Warrior WvW | Small Group Sword/Warhorn, Longbow | Support The Hunter

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Summary

This is my guide for a build I came up with, as with all my builds, if it is out there I didn't copy your stuff, I stopped reading other peoples builds a long time ago. Anyway, I've been around WvW for awhile, played Thief (garbage), Necro (Great Fun), and now my Warrior which has become my main. I have played on a two servers, but came back to my home on Anvil Rock recently because the higher tiers have more Zerg v Zerg than I care to experience. I originally created a Warrior for the simple fact that I like getting in the thick of it with a hammer and smashing fools. Well that got old quick, I wasn't killing anyone, just kinda hopping around and stunning. Which don't get me wrong is great, especially when you can tank as well as hit like a tank. But needless to say I got bored with it. My biggest problem was closing the distance when I was getting kited around. I knew I needed some range, I tried Rifle but it wasn't fun, then I tried Longbow. Well, that seemed to be my calling. Without further rambling on, I give you "The Hunter"


I. Weapons and Skills

Rampager's Sword
  • Weapon Strength: 905-1000
  • Precision: 120
  • Power: 85
  • Condition Damage: 85
Rampager's Warhorn
  • Weapon Strength: 814-900
  • Precision: 120
  • Power: 85
  • Condition Damage: 85
Rampager's Longbow
  • Weapon Strength: 920-1080
  • Precision: 239
  • Power: 171
  • Condition Damage: 171
  • Weapon Strength: -
  • Weapon Strength: -
  • Weapon Strength: -
  • Flurry½
    Burst. Immobilize your foes with a flurry of bleeding strikes. Effect increases with adrenaline level.
    x8Bleeding: 2 s (680 damage)Damage (8x): 256Level 1 immobilize: 2 sLevel 2 immobilize: 3 sLevel 3 immobilize: 4 sRange: 130Fury: 3 s
  • Sever Artery
    Bleed your foe with a slash.
    Bleeding: 8 s (340 damage)Damage: 202Range: 130
    • Gash½
      Bleed your foe with a gash.
      Damage: 202Bleeding: 8 s (340 damage)Range: 130
    • Hamstring¼ 15
      Cripple your foe with a precise slash.
      Crippled: 1 sDamage: 252Range: 130
  • Savage Leap¾ 8
    Lunge at your foe and strike them with your sword.
    Damage: 252Crippled: 3 sCombo Finisher: LeapRange: 600
    • 0
    • 0
  • Final Thrust½ 15
    Strike your foe with a powerful thrust that does extra damage versus foes whose health is below 50%.
    Damage: 437Damage under 50% hp: 837Range: 130
    • 0
    • 0
  • Charge½ 16
    Grant swiftness to yourself and allies, while curing chilled, crippled, and immobilized.
    Swiftness: 10 sCures crippledCures immobilizedCures chilledRange: 1,200
    • 0
    • 0
  • Call to Arms½ 16
    Grant vigor to yourself and allies, while weakening nearby foes.
    Vigor: 10 sWeakness: 6 sCombo Finisher: BlastRadius: 600
    • 0
    • 0
  • "To the Limit!"1 30
    Shout. Heals based on current adrenaline level and then grants 25 endurance to yourself and nearby allies.
    Adrenaline: 10Stage 1 heal: 5,880Stage 2 heal: 6,840Stage 3 heal: 8,440
    • 0
  • "For Great Justice!"25
    Shout. Grant fury and might to yourself and allies.
    Fury: 8 sx3Might: 25 sRadius: 600
    • 0
  • "Shake It Off!"25
    Shout. Cure a condition on yourself and nearby allies. Also breaks stuns.
    Radius: 600Breaks stun
    • 0
  • "Fear Me!"60
    Shout. Induce fear in your foes.
    40'-100': 1 s15'-40': 2 s0'-15': 3 s
    • 0
  • Signet of Rage1 60
    Signet Passive: Grants adrenaline.
    Signet Active: Gain fury, might, and swiftness.
    x5Might: 30 sFury: 30 sSwiftness: 30 s
    • 0

Weapon and Skill Details

Longbow- This build focuses on the use of the Long Bow to reach out and touch the baddies. The way this build is set up is to basically become a ranged damage machine while maintaining what I feel is an insane amount of survivability (more to follow on that).

 

Sword/Warhorn-This is my personal preference but really compliments the build. As you will see this build focuses on Bleeds and Condition Removal, as well as mobility. This weapon set provides both. So read on.

 

Healing Surge-Enough said here, you can swap it out but I wouldn't recommend.

 

For Great Justice-As you will see this build thrives on your Shouts. For Great Justice is a must, 8 seconds of Fury as well as 3 Stacks of might. Plus IT REMOVES A CONDITION!!!!

 

Shake it Off-Stun break and Condition Removal, also REMOVES A SECOND CONDITION!!!!!!

 

Fear Me-Basically for those OH S#%T I GOT TWO THIEVES TRYING TO GANK ME moments, plus.......wait for it......it REMOVES A CONDITION!!! See where this is going?

 

Signet of Rage-Pretty self explanatory

 

So please move on to Traits and see how this starts to tie together.


II. Traits

Trait Details

Arms 30- This is somewhat of a Condition, dare I say, Power Hybrid. More toward the Condition though. Taking 30 in Arms not only ups your Condition Damage but also your Precision. If you have ever played a Condition Necro I think you know where this is going. You are going to want to Bleed the S out of your target, making them have to pull back and waste that heal. Well this tree is how we do that. Taking Deep Cuts makes your Bleeds run longer, Opportunist gives you Fury with Long Bow #5, plus you are getting triple adrenaline with every crit thanks to Furious. Your minors aren't too bad, 33% chance to inflict bleeding on crit, increased crit chance on burst skills, and more damage to bleeding foes.

 

Tactics 30-The way I did this tree may be up for discussion, but it's what I like and I'll explain why. Your first major trait, Stronger Bow Strings, well you need it to keep that distance while you are stacking bleeds on your target, Quick Breathing I chose because I like to move, I like to remove conditions, and I personally love the Warhorn. Plus you are essentially removing two conditions on Warhorn #4 if one of them happens to be Cripple, Chill, or Immob. Warhorn #5 Helps too with the extra Vigor and Weakness on the baddie as well as removing a condition. As I will explain later, the Warhorn is kinda my either OH S$#T set or my YOU BETTER RUN BUT I'M GONNA CATCH YOU AND GUT YOU set. You'll see how that works further down the page. Finally taking Vigorous Shouts to give not only you, but your allies in range a nice little heal. It is not all that great, but that little of boost of throwing off 2 or 3 Shouts back to back has saved me enough times for me to use this trait regularly.

 

Discipline 10-I went here just for the Inspiring Shouts. Since we use all shouts why not make them do one thing more. Feel free to move this around, but I personally can't do without.


III. Stat Specifics & Effects

Primary Stats

  • Health 23962 (+4750)
  • Vitality 1391 (+475)
  • Armor 2524 (+397)
  • Toughness 1313 (+397)
  • Attack 2915 (+1049)
  • Power 1965 (+1049)
  • Critical Hit 70% (+70%)
  • Precision 2233 (+1317)

Secondary Stats

  • Bleeding Duration 50% (+50%)
  • Boon Duration 30% (+30%)
  • Burst Recharge 10% (+10%)
  • Condition Damage 1031 (+1031)
  • Critical Damage 35% (+35%)
  • Damage 950 (+0%)
  • Defense 1211 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 526 (+526)

Boons

  • Aegis
    Block the next attack.
  • Distortion
    Allows mesmers to evade attacks for some time.
  • Frenzy
    Increases damage taken by 25%. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Frosty Armor
    Chills foes that hit you.
  • Fury
    20% critical chance increase. Stacks in duration.
  • Haste
    Regenerate endurance at 50% effectiveness when under the effects of this skill. It's typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Invulnerability
    Prevents the target from taking damage or receiving conditions. It is also placed on rallied players for one second.
  • Might
    X damage per attack increase. Stacks intensity.
  • Protection
    33% damage reduction. Stacks in duration.
  • Quickening Zephyr
    Prevents healing. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Quickness
    Makes all skills and actions 50% faster.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Rejuvenation
    Regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve.
  • Resistance
    Resistance temporarily negates the affected target of all effects caused by conditions.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Smiting
    Causes every fifth attack to apply burning. This effect is exclusive to the guardian profession.
  • Stability
    Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
  • Stealth
    Allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.

Conditions

  • Agony
    Agony is an effect unique to Fractals of the Mists that removes a percentage of the player's health every second and reduces received healing by ~50%.
  • Bleeding
    Bleeding is a stackable condition that deals damage over time.
  • Blind
    Causes the target's next hit to miss instead.
  • Burning
    Inflicts X damage per second. Stacks in duration.
  • Chilled
    Reduces movement speed and skill recharge by 66%. Stacks in duration.
  • Confusion
    Inflicts X damage each time a foe uses skill. Stacks in intensity.
  • Crippled
    Crippled is a condition which decreases movement speed by 50%. Stacks in duration.
  • Fear
    Causes the target to run directly away from the caster.
  • Immobilized
    Immobilized is a condition which prevents movement and dodging. Victims also can't turn. Stacks in duration.
  • Poison
    Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
  • Slow
    Slow is a condition that reduces the activation time of skills and abilities.
  • Taunt
    Taunt is a control effect that forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.
  • Torment
    Deals damage every second; deals additional damage if moving; stacks intensity.
  • Vulnerability
    Increases damage the target takes by 1%. Stacks in intensity.
  • Weakness
    Causes 50% of attacks to be glancing and reduces endurance regeneration by 50%. Stacks in duration.

Control

  • Break Stun
    Stun break is an effect which can break control effects on a character.
  • Daze
    Interrupts and prevents the target from using skills for a period of time.
  • Float
    Forces the affected target(s) to move towards the surface.
  • Knockdown
    Interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground.
  • Launch
    Interrupts and tosses a character into the air.
  • Pull
    Shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt.
  • Push
    Physically pushes foes away from the player and interrupts them.
  • Sink
    Forces the affected target(s) to move away from the surface.
  • Stun
    Interrupts, immobilizes, and incapacitates foes for a short duration.
  • Teleport
    Teleport to target location.
  • Teleport
    Teleport (alternatively, flash) is a mechanic that causes the user or target(s) to instantly move from one location to another.

Fields & Finishers

  • Dark Field
    Dark Combo Effects

    Blast Finisher: Area Blindness
    Leap Finisher: Blindness
    Projectile Finisher: Life stealing
    Whirl Finsher: Leeching Bolts
  • Ethereal Field
    Ethereal Combo Effects

    Blast Finisher: Area Chaos Armor
    Leap Finisher: Chaos Armor
    Projectile Finisher: Confusion
    Whirl Finsher: Confounding Bolts
  • Fire Field
    Fire Combo Effects

    Blast Finisher: Area Might
    Leap Finisher: Fire Shield
    Projectile Finisher: Burning
    Whirl Finsher: Burning Bolts
  • Ice Field
    Ice Combo Effects

    Blast Finisher: Area Frost Aura
    Leap Finisher: Frost Aura
    Projectile Finisher: Chilled
    Whirl Finsher: Chilling Bolts
  • Light Field
    Light Combo Effects

    Blast Finisher: Area Retaliation
    Leap Finisher: Retaliation
    Projectile Finisher: Remove Condition
    Whirl Finsher: Cleansing Bolts
  • Lightning Field
    Lightning Combo Effects

    Blast Finisher: Area Swiftness
    Leap Finisher: Dazing Strike
    Projectile Finisher: Vulnerability
    Whirl Finsher: Brutal Bolts
  • Poison Field
    Poison Combo Effects

    Blast Finisher: Area Weakness
    Leap Finisher: Weakness
    Projectile Finisher: Poison
    Whirl Finsher: Poison Bolts
  • Revealed
    Revealed is an effect applied when stealth is broken, for example by entering combat or exiting a Shadow Refuge circle prematurely.
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Super Speed
    Activate your slick shoes, enabling you to move at superior speeds.
  • Water Field
    Water Combo Effects

    Blast Finisher: Area Healing
    Leap Finisher: Healing
    Projectile Finisher: Regeneration
    Whirl Finsher: Healing Bolts
Combo
  • Blast Finisher
    Blast Combo Effects

    Dark: Area Blindness
    Ethereal: Area Chaos Armor
    Fire: Area Might
    Ice: Area Frost Aura
    Light: Area Retaliation
    Lightning: Area Swiftness
    Poison: Area Weakness
    Smoke: Area Stealth
    Water: Area Healing
  • Leap Finisher
    Leap Combo Effects

    Dark: Blindness
    Ethereal: Chaos Armor
    Fire: Fire Shield
    Ice: Frost Aura
    Light: Retaliation
    Lightning: Dazing Strike
    Poison: Weakness
    Smoke: Stealth
    Water: Healing
  • Projectile Finisher
    Projectile Combo Effects

    Dark: Life stealing
    Ethereal: Confusion
    Fire: Burning
    Ice: Chilled
    Light: Remove Condition
    Lightning: Vulnerability
    Poison: Poison
    Smoke: Blindness
    Water: Regeneration
  • Whirl Finisher
    Whirl Combo Effects

    Dark: Leeching Bolts
    Ethereal: Confounding Bolts
    Fire: Burning Bolts
    Ice: Chilling Bolts
    Light: Cleansing Bolts
    Lightning: Brutal Bolts
    Poison: Poison Bolts
    Smoke: Blinding Bolts
    Water: Healing Bolts

Stat and Effect Details

Only thing to say here is that you have no stability. I know that some can't live without it, but if you can get away from the whole "Up in your face" play style you don't need it. I rarely run alone so if I drop someone I can usually kill them before they revive or someone else will. Also since I'm not all up in the middle of the battle and I'm picking people off from a distance I don't really need it. Your Precision sits at 56% with Long bow or 61% with the Sword/Warhorn, but you will ALWAYS have Fury up so go ahead and make that 76% or 81% instead which isn't too shabby.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Tropical Mousse
Duration: 30min
Toughness: 100
Condition Damage: 70
Experience from Kills: 10%
  • (30min)
  • Toughness: 100
  • Condition Damage: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Tuning Crystal
Duration: 30min
Gain Condition damage equal to 6% of your toughness
Gain Condition damage equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain Condition damage equal to 6% of your toughness
  • Gain Condition damage equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Rampager's Draconic Helm
  • Defense: 121
  • Precision: 60
  • Power: 43
  • Condition Damage: 43
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Rampager's Draconic Pauldrons
  • Defense: 121
  • Precision: 45
  • Power: 32
  • Condition Damage: 32
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Rampager's Draconic Coat
  • Defense: 363
  • Precision: 134
  • Power: 96
  • Condition Damage: 96
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Rampager's Draconic Gauntlets
  • Defense: 182
  • Precision: 45
  • Power: 32
  • Condition Damage: 32
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Rampager's Draconic Legs
  • Defense: 242
  • Precision: 90
  • Power: 64
  • Condition Damage: 64
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Rampager's Draconic Boots
  • Defense: 182
  • Precision: 45
  • Power: 32
  • Condition Damage: 32
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.

Armor Stat Totals

  • Defense 1211
  • Vitality 175
  • Toughness 100
  • Precision 419
  • Power 299
  • Condition Damage 299

Rune Bonuses

Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.

Accessories & Jewels

Collar of the First CommissarDefensive Slot
  • Toughness: 157
  • Power: 108
  • Ferocity: 108
Rabid BackOffensive Slot
  • Condition Damage: 63
  • Precision: 40
  • Toughness: 40
(Infused)
Crystalline BandDefensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Ring of Red DeathOffensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74

Accessory Totals

  • Power:580
  • Toughness:197
  • Ferocity:426
  • Precision:358
  • Condition Damage:63

Weapon Set Sigils

Rampager's Sword
  • Weapon Strength: 905-1000
  • Precision: 120
  • Power: 85
  • Condition Damage: 85
Rampager's Warhorn
  • Weapon Strength: 814-900
  • Precision: 120
  • Power: 85
  • Condition Damage: 85
Sigil of Superior Earth
60% chance to do a 5s bleed on critical.
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set I

Sigil of Superior Earth

60% chance to do a 5s bleed on critical.

Sigil of Superior Accuracy

+7% crit chance.

Rampager's Longbow
  • Weapon Strength: 920-1080
  • Precision: 239
  • Power: 171
  • Condition Damage: 171
  • Weapon Strength: -
Sigil of Superior Earth
60% chance to do a 5s bleed on critical.

Weapon Set II

Sigil of Superior Earth

60% chance to do a 5s bleed on critical.

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

Food-I wanted to make up for the lack of Toughness in this build but still add to what we have so I went with Bowl of Tropical Mousse. +100 Toughness and +70 Cond Dmg. Also to add to the Cond Dmg I went with the Tuning Crystal. You could swap that for Prec which you don't really need, or for Power, your choice

 

Armor- I was a bit hesitant about sinking the gold into Rampagers Gear just because of the survivability issue. Well I'm here to tell you, if you play this class like a ranged class, use your condition removals when you should, and know even just a little how to WvW, RAMPAGERS ROCKS......MERICA!!! Well even if you don't like it, it helps with adding more to your bleeds, giving you more damage.

 

Runes-This is where we make our money. Using Soldier Runes adds a bit of Survivability PLUS removes a condition on using a Shout. I don't think this needs explaining. So now you have three Shouts that do their regular awesomeness, heal, gain adrenaline, and remove a condition on use. For the Trinkets I went with Zerker for the Rings and Trinks, give me a bit more of a gain in Direct Damage. I went with Toughness on the Amulet and Cond on the Back Slot, I bit mismatched I know, but trust me when I say it does the job.

 

Sigils-Superior Sigil of Earth on Bow and Sword, 66% to cause bleed on Crit. You are a bleeding machine already, why not add some more. Throw Superior Sigil of Accuracy on the Warhorn for a boost in Precision, change this around if you like.


V. Basic Gameplay

So, because you are pretty smart I think you can see what we have come up with here. This is a build that can't be stopped by Conditions, has very nice AoE, very nice survivability, unbelievable mobility, and can stack enough bleeds in a short amount of time to make that annoying Mesmer pee his pants and run back to his keep. The idea is simple, get your Fury up from one of your three abilities, usually Signet of Rage, and start stacking some bleeds. Any ability you use has a chance to put a bleed on the baddies, including your awesome AoE burst ability on the Long Bow. If you can get in close and land your burst with the sword, I have seen 14 stacks of bleeding just from lunging at them and then using Flurry. This was just as an opener, not even factoring in what I would have on them already if I opened with Long Bow and then switched weapons. Just remember, you are not a front line fighter anymore, you are in the back field preying on unsuspecting baddies from range. Bleeding them, burning them, and if you are lucky gutting them with your sword.


Main Skill Rotation

Signet of Rage1 60
Signet Passive: Grants adrenaline.
Signet Active: Gain fury, might, and swiftness.
x5Might: 30 sFury: 30 sSwiftness: 30 s
Pin Down¾ 25
Fire an arrow that immobilizes the target foe.
Damage: 141x6Bleeding: 12 s (3060)Immobilized: 3 sCombo Finisher: ProjectileRange: 1,500Fury: 3 s
Smoldering Arrow¼ 15
Shoot an arrow that explodes on impact, blinding foes.
Damage: 71Blind: 5 sCombo Finisher: ProjectileRange: 1,500
Fan of Fire¼ 6
Fire a spread of three flaming arrows, burning foes.
Damage (3x): 423x3Burning: 2 s (1968 damage)Combo Finisher: Physical Projectile (20% chance)Range: 1,500
Dual Shot¾
Shoot a pair of arrows at your foe.
Damage (2x): 233Combo Finisher: Projectile (20% chance)Range: 1,500
Dual Shot¾
Shoot a pair of arrows at your foe.
Damage (2x): 233Combo Finisher: Projectile (20% chance)Range: 1,500
Savage Leap¾ 8
Lunge at your foe and strike them with your sword.
Damage: 252Crippled: 3 sCombo Finisher: LeapRange: 600
Flurry½
Burst. Immobilize your foes with a flurry of bleeding strikes. Effect increases with adrenaline level.
x8Bleeding: 2 s (680 damage)Damage (8x): 256Level 1 immobilize: 2 sLevel 2 immobilize: 3 sLevel 3 immobilize: 4 sRange: 130Fury: 3 s
Final Thrust½ 15
Strike your foe with a powerful thrust that does extra damage versus foes whose health is below 50%.
Damage: 437Damage under 50% hp: 837Range: 130

The rotation really is what you need to do to get the job done, as no encounter is the same in WvW, adjust as needed, you have three Shouts to clear conditions and heal you, as well as your Warhorn as a back up. As I said before the Sword/WH set has two purposes. The first is to close the distance and destroy your opponent, Hunt them down if you will. If you are out of Adrenaline, throw some Shouts out there or even use your heal, Savage leap, lock them down with Flurry (gaining Fury if you didn't have it up) and Final Thrust if you need it. The second use for this set is to get the hell outa dodge. Making good use of your Warhorn for speed and condition removal as well as Savage leap gets me out of tight spots 99% of the time. Well give this a try if it perks your interest, if not then don't. I'll take any constructive criticism anyone would like to leave, but if you just want to get on and talk about crunching numbers for stats and how "viable" this build is, and blah blah blah just to let everyone know how smart you are, save it for the Official Forums because I really don't care. This is my build, I like it, I'll use it, and maybe someone else could make good use of it too. Cheers and Beers. Good Luck out there.


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