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Mod 5 PVE GWF Instigator build?

pointsmanpointsman Member Posts: 2,327 Arc User
edited December 2014 in The Militia Barracks
Hi all,
Is there a viable Instigator build for PVE GWFs? Was looking around for one and couldn't find much. I know that the Instigator tree got reworked, wondering if anyone was able to find something good.
Post edited by pointsman on

Comments

  • icyphishicyphish Member, NW M9 Playtest Posts: 1,255 Arc User
    edited December 2014
    havent seen any noticeable ones in PvP or PVE, would love to see this tree shine...
    icydrake%20avatar2_zpsg7rp0xti.jpg

    Author of GWF Speed Demon PvP Build (Mod 11) <- Click to reveal the Speedy Beast! >:)
  • ortzhyortzhy Member Posts: 1,103 Bounty Hunter
    edited December 2014
    - PVE depends on what Tiamat requires, but i have this feeling that Destroyer is the way to go for it.
    - For PvP instigator has no gear that can work atm, it will die too fast.
  • zvieriszvieris Member Posts: 1,261 Arc User
    edited December 2014
    Yeah.. rework they did. Made it a dps build that relies on tanking hits. Yet survivability is worse than destroyer's. Such "reworks" leave a bad taste in my mouth.
  • nazghul22nazghul22 Member Posts: 407 Arc User
    edited December 2014
    pointsman wrote: »
    Hi all,
    Is there a viable Instigator build for PVE GWFs? Was looking around for one and couldn't find much. I know that the Instigator tree got reworked, wondering if anyone was able to find something good.

    You may read the preview dedicated thread and the reactions of the gwfs who tested the alleged "rework" of Insti. Long story short, the so-called rework did not make Insti viable.
    ToD = ..........
    Tired of Dailies/Tyranny of Dailies/Timers of Doom/Tricked Or Duped/Tremendously Obnoxious Dailies/Try Otherwise, Devs
  • zacazuzacazu Member, NW M9 Playtest Posts: 1,934 Arc User
    edited December 2014
    This "rework" was done just to justify the buffs to certain tree of a certain class. Dont take seriously.
  • wildwolf8wildwolf8 Member Posts: 161 Bounty Hunter
    edited December 2014
    I have been using instigator since Mod 5. I do all dungeons. They feel the same that they did when I was doing destroyer, except I'm now having more fun, since I can use skills that I wasn't using before. I still took the first 2 top feats in the destroyer path to try to keep those at-wills as strong as possible along with more power overall.

    Basically, I'm a casual player who doesn't die often and can lead paingiver in shores occasionally, but pretty much no where else if there are cw in the party. I didn't notice this changing when I switched from destroyer. Only thing that changed was I'm having more fun, currently. Highest possible gear would most likely see an overall drop in damage by switching to instigator from destroyer for pve.

    But when you talk viable build, it doesn't mean much, since viable to me is being able to run into shores, elol, or VT and survive while doing decent damage. I can do that on destroyer. I can do that on instigator. Instigator is currently more straight forward and thus for me, more fun.
  • pointsmanpointsman Member Posts: 2,327 Arc User
    edited December 2014
    That is interesting. Could you share some of your feats and gear choices?
  • wildwolf8wildwolf8 Member Posts: 161 Bounty Hunter
    edited December 2014
    Right now I'm wearing Full draconic armor. Berserker's ring of cleaving x3 because of ioun stone. Epic version of the ferocity sword, though I wish I had the wrath one, based on now using the instigator path. Epic girdle of str which puts my str at 26, I think. And whatever the necklace is called that has power, defense, and lifesteal x2 because of stone.

    18k gs: power, 9k, arpen 1700, lifesteal 2.3k, defense 3.1k, hp 31k All other stats don't matter much to me, but people could probably find a way to make that a lot better for themselves.

    Heroic feats, I went straight down the middle row maxed. Then I took the first 2 bottom feats. HP and armor class. And I took the top one that gives power for your defense stat. I am human.

    Paragon feats, the crit to 5% bonus damage one. The combat advantage one, the wicked swings one, the not so fast one, and the final one that gives 10% damage boost that increases as you get hit. Then the top 2 in destroyer for the at wills and arpen and recovery to power.

    So now I run around using not so fast to start my rotation. Gives that 7 seconds of combat advantage which is now boosted because of the feat. Essentially there are only a few seconds while fighting that I am not in combat advantage, since the cooldown on nsf is pretty quick. I then have flourish and ibs as my other encounters. Sometimes if it is a more difficult situation i will substitute restoring strike with flourish because it hits faster and allows me to heal up faster. I wicked swings most of the time. If I want to maximize damage I have wms, then wicked swings. Usually, though, since I don't like swapping skills out, I use wicked swings most of the time except vs. stray single targets as long as nothing else is around. Bosses, for example. Then, I use sure strike.

    I always try to put myself in the thick of the battle and only go for single targets if that is the main threat or if they are alone.

    Playing this way, I have seen no noticable difference from when I played destroyer for months. Like I said, I just find it more fun. Not having to rely so heavily on building stacks and using wms before I do ANYTHING (god that got old). I also realize that it is not the BEST way to go to try to climb the paingiver ranks in most situations against certain other classes. However, the question was is it viable, and I have found it to be a blast.
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