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Group Scenario Build – Blade/Hammer Block

Build created by Ciritty
Posted by Ciritty on February 18, 2014
Last updated by Vikestart on October 12, 2015
  • Abilities
  • Gear
  • Auxiliary
  • Effectiveness
TypeScenario Build
WeaponBladeWeaponHammer
AP Cost921
AP CostQL 10 Epic
  • AbilityClearing the Path
  • AbilityBlade Torrent
  • AbilityMolten Steel
  • AbilityNo Mercy
  • AbilitySteel Echo
  • AbilityMartial Discipline
  • AbilityUnstoppable Force
  • AbilityLeeching Frenzy
  • AbilityImmortal Spirit
  • AbilityResilient Defender
  • AbilityBreakdown
  • AbilityBloodsport
  • AbilitySudden Return
  • AbilityCool, Calm & Collected
Download ModVDM Import String
VDM%-%7080580%-%5779785%-%6837799%-%6861201%-%7080574%-%5775985%-%6861223%-%undefined%-%6852644%-%5777459%-%7494906%-%7094290%-%6942580%-%7080605%-%6368906%-%undefined
Suggested Auxiliary Abilities
Ability Ability With a Binding signet on the Whip, this combo will increase your damage output.
Ability Ability For increased movement.
Gear Stats
2500+Attack Rating
1000Heal Rating
4500Health
350Hit Rating
750Penetration
300+Critical Rating
200+Crit Power
450Block Rating
Block Rating on the Blade, Crit Power on the Hammer.
Signets
Head:Signet of Laceration
Majors:Signet of Vigour, Signet of Violence
Minors:Signet of Thirst, Signet of Equilibrium, Signet of Ablation
Blade:Signet of Breaching
Hammer:Signet of Aggression
Dungeons

The Polaris

Hell Raised

The Darkness War

Hell Fallen

The Ankh

The Facility

Hell Eternal

The Slaughterhouse

The Penthouse

The Manufactory

Manufactory Breached

Raids

Eidolon

New York

Agartha Defiled

PvP

Fusang

El Dorado

Stonehenge

Shambala

Other

Solo

Scenarios

DESCRIPTION

I think the title of this build describes everything I would have written here except with less words, and now that I wrote down more words just to state that… I’ll get down to business.

SITUATIONAL ABILITIES

Beatdown

I really like having an impair, gives me a sense of control. You’ll have to see for yourself if you do better with impair or with the recommended abilities.

Sleight of Hand

Pesky hotel bugs, pesky shotgun scare crows, pesky shotgun cultists, don’t get me starting on the vampires and fauns.

Vampires like to use major hit so Martial discipline isn’t very reliable in wave 1 (can get them in wave 2 as well)

Iron Maiden

I prefer damage, when accustomed to solo group scenarios more damage is the way to go. I replace resilient defender for Iron Maiden.

HOW IT WORKS

Damage

This build has a lot of damage output for the amount of survivability it grants, in scenarios groups of mobs are easily dispatched but the bigger mobs with annoying abilities tend to provide some challenge.

In order to solve this issue Molten Steel should be applied to your enemies faces or unmentionables, the increased single target DPS will increase your damage against bosses as well.

Blade and Hammer consumers can be used at the start of a fight as resources regenerate outside of combat.

Survivability

Unstoppable Force is quite glorious, the low cooldown, Heal that can critically hit and immunity to most crowd control in scenarios makes this by far my favorite elite active. It can be activated while you’re impaired as well, often saving your life and that of the survivors.

Leeching frenzy is an excellent healing passive, it can be purged so make sure to reactivate it after ghouls decide to strip you from your buffs before using your consumers.

Immortal Spirit provides you with a somewhat reliable way to activate Thirst/Equilibrium/Coney island band.

Martial Discipline gives you a 50% chance to glance incoming hits, abilities that are glanced take no effect, so impairs have a 50% chance to fail, in addition every glance will incur a small healing affect that can critically heal and activate Thirst/Equilibrium/Coney island band.

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