[Xb1] Mod6/7/8 Indy’s “Team Slayer” PvP GF Build
Disclaimer: when i say this build is designed for pvp, it will shine in all formats, but the companions are all specifically for Icewind Dale world pvp.
Attention Guardian Fighter brethren, Indy Is back with an updated build. Welcome to mod6, i now bring you a new twist on being a meatshield, this is The “Team Slayer” PvP GF Build, this is not finalized and will evolve as my character does, much like my last build. Now before i get started huge credits go out to Rokuthy and Azrael. These PC players pioneered the way for us with many many good ideas and I’ll do my best to consolidate them all here. So lets get started:
Race – Half Orc or Dragonborn – Straight out the gate i’ll tell you dragonborn is better on paper but i cant live without a helmet so I chose half orc. 5% crit severity vs the 3% crit and 3% power. Its not a huge loss but like i said, one is clearly better than the other.
Stat Roll – Roll Str to 18, Dex to 14, all points go into Str and Dex every 10 levels.
Passives – Steel Defence and Shield Talent or Combat Superiority
At-Wills – Iron Tide and Weapon Masters Strike
Encounters – Bulls Charge, Into the Fray, and Anvil of Doom
Dailies – Crescendo and Villians Menace
Passives – So were still sticking with the Shield Talent just like last mod, even as a DPS GF, your shield is still your backbone. Steel Defense is a new addition i love, this gives us alot of flexibility in pve and pvp with our dailies. When getting overwhelmed in PvE, pop a Daily and this will instantly stabilize your health pool. Now in some situations you will find you have an excess of stamina, this is when you will want to swap over to Combat Superiority for the DPS boost. This will depend more on you and your personal ability to manage your stamina.
At Wills – Starting with Iron Tide, its our “Stamina regen” and we’re still keeping it in mod8. Weapon Masters Strike is the new At-Will i have slotted to replace Crushing Surge, i feel it brings more damage to the table with its 2 part attack, also it applies a nice debuff that increases encounter damage on your next rotation. To be thorough, il mention Aggravating Strike and Shield Slam again. Aggravating Strike is less commonly used in this build because you dont fear incoming damage from most enemies and it helps charge up alot of your dps. Shield Slam is very rarely used because if you are in a situation where you are shielded up and trying to survive incoming damage by extending your stamina, you’ve already gotten into a bad spot.
Encounters – Oh how i love our new encounters. Lets start with ITF, still a very strong skill for the team buffs, as well as the personal buffs. Its still a large dps boost for yourself, but don’t forget it gives a bit of temp hp (used to activate some feats) and it also gives a crucial speed boost that makes our 1 rotation kills so deadly. More on this later. Next up we have Bulls Charge, this is what you will open on targets with most often to get them proned and vulnerable. It has a decent charge range and it can be used to dismount enemies trying to push for a back cap. Finally we have Anvil of Doom, our grand finisher. Iv seen it hit from 40k, to 200k in pvp. Its a very deadly skill. Anytime you see an enemy at 40% or lower, test their dodge frame with an at-will and if it hits, bury them with an Anvil!
Dailys – Crescendo Crescendo Crescendo. I love this daily even for all the times it fails me when its misused against a TR or GWF, the key is to always be testing for dodge frames. This move also doubles as a great gap closer after a bulls charge if you’re dealing with a sturdier target that wouldn’t die to the 2 hit kill combo. Fighters Recovery has been dropped for Villians Menace. I use this skill as more of an “ignore smokebomb” daily so i can chase a TR around a node without worry, also its worth noting this increases your dps as well so it can be used in conjunction with ITF for very strong AOE swipes with WMS.
Feats Link: http://nwcalc.com/index.html#/gf?b=23ci:k6rwk5:8dep:5tb7d,13f356i:1zu5051:1000000:1z05000&h=0&p=smr
Strength Focus 3/3 – 15% str means more dps and stam regen
Toughness 2/3 – cant go wrong with 6% hit points
Shielded Resurgence 3/3 – heals you for 4% after being crit, with the loss of regen in combat, all longevity is important now.
Armor Specialization 3/3 – 15% defense and AC is a must.
Powerful Attack 5/5 – 10% encounter damage and at-will damage is right up our alley, gotta max this.
Grit 1/3 – another skill that’s not worth maxing but 1/3 is better than skipping it in my opinion. 1% of ur max hp as temp health after getting healed.
Weapon Mastery 3/3 – 3% crit for 3 points.. Sign me up boys!
Improved Vigor 5/5 – gain 10% more AP below 50%, with a health pool at least 100k Hp deep, you have a lot of wiggle room to take advantage of this feat without feeling like you’re in danger
Take Measure 5/5 – when crit, gain 5% max hp as temp. This and the next feat have awesome synergy.
Wrathful Warrior 5/5 – deal 15% more damage with you have temporary HP. Great due to Take Measure, Into the Fray, and Grit.
Jagged Blades – ooh boy this is a good one, cause the target to bleed for 750% weapon damage after a crit over 15 seconds.
Tactical Superiority 5/5 – turns your combat superiority class feature into a constant 15% damage buff.
Reckless Attacker 1/1 – get hit 5 times, and you’re sporting a 25% damage bonus and 10% crit, truly the bread and butter of being a Conqueror GF.
Fight On 5/5 – 10% off encounter cds is huge for getting your rotation back faster.
Crushing Pin 5/5 – 10% more damage to prone targets makes all your rotations more potent
Rousing Speech 5/5 – 5% more Ap gain for you and your team, I’m considering swapping this for plate agility in protector but for now I’m sticking with daily generation.
Illiyanbruen Warden Training – 400 Power
Illiyanbruen Scout Training – 400 Crit
Illiyanbruen Warrior Training – 1600 HP
Illiyanbruen Sentinel Training – Heal 20k
Illiyanbruen Champion Training – 10% Stamina Regen
Thayan Apprentice Technique – 250 Power and Movement
Thayan Initiate Technique – 400 Life Steal
Thayan Adept Technique – 3% Resistance Ignored
Thayan Master Technique – 20k Heal
Thayan Grand master Technique – 10k shield
Icewind Wanderer Skill – 400 Combat Advantage
Icewind Scavenger Skill – 400 Stamina / Guard Gain
Icewind Survivor Skill – 2% Crit Severity
Icewind Hunter Skill – gain 2000 power
Icewind Hero Skill – 10% AP after a kill
Form of the Dragon – 400 Power
Power of the Dragon – 400 Crit
Will of the Dragon – 400 Armor Penetration
Spirit of the Dragon – 400 Life steal
Soul of the Dragon – 10% Healing
Dragon Affinity – 5% Crit Severity
Dragon Mastery – 3% Life steal
Depending on which guild you are a part of you may not have much choice here. I run the Guild Defense Boon and Armor Penetration Boons full time, in PvE i switch to Power of course.
Underdark Power – 400 Power and 1600 hit points
Underdark Critical Strike – 400 Critical Strike and 1600 hit points
Underdark Healing – 1200 Regeneration
Underdark Stamina – You now regain Stamina 5% faster
Demonic Knowledge – gain +10% Damage versus Demons
Armor – In mod 8 if you haven’t unlocked the Lionsmane armor with your guild, you will still be using a Burning Executioner set. These are the only two sets for PvP armor outside of the blue quality Guild Armor. This is often better than nothing on a fresh 70 thats new to PvP, just keep in mind your target for tenacity is around 2000-2200.
Weapons – Now that Mod8 is here we have 6 Artifact sets to choose from. I personally went for the drowned set for PvP (50% healing over 30 seconds, every minute) but other viable options are the Wind set, the Twisted set, and the Fire set. if PvE is your main focus you may find the other 3 more beneficial but for a pure PvP tank, we need that healing to help sustain us in long fights.
Jewelry – so with mod 6 we’ve finally gained access to the full Lostmauth set. Its set bonus has resulted in an extra 4-10k dps on my rotations and I’m quite pleased with the results.With the release of Underdark, we now have access to a variety of new rings I’ll start with a few of my favorites. Ring of Ambush +4/5 allows you to become invisible to anyone after 1/2 seconds of movement. This is an awesome new toy i encourage everyone to acquire and test out. it can be used in conjunction with Knights Challenge to deliver a fatal bulls charge directly from stealth. Another very strong ring, essentially the counterpart to the ring of Ambush is the Ring of Vision +4/5 this will reveal all stealth enemies around you for 8/10 seconds every 30 seconds. These two rings have become basically the core setup for more PvPers. Other rings I have tested but found to be lack luster include Vanishing Presence, Sieging, and Rising Power. On paper they look great but for us GFs, they just don’t shine enough to be viable. Finally we also have 2 new sets of gemmed shirt and pants. Look for the Warrior prefix and get yourself the set.
Artifacts – out with the old, in with the new! As well as a 4th artifact now that we’re level 70. First up is the Horn of Blasting, a must have due to the set bonus above. Now instead of telling you what to use specifically, id rather make you aware of alot of viable options including the CW, SW, and GWF sigils, the thayan book of the dead, possibly even a Lantern would all make great filler artifacts to help you build your stats. Remember, you can always fine tune the specific stats you need using your enchant slots, companion, and armor kits. Also before i forget we have 2 great options for Active artifacts. The DC sigil which gives you a full daily (at transcendent it has a 1min CD) or the Wheel of Elements (which has 4 incredibly strong effects). Im not gonna say which is better yet as i have alot of testing to do, but both of these came in at the top of the list. As of 2/5/2016 my current Artifact loadout is still DC sigil, Horn, Thayan book, and GWF sigil. if you find a better combination let me know and I’ll gladly test them, but these deliver the high amount of armor pen we seek for PvP
Enchants – This section has been entirely rewritten. I am using Dark 12s in all my Offense slots and Utility slots, and Azures in my Defense slots. Previously i was testing Lifesteal on a GF but it didn’t deliver like i had hoped, so i have gone back to stacking pure defense and supporting my ITF to increase my damage output. My weapon enchant is still a Transcendent Feytouched and my armor enchant is still Transcendent Negation. Others have tried Elven Battle / Terror but i still find these to be an inferior choice.
Reinforcements – I am all reinforced with +200 armor pen on armor and +100 Action Point gain on my rings/neck/belt.
Companion – this is one of the sections that will need more testing than most. Il provide you with a list of what im aiming for, but feel free to give me your own feedback on what you find is best.
Acolyte of Kelemvor – this is my new active companion i stacked with perfect bonding runestones. She also buffs with 10% damage resist which means a more potent frey.
Blacksmith – On Damage Taken 15% chance to reflect 10% of damage taken. If the same target is hit 4 times it will reflect 3 times the damage taken. – I’m still in love with this guy, in a 1v1 situation, hes all but guaranteed to proc.
Pig – 1% hp while controlled – now at epic this companion regens 2%, and 2% of 100k is quite significant when combating the new HR stun meta. From the summer festival so snag one if you see it appear on the AH.
Young Yeti – 5% damage increase when enraged – This is a great option for a bonding companion, it has a 0 cooldown attack that can proc up all of your bondings in a matter of seconds, he also doubles as a great tank in PvE. This guy has never left my bar since i got him.
Galeb Duhr – deal up to 10% more damage based on damage taken – i love this guy, in IWD when im below 30% i notice how hard people will tunnel vision for a kill, disregarding their own defenses completely. This is one of your secret weapons that’ll make jaws drop when you 2 shot kill people as you’re fighting with your last breath!
Pseudodragon – 20% chance to gain stamina from attacks – again, this still isn’t in my personal loadout but iv heard many others live by this pet in their active bar. Extra stamina always helps when your shield is your only defense.
Panther – 10% damage to proned targets – since our build is focused on killing people who cant fight back, either they’re on their back due to a bulls charge or stuck in a crescendo, this companion will always add a 10% punch to your rotation.
Air Archon – 5% damage to targets not at full HP – after a WMS to debuff, or even an enemy triggering a blue dragon glyph will activate this active bonus giving you 5% damage in nearly all situations.
Rust Monster – 5% damage debuff that stacks on your enemy 3 times – I’ve recently replaced my Galeb Duhr with this because a 10% damage increase at maximum potential, seems to be less return than 15% damage reduction from my enemy. I am still testing this companion to decide if its worth it to supplement my defenses or to go for pure offense.
Chicken – when hit for 25% gain 40% run speed, and debuff enemy damage – this companion gets switched with my bonding companion as i see fit. in IWD its quite common for an enemy to kill your companion and execute it before attacking you, this companion is my go-to when my enemies try this. Its also quite nice for Demogorgon in PvE.
Armored Axe Beak – +4000 Armor Penetration – This is our first go-to mount for PvP, once equipped, you will immediately notice a jump in PvP DPS. if you haven’t already got one i suggest purchasing one before Mod9 when the full mount changes hit.
Coastal Flail Snail – 25% AP Generation after Daily use – if you don’t have an axe beak, this is your second best choice. some argue this bonus has a higher impact than 4000 of any specific stat value, and depending on the situation I’m inclined to agree. If you can afford both, get both.
Gas Spore – 20% stamina if you cannot afford one of the previous mounts, this is your budget option to get the most out of your mount slot. find it on the tradebar vendor or the AH.
Well here we are again, but on the other side of the fence. Now we dish out punishment instead of redirecting it and absorbing it. Your primary rotation is ITF > Bulls > Anvil. This will put a huge amount of damage on any target but its important that ITF is first. Iv found without it you move too slowly and your enemy will have stood up from the prone effect if you aren’t running on ITF. Next up you can use ITF > Iron Tide > Bulls Charge > Crescendo > Anvil, this rotation will put a huge dent in even the sturdiest GF or Gift of Faith DC. Outside of these primary rotations, you have alot of great tools to use in pvp, but they’re a bit hidden. Bulls Charge is a great tool to prone, but also to bait skills. To explain imaging you’re chasing a TR and he keeps dodging and dodging, now when you know his stamina is low, double tap bulls charge to force yourself to cast the animation without casting the skill. Even a reasonably skilled TR will panic and roll, now you got him. No stamina and you still have your bulls ready to rock. This is a little trick iv been using to fake out my opponents. Other ways to do this includes using crushing surge to test for dodge frames just before using bulls charge. There will be much more added into the synergies and playstyle section in the future but for now i have to do some practicing myself!
Update1: So after a few weeks on PvP and 2x RP to get me going, I’m around 3100 item level, and have had an incredible amount of success fighting every class 1v1. I will take sometime to break down how the fights work vs each class and what to be aware of:
Hunter Ranger – The new TR of Mod6, they’re everywhere and they are the main class thats going to give you an issue in a 1v1. keep that shield up and don’t let them get a root chain up. to counter a HR watch their dodge frames, once you’ve seen them stop phasing in and out, hit them with an At-Will to remove cunning and follow it up with a bulls to prone them, finish with anvil. if you get caught in a root chain, your only hope is popping fray and latch onto them with a Crescendo > Anvil > Bulls for a kill.
Great Weapon Fighter – a new rough contender in the pvp arena, Iron Vanguards are the ones to look out for as their threatening rush makes them very mobile, and FLS that can put you into a dangerous rotation. when first engaging remember their Unstoppable is their bread and butter, so lets give it to them early. ITF > Bulls > Anvil will almost always force an unstoppable, and they will immediately go full offense when its up, take advantage of this and soak up all that damage into your shield as your CDs are coming back. once you see them shrink down to size, hit them with a crescendo, because now they have no way to break it and they’ll be stuck in your rotation again. this is almost always enough to finish the tankiest of GWFs.
Control Wizards – oppressor build CWs are becoming more of a pain, they can put you into a frozen state almost instantly, so keep that shield up and make sure you are counting their teleports and estimating what their stamina bar looks like in your head, your stamina should easily outlast theirs if you keep pushing towards them and forcing them to get antsy. a common giveaway that a CW is out of stamina is 3-4 teleports, then they will begin to dump encounters, you should see 2-3 immunes in quick succession and you know you’re in the clear to kill them. prone and anvil them and be careful if they’re spamming repel, don’t let them use the map to their advantage with it.
Oathbound Paladins – there is two ways this fight goes down, you will either crush them like a soda can, or you wont dent their temporary HP with a full rotation. if the latter happens, walk on and ignore them, its not worth your trouble.
Trickster Rogues – depending on the personal skill level of the TR, this fight will be endless/unwinnable or over in 5 seconds. if you see a TR burn impossible to catch early on in the fight, hit them with a daily on the next window in their dodge frames and its a done deal. however if they are perma stealth and only scratching you while building up a shocking execution, your only shot at killing them is when they come to kill you, find them in stealth and prone them out of it before they even though about putting up a dodge frame.
Scourge Warlocks – this fight is surprisingly one of the more challenging ones, if the SW is playing aggressively and trying to kill you first, put him into your standard rotation early and tank up, dont let him gain HP with his life steal between rotations. they have no dodge frames, but they can gain ALOT of HP back after your initial rotation if they aren’t forced to run or sprint defensively. Also its important to note, dont daily the puppet. iv done it a few times now and i feel like an idiot every time 🙁
Devoted Clerics – the tanky heal variety can be killed in a 1v1, but its not worth your time unless you’ve got atleast 1 friend to help with the lock down. if its a DPS cleric, kill them before they kill you. do not play passively at all. a DPS DC is at its weakest when they’re scrambling to survive. also never burn your rotations into astral shields. hitting for 0s with 150k worth of damage is infuriating.
Guardian Fighters – 1v1ing one of our brethren is now one of my favorite fights, watch their shield, and note if they use iron tides or ITFs early on to keep their stamina up. Always connect the Bulls Charge from behind and follow it up with a quick anvil, they switch back to defensive and scratch them from behind with WMS for the debuffs. this 1v1 will be decided by the GF who gets their opponent in a position where they are proned, below 20%, and ready to be anviled. never burn your daily into the front of a GF as well, the prone effect will be immuned by their shield. keeping your HP high, and preemptively blocking your opponent’s rotation are the keys to success here.
Mod 8 PvE Breakdown
Now that Underdark is Live, many of us PvPers are finding ourselves more obligated to return to dragon slaying, at least as a part time hobby. I’m going to go through what Feature, Encounters, and Armor pieces i change to adapt for PvE without compromising my PvP Loadout.
First We’ll start with Features, Exchange Steel Defense for Steel Blitz. next we drop Anvil of Doom and Bulls Charge, replace them with Lunging Strike and Commander’s Strike. For your daily powers, Fighters Recovery vs Villians Menace is a choice that comes down to personal preference, I like using Villans for an AoE dps Daily, but you may find the healing FR gives may outweigh that.
Next i change out my Helmet and Boots from Lionsmane to Dragonflight. This increases our power and recovery at the cost of tenacity and armor pen. its the perfect trade. next if you have a +4/5 Ring of Brutality and a +4/5 Ring of Rising Power/Precision, these will suit you nicely. Next, send that Armored Axe Beak to the stable, and grab out your Coastal Flail Snail. Lastly replace your guild Armor Pen boon for your guild’s Power boon. With these few simple changes you can swing your Armor Penetration stat from as high as 21,000 to 10,000 or lower. I’m able to land anywhere between 2-4th on the DPS Leaderboard for pug edemo groups, putting up anywhere between 25-30m Damage.
Conclusion – as always appreciate the kind words and support from the community, but more importantly i need criticism and feedback on how to make this build better. Please let me know if theres any improvements or additional info you’d like to see. Also if you enjoy what i do and want to join me live at Twitch.tv/indygoinlive I stream pvp and pve weekdays from 6pm and the weekend streams start at 4pm, id love to answer your questions or help you fix up your own builds. As always happy slaying!
Edit1: added screenshots, fixed stat roll, and feats. added more info on play style aswell as a 1v1 class by class break down.
Edit2: added new screenshots and updated info throughout the guide as well as mod8 Info for Rings, Artifacts Weapons, Boons, and Mounts.