Overview
★ Two Handed Striker – Build Guide for Elf or Human.★ Role: Striker, Crowd Control★ Class: Fighter (Devoted) / Monk (Helwalker)✎ Team comp: a Priest is recommended to effectively use Greatsword Modal for bonus damage and still able to score crits frequently.
★ Showcase Video
✎ Character Creation
- 10 Might
While the build can make use of Might scaling, Helwalker Monk have provided plenty enough Might so you better off investing points elsewhere.
- 13 Constitution
A little bit more beefy, reaching 360+ HP at level 20 and over 400+ when under effect of CON inspirations/buffs.
- 15 Dexterity
Fighter and Monk tree grants the character alot of recovery/action speed bonus along with even more bonus from gear, so the build already have alot of stacking speed for fast attacks on Greatsword.
- 20 Perception
The more critical hits, the more additional attack procs from Monk tree, and more on hit effect procs from other sources. So the higher the Perception the better, and to both use Greatsword Modal and score Crits effectively, it’s recommended to have a Priest in party to boost the character Accuracy even further.
- 10 Intellect
While Intllect is quite useful, for longer buffs and bigger AoE to control crowds even better, Monk and equipment used in this build provides alot of Intellect bonus so leavingi t at default is good enough.
- 10 Resolve
Wood Elf and The White that Wends are used for this guide.
- Level 1: Disciplined Barrage & Swift Strikes
- Level 2: Lesser Wounds
- Level 3: Knock Down
- Level 4: Fighter Stances & Two-Handed Style
- Level 5: Confident Aim
- Level 6: Determination
- Level 7: Disciplined Strikes & Swift Flurry
- Level 8: Mule Kick
- Level 9: Stunning Blow
- Level 10: Vigorous Defense & Duality of Presence
- Level 11: Weapon Specialization
- Level 12: Thunderous Blows
- Level 13: Armored Grace & Stunning Surge
- Level 14: Enervating Blows
- Level 15: Tough
- Level 16: Improved Critical & Turning Wheel
- Level 17: Unbending
- Level 18: Superior Deflection
- Level 19: Refreshing Defense & Heartbeat Drumming
- Level 20: Unbending Trunk
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- Job: Aristocrat
- Active: Alchemy
- Passive: Intimidate
- Greatsword
✎ Equipment / Gear
- Heaven’s Cacophony (Head): +2 Intellect, Grants Shout of Hosts & Avenging Storm.
- Charm of Bones (Neck): +2 Intellect, +5 Accuracy vs Vessels, Grants Call of the Restless.
- Casita Samelia’s Legacy: 25% chance to Slash enemy when Hit with Slash damage in melee. +5 Deflection that increases with Intimidate skill.
✖ Devil of Caroc Breastplate (Medium): -10% Recovery Time, +2 max Power Pool, +Resistance to Constitution affliction. +2 Health (scaling) restored per 3s on Critical Hits. (alternative armor)
- Chamelon’s Touch Ring: +1 Dexterity (Monk), +1 Might (Fighter)
- Entonia Signet Ring: +2 All Defenses when Engaged (stacks 5 times)
- Boots of Stone: +1 Dexterity, +1 Resolve, + Resistance to Might afflictions
- The Maker’s Own Power (Belt): +1 Might, +1 Crush Armor Rating. Grants Reforge the Flesh on Near Death.
- Boltcachters: +20% chance to proc addtional Shock damage on enemy target on melee weapon Crit.
- Cloak of Greater Deflection: +7 Deflection
- Nalvi (Dog) -% Recovery penalty for armor, varies by armor type (Party-wide)
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- Whisper of the Endless Paths: Increased Reach and Attack in a Cone. +1 Penetration, +15% Damage as Crush, -2% Recovery Time per Hit (stack 10 times). Grants Run Through.
✖ Great Sword Modal: +30% Damage, -10 Accuracy with Greatswords.
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- Ripple Sponge: +3 Perception, +3 Intellect, +3 Resolve
- Potion of Deftness: +5 Accuracy, +15% Action Speed.
- Potion of Spirit Shield: +3 Armor Rating
- Potion of Moderate Healing: Restore Great amount of Health.
✎ Abilities Preview
- Bonus: +2 Penetration, +25% Crit Damage to one chosen proficient weapon.
- Penalty: Can only pick one proficiency and receive -Accuracy when using unproficient weapon.
- Bonus: +1 Might each Wounds player have.
- Penalty: +5% Damage taken each Wounds player have.
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- Whisper of Endless Paths: has a Cone Attack, allow it to cleave attacks, bringing with it any on hit effects or additional attacks proc to multiple enemies each swing.
- Disciplined Strikes: +5 Perception, +50% Grazes to Hits and +25% Hits to Crits conversion.
- Confident Aim: +30% Grazes to Hits conversion with proficient weapon.
- Armored Grace: -25% Armor Recovery penalty.
- Swift Flurry: +15% Action Speed, +Quick Inspiration, +33% chance to proc additional auto-attack on Crits.
- Heartbeat Drumming: 25% chance to proc additional auto-attack on Crits.
- Cleaving Stance: perform a Full Attack on one nearby enemy on personal kill.
- Avenging Storm: summon a storm, whenever the player attacks or being attacked, trigger additional lightning attacks on targets.
- Enevating Blows: apply Weakened affliction to enemies on Crits.
- Turning Wheel: +2% Burn Damage and +1 Intellect each Wounds player have (up to +20% Burn Damage, +10 Intellect)
- Thunderous Blows: grants Tenacious (Might Inspiration), +5 Might, +2 Penetration. Not only you have a boost in damage and pen, you will most of the times “immune” to low tier Might weakening statuses and resistant to Stuns.
- Mule Kick: Primary Attack with +10 bonus Accuracy and +25% bonus Damage, knock up and apply Disoriented (-5 Perception, +50% Recovery time, -10 Deflection, -1 Armor Rating) on enemies with the help of Whisper AoE cleave attack.
- Stunning Surge: Full Attack that stuns enemies with the help of Whisper AoE cleave attack. Combo Mule Kick between Stunning Surge to stunlock enemies and put them in a helpless state.
- Run Through: deal powerful single target damage then apply a powerful Raw Damage per tick. This attack can one shot most enemies on it initial hit if it Crits, or eventually do so with it Raw DoT.
- Refreshing Defense: +20 to All Defenses, when upgraded it duration extends whenever the character is taking damage.
- Superior Deflection: +4 Deflection
- Warrior Stance: for a more focused approach when fighting against a single or small number of target for +5 Accuracy and +5 Deflection bonus.
- Unbending Trunk: +33% damage converted to Healing on self. A great healing skill to keep the character healthy incase they are under heavy focus on enemy side.
- Reforge the Flesh: when Near Death, you are Paralyzed and start healing up constantly with a +85% Damage Reduction. So incase you receive huge spike damage with Helwalker penalty before you can get your defensive abilities up, the Belt will save you before ready for round 2.