Slein Jinn, on 07 May 2014 - 02:30 PM, said:
Even if we concede the previous point to you, however, and operate on the assumption that you can reliably expect a steady flow of kills throughout a fight, you're still a long way from a convincing argument that the Virtue of Justice refreshes are contributing more than reallocating those 15 points would. You can say the people around you should be able to survive without Strength in Numbers, but having Strength in Numbers will let them build in that much more DPS. (Or, in the case of a server population like EBay's, it lets you keep the people with bad builds alive that much more reliably.) An extra 150 Tougness on five players is nothing to sneeze at, especially in a build centred around keeping your allies vertical.
Honestly, 150 Toughness to me isn't worth putting in just so my party members can build more DPS? To me, that's very questionable. That's like swapping, for example, 1 soldier's armor piece into 1 valkyrie's armor piece just because you have a guardian in your party. I don't think many people will build into more DPS just because of Strength in Numbers, simply because their builds would be set with traits and stats.
For Virtue of Justice, it's like asking, why do people run superior sigils of battle? In the end, the might, vulnerability, and etc will stack up. I'm not disagreeing with your build and your uses of your build, but if your not convinced, put 3 points into the radiance trait line and try it yourself when your fighting in EBG or running with a guild.
Slein Jinn, on 07 May 2014 - 02:30 PM, said:
You also completely glossed over Indomitable Courage, which is probably the biggest reason to readjust the build. You've got a Virtues build that is missing one of the biggest Virtues traits there is. Not only is more Stability always better than less Stability, it allows you to use other skills more effectively. Instead of popping Stand Your Ground on engage as you've described, which fails to take advantage of the condition removal and stunbreak portions of the skill, you can pop Virtue of Courage on engage, saving Stand Your Ground for more reactive use. Furthermore, because Virtue of Courage also gives Protection, this gives you both crucial engagement boons on one cooldown, so you can also hold Hold the Line in reserve longer so as to utilise its condition removal, too. When you further add Renewed Focus into the mix, taking Indomitable Courage essentially triples your sources of Stability, which is really strong.
Personally, I prefer the 3 condition removal over indomitable courage. It's my preference, and people who run a build similar to me (not having 6 points into Virtues) interchangeably choose Absolute Resolution or Indomitable Courage. From what I've seen frequently while tagged up, if your gonna get hit by hard crowd control, it's usually before your just about to push into the other group, hence why I pop Stand Your Ground first. As a Cleric's build as well, you lose the 2.7k heal if you enter the fight with stability from your Virtue of Resolve.
From my experience, stacked conditions are what gives my group trouble and if you can't get rid of it, you or your party will be nulled in a fight. Hence, that's why I emphasize the condition removal coming from Virtue of Resolve and Purging Flames.
Again, if you don't agree with running 3 points into radiance, I would try giving it a shot. To me, it's an addition to my play style. The extra tankiness coming from the Valor line is unnecessary to me since I can keep my HP with my setup.
Slein Jinn, on 07 May 2014 - 02:30 PM, said:
Toughness is better than Vitality, but up to a point. Traiting 0/0/10/30/30 is going to give you even more Toughness, and even less Precision--without any Magi's gear, just the base 4% crit rate--so taking a few pieces of Magi's is a clear choice. It's good to have at least 10-15% crit chance to keep Vigorous Precision running, and trading some Toughness for Vitality will help you with the problem you've acknowledged with conditions.
Like I said before, with my traits and running clerics, I have no problem keeping vigor up. When you spam 1 with staff and you're hitting 5 people with about 15% crit chance with my setup, you're bound to proc a crit in 1-3 autos. Vigorous Precision is on a 10s cooldown, while the vigor lasts 7 seconds. You don't need to swap to magi's just to try to proc a crit that you can already get with my build in 1-2 hits.
I want to emphasize that the vigor uptime is, to me, not as important. While it does keep your energy up, which allows you to dodge roll to heal about 1.6k hp to your party, Sigil of Stamina plays a huge role in sustain. Every kill adds up to a refresh in your Virtue of Justice and your entire energy bar. That means you'll be able to dodge roll twice after a kill, and you really can't be DPS'd to an extent when you dodge roll.
Vitality and conditions? If your party gets hit by chill, immobilize, cripple, poison, fear, then what will vitality do for you? You can't break those with stability, except for fear, but all of those conditions above are very detrimental to my play. Here's my reasoning:
- Chill kills your cooldown recharge speed, along with cutting your movement speed. Generally, if you can pin a target down, they cannot do much in a fight.
- Immobilize - same idea as above. Get caught in a fight and it can be very bad for you.
- Cripple - same idea as above, only less severe.
- Poison really cripples Cleric builds, particularly my purpose in a teamfight. If your only healing for a fraction of your potential, that'll add up.
From my experience, people drop to conditions the fastest, whether directly or indirectly. Sure, I can withstand a few stacks of bleed, but when you or your party has 7 conditions on them, you gotta get rid of them fast or you'll drop.
Slein Jinn, on 07 May 2014 - 02:30 PM, said:
Mace scales upward as well as anything else. The third attack on the auto chain is a party heal, plus you've got another source of party Protection (potentially two, but in practice Protector's Strike will usually be triggered early), Shield of Absorption can be used as a defensive cooldown, as CC, or for a heal (or a combination, ideally), and Symbol of Faith is yet more healing for five allies (and you may choose to take Writ of the Merciful instead of Two-Handed Mastry for even more party healing). If you're going to stack Healing Power, Mace/Shield utilises that Healing Power far more than Hammer or Greatsword. Let the traditional Power stacking (Soldier/Zerker mix) Guardians run the Hammers and Greatswords, since they'll get more out of them anyway.
In the middle of a fight, I'd want to be putting crowd control down. Immobilize from Hammer 3 and Ring of Warding from Hammer 5 is way too valuable in a large scale zerg fight. If you trait to accommodate Mace/Shield, you'll lose the benefits of the 20% CDR for 2h weapon skills. The 2h 20% CDR is too valuable to me to just drop, since your empower on staff 4 will make sure might from staff 4 is up 90% of the time (2 second window where you won't have might, assuming you always pop empower off cooldown).
Mace/Shield is nice, but I find it unnecessary to use when I run around. Especially since I call for water fields, blasting it with a hammer will do more good than using symbols and fields that you cannot guarantee that you're party will cross in a fight or benefit as much from it.
Slein Jinn, on 07 May 2014 - 02:30 PM, said:
At the end of the day, a lot of this comes back to one of the general principles I talked about in my Buildcraft Basics post. You need to identify a clear function for a build, and then build around that as much as possible. You seem to be trying to do just a bit too many things with this build, when you could contribute more by playing to your strengths.
I posted my build to show others what I run in WvW as a commander and what I would run in a group setting. I couldn't tell you how well or not this works in a skill group vs skill group situation, since our matchups don't really have skill groups... but likewise, my reasoning comes from practical experience, not just theorycrafting. 0/0/2/6/6 is very standard in WvW, and while I see your reasoning, I would still prefer running 0/3/0/6/5 regardless.
I've been running this since my first days of tagging up and I have 0 complaints with it. All I can say at this point is to give it a shot in game.