Had some questions I wanted to ask the community related to builds for war. Please talk about what you think; list pros and cons.
Shirking Energy
If a hit is avoided by dodging while in a light equip load, gain 29 stamina (6s cooldown)
Do light armor users really benefit from that extra energy? It’s not enough, even with hearty, to dodge an extra time if spamming shift, but is it still worth?
Rogue vs Thwarting Strikes
+19% more backstab damage
Deal 12% additional damage while you have active grit.
Flame Attunement vs Shirking Flame
Attacks deal an additional 15% weapon damage as Fire. (cooldown 2s)
Dodging through an enemy attack causes your next hit within 5s to deal an additional 19% base weapon damage as Fire.
Strike Protection vs Slash Protection
You take 4.9% less Strike damage.
You take 4.9% less Slash damage.
…
Here are my thoughts.
Shirking Energy is defensive only. Light armor has enough mobility already that you’re not catching them regardless of if they have this perk or not. And most deaths are going to be from ranged users anyways.
Thwarting only helps increase maelstrom’s 1st spin dmg (as far as abilities go) and nothing else (not even during gravity well as some may think). Rogue works with abilities if they hit behind the target. During war, GA/WH users gravity well and go in to mealstrom, etc and people a lot of times have their backs towards you trying to get out of the gravity well. So there might be an argument for rogue as it’s a higher dmg percentage.
Flame attunement works with abilities and seems to be overall better dps, but shirking may be better burst dmg? Not sure how significant 4% is… about 40+ dmg alone (assuming 1k+ dmg hit) with no CD.
War hammer seems to be used just as much as greataxe and hits fairly hard. Slash protection is probably better in the current meta but if gravity well is nerfed, GA may become used more as a secondary weapon than a primary… in that scenario strike protection may edge out slash.
Thanks for reading!