The wildnerness survival trees major traits are reasonably useful. Wilderness Knowledge is taken because there really isn't a lot of other options, though you could take vigorous renewal for more dodging, but it would cut damage. Hide in plain sight is a fantastically useful trait that really helps to make up for the lack of a stun breaker, the builds main weakness. The really important features to note here though are the minor traits, endurance regeneration increased by 50% is very useful, combined with companions defense, which means that you and your pet gain protection whenever you dodge roll. This is a straight 33% damage reduction. Combined with the stone spirit (with spiritual knowledge) and the talents to increase endurance regeneration its possible to have this boon almost always up even in a solo fight. This has great synergy with Bountiful Hunter, as you should deal 5% more damage for most of the time you're fighting.
The primary skirmishing trait that you need is sharpened edges, which gives a 60% chance to bleed on crit. It's worth noting that this effect is the same as the Sigil of the Superior Earth, so could be replaced if you have a preference. This build focused on condition damage applied by having a high chance of crit. Bleeding is the main condition that is applied by the build, using sharpened edges and this trait. Its possible to stack bleeds very quickly and they tick for a lot of damage. The second trait helps to increase the amount you can dodge, once again increasing the time the protection buff is up. The minor trait Furious grip allows you to gain fury when swapping weapons in combat. Though I havent tested this for time it stacks in duration, so with Call of the Wild it should be up the majority of the time, giving 75% crit chance.
No real surprises here. Its spirits and sharpening stone. Sharpening stone is a great skill that will really help to stack bleeds on a target. Its worth noting that activating it provides an hour long buff, so it can be used twice in the first fight of a match and in others if you prepare properly.
The Stone spirit is the next obvious choice. Lots of ability to provide protection to allies leading to a straight 33% damage reduction is great to have. It also strengthens the survival capabilities of other spirits which is very useful.
The final spirit is either the frost spirit or the sun spirit. I found that with the high condition damage in this build the sun spirit made more of a difference to damage, and any extra conditions that players have to get rid of can only be a good thing.
These two spirits can be kept up at all times provided they are not killed.
Spirit of nature is great in sPvP for group fights. Whenever I found myself in more than a 2v2 I would pop it and it really makes a world of difference. A well timed proc on all the spirits activation skills can also be hugely influential in a big fight.
I don't really think the offhand axe provides enough utility in comparison to the other three offhands; the torch, the dagger and the warhorn. The torch is great for additional condition damage from burning, which provides much spikier damage. It also creates a fire combo field. The dagger makes a great control option, with a poison and a free evade on one skill and a ranged cripple and bleed on the other. Its really upto you which one of these you choose for your second offhand.
However the Hunters Call and Call of the Wild abilities on the warhorn make it pretty irreplaceable. Hunters Call hits 16 times. With Fury up, a 75% crit chance means 12 of those will be crits. That should be 7 or 8 bleeds alone, not counting that you should have sharpening stone up at the start of the fight, so potentially 12 or 13 bleeds from one skill. Follow that up with a splitblade and you've got massive bleed stacks. Call of the wild is a fantastic team buff, providing good damage,it also provides swiftness, allowing you to use the skill in defensive situations, after using winters bite on the axe to get away.
There are a wide variety of sigil choices for this build that are viable, basically anything that procs on crit, and it all depends what works for you. I go with a mix of increasing crit to 54%, so that a fury buff takes me to nearly 75% chance to crit, and then go with a damage sigil and a life stealing sigil. My only problem was using the right one at the right time. Sigil of the superior earth I found that I just didn't need, as I was already applying enough bleed stacks. It does work independently of sharpened edges though, so on each crit you can either get 0, (0.16 chance), 1, (0.48 chance) or 2, (0.36 chance) bleeds. You may find that this sigil is more to your liking. I'd recommend going with something that steals life, heals, removes conditions, or deals condition damage on crit, but its really upto you.
I used superior rune of the undead, great for again providing much more condition damage and more toughness. You could also use the Superior rune of the thief for more condition damage and crit. As a rough guide anything with precision, condition damage and toughness is great, and some people really like certain (6) rune upgrades, so I'll leave it down to you. That's my recommendation though.
In the last Beta Weekend the only choice here is the hyena. It's activated ability summons a second hyena, so two hyenas, both with a knockdown, making it very powerful. It had great damage output, much higher than other pets. I'll have to see if anything else is more effective on release, they'll probably nerf this. A lynx pet makes a great back up as it has two abilities that bleed the foe, helping with the stack. You could also choose a much more defensive pet in the second slot, a black widow spider has an immobilise on active skill use and many wolves have useful activate skills.
Login to vote for this build
Log in to publish comments