Condition Warrior Builds
WNxTyphoon
Any advice would be appreciated Also, has Burning been established as a true condition yet? Will it trigger "Victory Is Mine!" and Fragility?
Warrior / Mesmer
Assumed items:
+1 to Strength
+2 to Swordsmanship
Attributes: (cost)
Strength: 10+1 (61)
Swordsmanship: 10+2 (61)
Illusion Magic: 11 (77)
Total attribute points used: 199/200
Skills:
1) Sever Artery (availability) - (4a,0,0) If this attack hits, the opponent will begin bleeding for 21 seconds, losing health over time.
2) Gash (availability) - (7a,0,0) If this attack hits a bleeding foe, you strike for 8 more damage and that foe suffers a deep wound, lowering that foe's maximum health by 20% for 17 seconds.
3) Hamstring (availability) - (10,0,15) If this attack hits, your target is crippled for 13 seconds, slowing his movement.
4) Final Thrust (availability) - (10a,0,0) Lose all adrenaline. If Final Thrust hits, you deal 32 more damage. This damage is doubled if your target was below 50% health.
5) "Victory Is Mine!" (availability) (elite) - (5,0,15) You gain 10 health and 5 energy for each condition suffered by adjacent foes. This is an elite skill.
6) Fragility (availability) - (15,1,15) For 16 seconds, target foe takes 26 damage each time that foe suffers or recovers from a new condition.
7) Epidemic (availability) - (15,2,15) All negative conditions target foe suffers from are spread from target foe to nearby foes.
8) Frenzy (availability) - (5,0,4) For 8 seconds, you attack 35% faster but take double damage.
Would Skull Crack be a better fit instead of Final Thrust? I kind of like the idea of spreading Daze around
What about Berserker Stance instead of Frenzy?
And what do you think about Desperation Blow?
Warrior / Mesmer
Assumed items:
+1 to Strength
+2 to Swordsmanship
Attributes: (cost)
Strength: 10+1 (61)
Swordsmanship: 10+2 (61)
Illusion Magic: 11 (77)
Total attribute points used: 199/200
Skills:
1) Sever Artery (availability) - (4a,0,0) If this attack hits, the opponent will begin bleeding for 21 seconds, losing health over time.
2) Gash (availability) - (7a,0,0) If this attack hits a bleeding foe, you strike for 8 more damage and that foe suffers a deep wound, lowering that foe's maximum health by 20% for 17 seconds.
3) Hamstring (availability) - (10,0,15) If this attack hits, your target is crippled for 13 seconds, slowing his movement.
4) Final Thrust (availability) - (10a,0,0) Lose all adrenaline. If Final Thrust hits, you deal 32 more damage. This damage is doubled if your target was below 50% health.
5) "Victory Is Mine!" (availability) (elite) - (5,0,15) You gain 10 health and 5 energy for each condition suffered by adjacent foes. This is an elite skill.
6) Fragility (availability) - (15,1,15) For 16 seconds, target foe takes 26 damage each time that foe suffers or recovers from a new condition.
7) Epidemic (availability) - (15,2,15) All negative conditions target foe suffers from are spread from target foe to nearby foes.
8) Frenzy (availability) - (5,0,4) For 8 seconds, you attack 35% faster but take double damage.
Would Skull Crack be a better fit instead of Final Thrust? I kind of like the idea of spreading Daze around
What about Berserker Stance instead of Frenzy?
And what do you think about Desperation Blow?
Bgnome
Quote:
Originally Posted by Typhoon
Any advice would be appreciated Also, has Burning been established as a true condition yet? Will it trigger "Victory Is Mine!" and Fragility?
freyas uses burning with fragility in this build:
http://www.guildwarsguru.com/content...s-2-id1111.php
http://www.guildwarsguru.com/content...s-2-id1111.php
Sausaletus Rex
Burning is definitely a condition.
I've got to say while I'm sure hose three builds can be tweaked a bit, that the central idea of stacking Conditions, using Epidemic to spread those conditions, then using Victory is Mine! to exploit those conditions is one I like...
I've got to say while I'm sure hose three builds can be tweaked a bit, that the central idea of stacking Conditions, using Epidemic to spread those conditions, then using Victory is Mine! to exploit those conditions is one I like...
Rellok
I've been considering a conditions build using a War/Nec. I guess not devoting to conditions, but bleeding is a nice thing to spread, as is deep wound, and possibly weakness. I'm very curious to see what people say about this build, as mine is not as focussed as it could be, and it seems to me that for focussed conditions, Mesmer is a pretty integral part. Although I have considered using Epidemic as my Elite.
I'm not sure that Berserker Stance is a good thing to go with in this build. Being that you want to be inflicting Conditions, and you need skills to do it. If you are just using it to innitially charge up your adren skills, maybe, but as soon as you use one it's done. I might think of Hundred Blades instead? Epidemic is really only effective if there is more than one person around, so if you maneuver your character into the optimal space, you should be able to get at least 4 hits out of HB, and Sever artery is charged up, Hamstring, and one more regular attack and You can Gash, giving you 3 conditions to spread. Going with the innitial method, you would need 5 regular attacks, and then the string of conditions. Here's why, you need 5 attacks to get an additional 1 hit of adren. I don't think 4.8 rounds up to 5 (please correct me if I am wrong) so you have 3.75 units of regular attack time, +3 full units, so 6.75. The innital method gives it to you in 5 units. It takes 7 units IF you can not hit 2 people. Anyway, something to try out both ways.
I'm also not sure you will be able to do this with the warriors energy pool. You only have 20 to start with. If you don't use hamstring, you should be fine, but if you use that in the most logical order you use 25 with just hamstring and epidemic, and that's not counting Fragility. Ideally you want someone to get Fragility before you add the conditions. Timing would be iffy, but again, I'm really curious to hear what others have to say as I really would like to add some condition potency to my W/N and some useable Elite would be nice as well.
Matt
I'm not sure that Berserker Stance is a good thing to go with in this build. Being that you want to be inflicting Conditions, and you need skills to do it. If you are just using it to innitially charge up your adren skills, maybe, but as soon as you use one it's done. I might think of Hundred Blades instead? Epidemic is really only effective if there is more than one person around, so if you maneuver your character into the optimal space, you should be able to get at least 4 hits out of HB, and Sever artery is charged up, Hamstring, and one more regular attack and You can Gash, giving you 3 conditions to spread. Going with the innitial method, you would need 5 regular attacks, and then the string of conditions. Here's why, you need 5 attacks to get an additional 1 hit of adren. I don't think 4.8 rounds up to 5 (please correct me if I am wrong) so you have 3.75 units of regular attack time, +3 full units, so 6.75. The innital method gives it to you in 5 units. It takes 7 units IF you can not hit 2 people. Anyway, something to try out both ways.
I'm also not sure you will be able to do this with the warriors energy pool. You only have 20 to start with. If you don't use hamstring, you should be fine, but if you use that in the most logical order you use 25 with just hamstring and epidemic, and that's not counting Fragility. Ideally you want someone to get Fragility before you add the conditions. Timing would be iffy, but again, I'm really curious to hear what others have to say as I really would like to add some condition potency to my W/N and some useable Elite would be nice as well.
Matt
Sausaletus Rex
Jeez! You are one nasty little caster-hater, Typhoon...
Quote:
Originally Posted by Typhoon
Quote:
Is Skull Crack better than Final Thrust in this build?
Dazed only shines when you can keep on a target in order to keep them from casting entirely. By itself it sure hurts with that extrended casting time but it's not removing a caster from the field of play the way it is when a Dazed player is targeted.
Still, if you can spread it around that's one more Condition for your ViM! and one more condition the other team has to deal with removing because if they don't it's screwing up their casters. The problem is that 10 adrenal charges you'll need for Skull Crack. That's a lot of hits before you can use it even with Berzerker Stance. But, yeah, I think I'd take that over Final Thrust. I'm not high on Final Thrust, anyway.
Still, if you can spread it around that's one more Condition for your ViM! and one more condition the other team has to deal with removing because if they don't it's screwing up their casters. The problem is that 10 adrenal charges you'll need for Skull Crack. That's a lot of hits before you can use it even with Berzerker Stance. But, yeah, I think I'd take that over Final Thrust. I'm not high on Final Thrust, anyway.
Dovi the Monk
i might say a little bit of stuff from all the builds...
warrior/mesmer
1) Sever Artery (availability) - (4a,0,0) If this attack hits, the opponent will begin bleeding for 21 seconds, losing health over time.
2) Gash (availability) - (7a,0,0) If this attack hits a bleeding foe, you strike for 8 more damage and that foe suffers a deep wound, lowering that foe's maximum health by 20% for 17 seconds.
3) Hamstring (availability) - (10,0,15) If this attack hits, your target is crippled for 13 seconds, slowing his movement.
4) Berserker Stance (availability) - (5,0,30) For 10 seconds, you attack 33% faster than normal and gain 20% more adrenaline each time you hit in melee. Berserker Stance ends if you use a skill.
5) "Victory Is Mine!" (availability) (elite) - (5,0,15) You gain 10 health and 5 energy for each condition suffered by adjacent foes. This is an elite skill.
6) Fragility (availability) - (15,1,15) For 16 seconds, target foe takes 26 damage each time that foe suffers or recovers from a new condition.
7) sprint - run faster : )
8) galrath slash - +32 damage if hits (8 adren? i think)
now the main focus instead of taking another 15 enregy skill(epidemic) we would just take them out one at a time. get them with berserker stance right away, then cast fragility once u get a few hits, few more hits u hit sever, folloewed by gash, galrath somce nice damage, after that wait for like 13 ewnergy back up hit them with hamstring followed by victory is mine i guess, some health energy for another berserker maybe. if u find that victory is mine is not enough health/energy when u r only killing one target at a time u could switch it out for skull crack. the only problem i can see is a huge lack of self healing, ull be very monk dependent especially without Vic is mine.
warrior/mesmer
1) Sever Artery (availability) - (4a,0,0) If this attack hits, the opponent will begin bleeding for 21 seconds, losing health over time.
2) Gash (availability) - (7a,0,0) If this attack hits a bleeding foe, you strike for 8 more damage and that foe suffers a deep wound, lowering that foe's maximum health by 20% for 17 seconds.
3) Hamstring (availability) - (10,0,15) If this attack hits, your target is crippled for 13 seconds, slowing his movement.
4) Berserker Stance (availability) - (5,0,30) For 10 seconds, you attack 33% faster than normal and gain 20% more adrenaline each time you hit in melee. Berserker Stance ends if you use a skill.
5) "Victory Is Mine!" (availability) (elite) - (5,0,15) You gain 10 health and 5 energy for each condition suffered by adjacent foes. This is an elite skill.
6) Fragility (availability) - (15,1,15) For 16 seconds, target foe takes 26 damage each time that foe suffers or recovers from a new condition.
7) sprint - run faster : )
8) galrath slash - +32 damage if hits (8 adren? i think)
now the main focus instead of taking another 15 enregy skill(epidemic) we would just take them out one at a time. get them with berserker stance right away, then cast fragility once u get a few hits, few more hits u hit sever, folloewed by gash, galrath somce nice damage, after that wait for like 13 ewnergy back up hit them with hamstring followed by victory is mine i guess, some health energy for another berserker maybe. if u find that victory is mine is not enough health/energy when u r only killing one target at a time u could switch it out for skull crack. the only problem i can see is a huge lack of self healing, ull be very monk dependent especially without Vic is mine.
Kraav
Skull Crack is ok nothing great. Rex summed it up.
Final Thrust is a must keep if you are running swords.
Final Thrust is a must keep if you are running swords.
Shrapnel_Magnet
The Warrior/Mesmer build that Typhoon put together seems pretty energy strapped. Epidemic and Fragility are both costly spells to a warrior... it might be best to sub out Fragility with something else from the Mesmer line that can give you some Energy... namely Energy Tap or even Inspired Hex (just to be helpful if you can...) or both of them together. Both are only 5 Energy, although, they take 20 seconds to recharge.
Dunno, maybe I'm underestimating the energy reserves of the Warrior.
Dunno, maybe I'm underestimating the energy reserves of the Warrior.
WNxTyphoon
Victory is Mine *should* net some nice energy
Sausaletus Rex
You're underestimating Victory is Mine! All Typhoon would need is two opponents nearby caught by the Epidemic of Sever+Gash(+Crack, too) and he's got full energy. A focus linked to Illusion will let him cast to set things up but once he starts rolling, he can cast his ViM! once every 15 seconds immediately following his Sever+Gash combo and be sure of picking up at least +10 energy from a single target. ViM! is a shout, shouts are instant cast, the time it takes to set up that energy gain, then, is the time it takes between Sever and Gash landing because you can shout out just as soon as you connect with Gash, that should be quicker than most anyone can remove those conditions.
He will suck up a lot of energy, though, so I'd drop Fragility in favor of something else, myself, although I'm not sure what to place there. You could split Illusion to pick up some Inspiration, I suppose for something there because there's not much in Illusions for this build, really.
He will suck up a lot of energy, though, so I'd drop Fragility in favor of something else, myself, although I'm not sure what to place there. You could split Illusion to pick up some Inspiration, I suppose for something there because there's not much in Illusions for this build, really.
Shrapnel_Magnet
IRT Post #9
That's why I should always read things more carefully, eh?
But seriously, besides the fact that I thought I looked through the build and didn't see that... Fragility is mostly wasted here, in my opinion. It's costly and it can probably be replaced... you're dumping 11 points into Illusion for it, where you could either put those points into your swordsmanship + strength or simply switch to another skill or another skill line... just my thoughts.
That's why I should always read things more carefully, eh?
But seriously, besides the fact that I thought I looked through the build and didn't see that... Fragility is mostly wasted here, in my opinion. It's costly and it can probably be replaced... you're dumping 11 points into Illusion for it, where you could either put those points into your swordsmanship + strength or simply switch to another skill or another skill line... just my thoughts.
Rellok
Quote:
Originally Posted by Sausaletus Rex
two opponents nearby caught by the Epidemic of Sever+Gash(+Crack, too) and he's got full energy.
Right, that's what I was trying so unelloquently to say. If he is doing that, his energy levels will be great. But as soon as you try to add hamstring and or fragility in there, figuring out the best place for your ViM is a concern.
ViM is also only adjacent foes, so not positioning is a concern. When it's working, I'm sure it's potent, and even if you only get 2 conditions on 1 opponent, you gain energy using it, so it's still helpful. I've been considering a build based on ViM, and was thinking of doing that with my War/Nec, but the condition based skills that would help me add don't seem to be all that much fun
Matt
ViM is also only adjacent foes, so not positioning is a concern. When it's working, I'm sure it's potent, and even if you only get 2 conditions on 1 opponent, you gain energy using it, so it's still helpful. I've been considering a build based on ViM, and was thinking of doing that with my War/Nec, but the condition based skills that would help me add don't seem to be all that much fun
Matt
WNxTyphoon
Would it be effective to switch to axes instead just because you can get all of the conditions through adrenaline?
Is Fragility not going to be doing enough damage for what it costs?
Would it be viable if I used a focus in the offhand?
An extra 26 damage (and an extra 26 for when the effect goes away)whenever I use any of my attack skills (assuming I use Skull Crack instead of Final Thrust) seems to be fine to me
Is Fragility not going to be doing enough damage for what it costs?
Would it be viable if I used a focus in the offhand?
An extra 26 damage (and an extra 26 for when the effect goes away)whenever I use any of my attack skills (assuming I use Skull Crack instead of Final Thrust) seems to be fine to me
Rellok
Yeah, axes may be the way to go, they would save energy and you can attack just as fast while putting conditions on through adrenaline. You still only get 3 conditions, and you get weakness instead of bleeding (dot) but in terms of conditions being the concern, axes certainly can be argued the better path.
I often thought about the greatness of Fragility, however, in a build like this, I would say you should probably consider the beginning damage with each condition, not necessarily the ending. Crippled can be up to 13s, I'm not sure what the default War duration, but Weakness and Deep Wound are both 17s. When focus-firing, I would imagine your foe to be dead within 15s, maybe not, but there is the time before you get the conditions on, where you are charging adrenaline so you're looking maybe in the 22-25s range before you get the conditions ending (barring removal).
I think it may still be worth it if you are going to pair up with a Elementalist or Ranger who can inflict burning, or blindness, or some other condition, and possibly still even if not. But it would be really good with others to exploit the Fragility as well.
Good luck,
Matt
I often thought about the greatness of Fragility, however, in a build like this, I would say you should probably consider the beginning damage with each condition, not necessarily the ending. Crippled can be up to 13s, I'm not sure what the default War duration, but Weakness and Deep Wound are both 17s. When focus-firing, I would imagine your foe to be dead within 15s, maybe not, but there is the time before you get the conditions on, where you are charging adrenaline so you're looking maybe in the 22-25s range before you get the conditions ending (barring removal).
I think it may still be worth it if you are going to pair up with a Elementalist or Ranger who can inflict burning, or blindness, or some other condition, and possibly still even if not. But it would be really good with others to exploit the Fragility as well.
Good luck,
Matt
Sausaletus Rex
Color me a newb. Skull Crack and ViM! are elite. You can't have them on the same skill bar. So, no, Skull Crack isn't better than Final.
Quote:
Originally Posted by Typhoon
Quote:
Is Fragility not going to be doing enough damage for what it costs?
It's worth it. The question is if you can afford it. I'd rather have it off this character and to have a teammate cast it for you.
WNxTyphoon
The sad part is... I've used skull crack before... back when it was called Jawbreaker too...
torry
Was just to comment on SCrack being elite, but luckily saw SRex noting it.
I would disagree that Final Thrust is better than Skull Crack.
FT is not Elite either for that matter.
Final Thrust is just damage. Skull Crack will disable a caster if you stay on target. Nothing sweeter than casting it on a healer, although hard to get it to stick with their 1 sec casts.
I would disagree that Final Thrust is better than Skull Crack.
FT is not Elite either for that matter.
Final Thrust is just damage. Skull Crack will disable a caster if you stay on target. Nothing sweeter than casting it on a healer, although hard to get it to stick with their 1 sec casts.
FireMarshal
If I were to use ViM, I'd make the build like the following. You have Plague Touch for giving back conditions, which result in more Energy from ViM, Signet of Agony for a no energy cost damage, then touch bleeding to someone else. Life Siphon is there for some side healing.
Class: Warrior / Necromancer
Attributes: (cost)
Strength: 10 (61)
Axe Mastery: 11 (77)
Tactics: 4 (10)
Blood Magic: 9 (48)
Total attribute points used: 196/200
Skills:
1) Berserker Stance (availability) - (5,0,30) For 9 seconds, you attack 33% faster than normal and gain 20% more adrenaline each time you hit in melee. Berserker Stance ends if you use a skill.
2) Dismember (availability) - (7a,0,0) If it hits, this axe blow will inflict a deep wound on the target foe, lowering that foe's maximum health by 20% for 16 seconds.
3) Axe Rake (availability) - (7a,0,0) If this attack hits a foe suffering from a deep wound, you strike for +7 damage, and that foe becomes crippled.
4) Axe Twist (availability) - (8a,0,0) If this attack hits a foe suffering from a deep wound, you strike for 15 more damage and that foe suffers from weakness.
5) "Victory Is Mine!" (availability) (elite) - (5,0,15) You gain 25 health and 5 energy for each condition suffered by adjacent foes. This is an elite skill.
6) Life Siphon (availability) - (10,2,2) For 20 seconds, target suffers health degeneration of 3 and you gain health regeneration of 3.
7) Signet of Agony (availability) - (0,1,15) Sacrifice 36 health and suffer from bleeding. All nearby foes take 30 damage.
8) Plague Touch (availability) - (5,1,0) Transfer a negative condition from yourself to target touched foe.
Class: Warrior / Necromancer
Attributes: (cost)
Strength: 10 (61)
Axe Mastery: 11 (77)
Tactics: 4 (10)
Blood Magic: 9 (48)
Total attribute points used: 196/200
Skills:
1) Berserker Stance (availability) - (5,0,30) For 9 seconds, you attack 33% faster than normal and gain 20% more adrenaline each time you hit in melee. Berserker Stance ends if you use a skill.
2) Dismember (availability) - (7a,0,0) If it hits, this axe blow will inflict a deep wound on the target foe, lowering that foe's maximum health by 20% for 16 seconds.
3) Axe Rake (availability) - (7a,0,0) If this attack hits a foe suffering from a deep wound, you strike for +7 damage, and that foe becomes crippled.
4) Axe Twist (availability) - (8a,0,0) If this attack hits a foe suffering from a deep wound, you strike for 15 more damage and that foe suffers from weakness.
5) "Victory Is Mine!" (availability) (elite) - (5,0,15) You gain 25 health and 5 energy for each condition suffered by adjacent foes. This is an elite skill.
6) Life Siphon (availability) - (10,2,2) For 20 seconds, target suffers health degeneration of 3 and you gain health regeneration of 3.
7) Signet of Agony (availability) - (0,1,15) Sacrifice 36 health and suffer from bleeding. All nearby foes take 30 damage.
8) Plague Touch (availability) - (5,1,0) Transfer a negative condition from yourself to target touched foe.
Xma
I would advise to make room for a distracting blow, to interrupt them when they'll either dispell fragility, or cure themselves from all the conditions (if you're not using fragility).
And once you get that build going to the tombs next BWE, drop a line at "Pol Nedra", my fragility ranger... I'm sure we could have some monk-killing fun
And once you get that build going to the tombs next BWE, drop a line at "Pol Nedra", my fragility ranger... I'm sure we could have some monk-killing fun
Draken
Its been a while since i used epidemice but when i did it was lame it had an effective range of almost 0 have they changed this?
i would also suggest looking at phantom pain for its nice deepwound condition and you can use it to cover fragility so it doesn't get removed. Dont know what skill you would drop for it though or if you would have enough energy.
i would also suggest looking at phantom pain for its nice deepwound condition and you can use it to cover fragility so it doesn't get removed. Dont know what skill you would drop for it though or if you would have enough energy.
ratatass
I heard that the range of Epidemic had been increased ? Is that so ? And what is the range of Victory is Mine ?
Hopefully the range of Epidemic and ViM! are about the same ?
Hopefully the range of Epidemic and ViM! are about the same ?
Xellos
Victory is Mine! is going to be more overused then War/Monk at this rate.
Rex, I'd like to ask a question. All the builds for ViM seem to not take advantage of the mana given. You said the whole purpose of ViM is mana. But with nearly every build posted on this forum/site, there's not much to capitalize on. There isn't a power attack or anything. I'd like to know why.
Rex, I'd like to ask a question. All the builds for ViM seem to not take advantage of the mana given. You said the whole purpose of ViM is mana. But with nearly every build posted on this forum/site, there's not much to capitalize on. There isn't a power attack or anything. I'd like to know why.
grimmolly
Cough* Cough*
It's been done and I did it weeks ago. I've been working into a condition team strategy since then. I also decided hamstring is a good thing to spread.
http://www.guildwarsguru.com/forum/s...ead.php?t=1282
Quote:
Originally Posted by Xellos
It's been done and I did it weeks ago. I've been working into a condition team strategy since then. I also decided hamstring is a good thing to spread.
http://www.guildwarsguru.com/forum/s...ead.php?t=1282
Quote:
Victory is Mine! is going to be more overused then War/Monk at this rate.
Rex, I'd like to ask a question. All the builds for ViM seem to not take advantage of the mana given. You said the whole purpose of ViM is mana. But with nearly every build posted on this forum/site, there's not much to capitalize on. There isn't a power attack or anything. I'd like to know why.
Rex, I'd like to ask a question. All the builds for ViM seem to not take advantage of the mana given. You said the whole purpose of ViM is mana. But with nearly every build posted on this forum/site, there's not much to capitalize on. There isn't a power attack or anything. I'd like to know why.
Cain
Quote:
Originally Posted by Sausaletus Rex
You're underestimating Victory is Mine! All Typhoon would need is two opponents nearby caught by the Epidemic of Sever+Gash(+Crack, too) and he's got full energy. A focus linked to Illusion will let him cast to set things up but once he starts rolling, he can cast his ViM! once every 15 seconds immediately following his Sever+Gash combo and be sure of picking up at least +10 energy from a single target. ViM! is a shout, shouts are instant cast, the time it takes to set up that energy gain, then, is the time it takes between Sever and Gash landing because you can shout out just as soon as you connect with Gash, that should be quicker than most anyone can remove those conditions.
Victory is Mine! Is incredibly sick when you make a team build around conditions. Last BWE we were running a team Fragility build which the objective was to put as many conditions on our opponents as possible and use Fragility for extra damage. We had three Mesmers with Fragility, one of them had Epidemic and another had Fevered Dreams as well. We ran a Nec/E with Disease and weakness, a Ranger with Incendairy Arrows, Apply Poison, Hunter's Show, Concussion Shot and Pin Down and a Warrior with Dismember, Axe Rake, Axe Twist, Crystal Wave and Victory is Mine! as part of the attack line. Why Crystal Wave? Well it's armor piercing and it removes all conditons off the target. Normally removing conditions is a bad thing, but since Fragility triggers when the target recovers from a conditions, it can lead to an insane amount of damage. Incendairy Arrows + Fragility is pretty sick too. Anyway, the Warrior with Victory is Mine was able to completely heal himself everytime because of all the conditions being used.
Xellos
I still don't see how the Victory Is Mine "standard" build War/Ele with conjure benefits from ViM in the first place. I don't see much energy using attacks anyways. I mean, gaining energy to spam hamstring sounds silly to me. Frenzy I believe isn't big on mana anyways, but I'm skeptical on it since it gives critical hit, and has been nerfed to 25% now. Still it's probably the best thing there is, unless Flurry doesn't affect conjure. I'm just confused why there isn't any moves posted in most of the war/ele builds to take advantage of ViM. The guy with crystal wave was somewhat a start for me, but crystal wave has a long recharge time no?