http://nwcalc.com/gwf?b=igv:4zj7j:a3ng,1x6lu0i:60000:bzu47:b0000&h=1
This is what I'm running right now.
Atwills: Sure Strike/Wicked Strike, Weapon Master's Strike
Encounters: Roar, Restoring Strike/Takedown/Punishing Charge, Indomitable Battle Strike
Dailies: Avalanche of Steel/Savage Advance, Slam
Passives: Destroyer, Weapon Master
Note: I figured 20% proc on Focused Destroyer was enough and put a point into boosting Slam/ Savage Advance
Second note: I don't like abilities that root in place like Flourish or Crecendo. Any ability that interrupts/prones will waste your cooldown.
Gear Focus: Crit/Defense/Recovery/ARP/Lifesteal/Power
Note: Don't underrate lifesteal. It's what helps us survive. Aim for 5-7% return on damage
Race Choice: Human - GWF is a hybrid.. Humans bonus feats and defense bonus I find fit that mold well.
Starting stats I went with: 16(18) Str/14Con/14Dex/11Int Raise Str and Dex.
Just looking for feedback if anyone has anything to add.
Comments
- Add back that point in Focused Destroyer
- Use Crescendo instead of Avalanche. No idea what you meant by abilities wasting cooldown.
- Flourish is awesome. The fact that it does multiple attacks should be good reason alone, not to mention great damage. One flourish can apply full stacks of many procs. I also think it is a must slot in PvP.
- Stat Priority ARP> Recovery/Crit >anything else.
- Passive Destroyer/Steel Blitz for PvE trash. Destroyer/Weapon Master/Bravery on Boss. Weapon Master/Bravery/Steel Grace/Steel Defense for PvP.
- I think Powerful Challenge would yield more overall dps in PvE than Staying Power. But I often run with GFs on my GWF, and I also often use Daring Shout.
Just my 2cents
If I am the only "tanky" in the group, I slot Roar, Daring Shout, Restoring Strike for encounters. I generally will use SS/WMS but if it is a trash heavy run I go with WS/WMS. I open up DS then Roar and go to town.
If I am running with a GF then I switch out DS and Restoring Strike for more damaging encounters. Roar hardly ever leaves my bar.
I always use Slam/Crescendo for "obvious" reasons, until they fix the bug :P
For PvP I use Takedown, Flourish, and Restoring Strike. If running with a premade I switch Restoring Strike for IBS.
Interesting.. care to expand on "more damaging enounters"?
Right now, I am running with:
http://nwcalc.com/gwf?b=iwv:4vubj:b5rw,1l0lu3i:60000:buu51:b0u00&h=1
..and for PvE, Slotting roar, Restoring strike and Irritable Bowel Syndrome (ok, so I started off with a DC, and thus have a hard time trusting other healers). I usually slot Slam and Avalanche Of Steel (as a panic button, a bit like Opressive Force on the CW), with Steel Blitz and Destroyer. I don't want to get too addicted to those "obvious reasons", as they will probably vanish- anything that annoys rogues gets nerfed, after all
When I remember to actually slot Steel Blitz, of course. I spent a whole day wondering why my damage was off, after tweaking my spec.. ahem.
Maybe I should try slotting Daring Shout instead of Restoring Strike some time, though I am too addicted to being able to stay in the thick of things, even with a semi-braindead DC. Hell, flourish, even.. I used it a lot levelling, but swapped it out after having to survive with some really shocking healers. Flourish seems to synergise well with Student Of The Sword doesn't it? I like synergies..
The interesting thing is that I seem to be reasonably competitive in damage terms in most groups- even ones that outgear me on paper, yet I am not really stacking much ArPen, I am prioritising crit then power, though I do have a little. My GWF only hit 60 this weekend, so I am only sitting on 10.5k in t1 PvP gear- something like 5k power, 3k crit, 1.2l ArPen (I rounded all of those up to try and make it sound less unimpressive). However, it works amazingly well, I was a bit shocked.
If my understanding of the different class mechanics are correct, ArPen is applied first, and cannot become negative, and then the rest of the abilities which can reduce mitigation apply, which can go negative? Hmm. I do wonder what will yield the biggest increase in DPS, and which I should increase first. The crit is really nice, as it procs both Deep Gash and Student Of The Sword, which seems to be a really easy way to get monster DPS..
Did that make sense, or have I missed something obvious? You're the closest thing to a proper nerd that I have seen around here, and I value your opinion.
If it is a choice between Daring Shout and Restoring Strike for trash, I would choose DS. The mitigation alone is worth more than the Heal you get from RS. Then you have the added bonus of gaining way more determination which in turn speeds up the Unstoppable spam, which again in turn yields more AP gain.
With regards to "the more damaging encounters" I use IBS/Flourish. Also I'm still experimenting with Not So Fast and Mighty Leap.
With ArP, you have 1.2k from the stat score (300 or so from Disciple of War I am guessing), but you should also have a good 5% or more from CON. So you are pretty much meeting the DR of most trash mobs, while being short ArP on bosses though. Your overall damage score obviously is inflated from the trash. While more ArP would not change that damage scorecard much, it would definitely make you more effective against Bosses.
I think you would benefit more by loosing some of that Power and maybe stacking Recovery which in turn will raise your ArP through Disciple of War.
Since I regard my main PvE job as hewing great clumps of trash/adds as fast as possible, admit that I have been inflating multi-target damage a bit; there's usually a TR who'd do a better job on a boss. Since GWFs don't bring many tricks to the party, I try to make sure that I at least do solid, high-uptime multi target damage. If there's a reasonably effective CW icing up the place and spamming singularities, I try to calibrate against him
Not sure what sort of typo gave me "1.2l ArPen", as I actually have about 1k, it's pretty feeble, and I was depending on Student Of The Sword to pick up the slack.
Anyway, I will have a play. I am not embarrassing myself, even in T1 PvP gear and mostly blue gems, though. I shall probably grab a slightly better mainhand when the chance arises. I will experiment with the recovery, too, and see what happens.. Cheers.
Student of the Sword is a must have for every GWF, not ones with low ArP stat. It is applied after you ArP on targets so it is second debuff that can bring the mitigation into the negative if you ArP completely negates the Target's DR. Don't worry, it's not like your character is messed up or anything. Just about 1k less Power and 1k more ArP should do the trick.
I was more concerned about the weird typo, goodness knows what sort of heat-induced sausage finger typing was going on there.
I already swapped some power out for some recovery last night, and spent some time on dummies and in a couple of foundries, to get a feel for how much faster Unstoppable pops, and it looks good. I will see how it shakes out in a T2. Now I just need the Unstoppable bug fixed so that spamming it is less perilous around mobs with knockdowns
Ideally, stuff should be tested with the old rotation and then last night's new variant, so I can track where the changes are coming from, but that can wait until things are less quiet on the server (last night was a bit dead).
I just knew that there had to be some mileage in the class, as while most of the GWFs I have grouped with have been disappointing, a few have been total beasts, and there hasn't really been a flat correlation with gear score.
Edit: Having had a very quick poke about (the search on here isn't that great), does anyone know of a reasonably correct summary of stat scaling and soft cap factors for GWF? It seems like players don't theorycraft it much..
That would be nice to know as well!
..obviously barring the usual 24% ArPen etc.. though it would be nice to know which effects aren't ArPen, and can go beyond zero (and so forth), if that information exists. Hell, while we're at it, parses of Lightning vs Vorpal for a few targets would be on my wish list, too