jealousy over two-hit plunderer kills, a 1200 range pull to yank plunderers further away from aggro zones, and an on-call long duration stealth to break aggro if accidents happen, you can rejoin me in pondering how to get a guardian T4 capable.
The goal, if you will notice in the video, is to kill the plunderers very quickly and very near to their spawn points so that the other veteran mobs react as little as possible. If you kill them fast enough so that their treasure-tossing animation doesn’t complete, the treasure counter does not go down. Break aggro the moment the vets do take notice of you.
The good news is that with the above berserk build, a scepter guardian can take down plunderers solo pretty quickly also, just maybe 1-3 seconds longer than the thief does. (You may want to do a T2 to build 25 stacks of bloodlust first too.)
The bad news is that a guardian has no pull except binding blade (and it’s only 600 range and it’s AoE, yanking a vet with a plunderer would become fairly ugly in short order.)
This means your window of opportunity for killing plunderers is quite a bit smaller, and you risk aggroing stuff a lot more easily than the thief.
While lamenting the lack of anything trap-related (like I saw a ranger and a necro do with their traps/marks) and scrutinizing my skills, this little beauty suddenly came into focus for me. Shrapnel Mine. It can be laid on in advance, it cripples and even does a bit of bleed to help out.
Sure enough, using this got me past post-patch T4.
The idea of the trap is that it trains you to anticipate each plunderer spawn. 5 will spawn from the left side first. The first plunderer on the right side shows up at around 5 minutes 30 seconds. As each plunderer spawns, they trigger the trap and that’s your cue to immobilize them, then smash down smite and autoattack them to death. Don’t bother with shield skills or anything, just let scepter machine gun them down before they can finish their animation.
Later, once you start missing the plunderer spawn because it gets so hectic, the mine can also be used to slow down the laden plunderer’s approach to its spawn point – just make sure you get the correct spawn point. A bit of memory work here, they will return to the same point they spawned from.
You may have to let the right-most plunderer go a couple of times. It’s easier to intercept both the left and middle plunderers without aggroing all and sundry.
To get the right plunderer when things are not so chaotic, approach from the middle and only go close enough to immob the plunderer on the spawn point, just a little before the exact place where it will start treasure tossing. This minimizes the aggro risk.
When you aggro, and you will, kill the plunderer if you can in a few seconds without dying, let it go if you can’t, then drop everything and run behind the rock and a bit further if you need to.
This is when I usually fire Save Yourselves for extra swiftness to break aggro and some protection/regeneration to survive. Since we’re not aiming to actually kill much of anything in T4, switching Smite Condition for Contemplation of Purity may also help to convert the thick layer of conditions that arrive once you attract aggro and keep you alive long enough to run away.
Oh, come on, you scream. Does this mean that only Charr guardians get to manage this?
The real issue, I note, is preventing those sneaky plunderers from dashing off into the big morass of veterans where you dare not attack them, and also preventing them from reaching the point where they throw the treasure for long enough to do damage to them.
One scepter immobilize only goes so far. But I suddenly noticed that a guardian DOES have a second utility immobilize in Signet of Wrath – no weapons need be switched, you want the constant range autoattack damage as your bread-and-butter plunderer killer. It has a slight activation time to get used to, but it’s a handy 3s of immobilize that comes in handy when you’ve already used scepter 3 and when things are hectic with 2 or 3 plunderers in play.
With some patience and practice juggling plunderer spawns and killing them fast enough that they can’t toss their treasure, you too, can manage T4 post-patch.
How about T3?
Well, T3 is sort of a mix of T2 and T4.
You can generally start like T2 and kill stuff in the center. With the amount of damage you output, you can take down a Veteran Grenadier in fairly short order. Things get dicey once the mortar starts firing and the lone Veteran shows up. That Veteran with a gun is a major bane of my existence. It confuses. I hate confuse. Don’t we all? Do anything, including try to remove a condition, and you get hit for ugly amounts of damage.
It is safest to address this one from long range. It actually has a long telegraphed animation where it will pause and charge up its gun. Then it fires a projectile that does the confusing. You could maybe experiment with reflects or projectile absorbs. Or you could try to dodge – count off 2-3 seconds then dodge. I haven’t got the timing quite down pat, but it -is- dodgable and prevents the annoying confuse.
The problem tends to be that it always shows up at the same time as the mortars and a bunch of other spawns so a lot of things are wrestling for your attention and stuff can go wrong in fairly short order. Once you start to lose control of all the spawns, it’s time to break aggro and do like T4 for the remaining time.
I still fail this one with some regularity, mostly because taking risks to defeat more mobs means that plunderers get to sneak by unnoticed and nasty stuff shoots you in the back. But it’s doable.
Zero Aetherblade weapons and counting, by the way.