
GS Forward / Shield CC
Three GS skills allow us to be hyper aggressive with TG/JT/BC to bridge the gap.
Skills
Greatsword
Basic
Light StrikeLight Strike: three-hit combo; each hit charges your weapon. When fully charged, the weapon enters Judgment. The next light strike will apply Wither to the enemy.
Heavy StrikeHeavy Strike: turn and thrust your weapon upward. Can be charged to release: dash forward and strike twice. All heavy strikes can execute Wither you've applied.
Opportunistic ThrustAfter dodging, immediately use the button to branch into a light strike: dash forward slightly while swinging your sword to attack.
Sprinting SlashAfter dodging forward, immediately use the button to branch into a heavy strike: leap forward while spinning to swing your weapon. After dodging backward, immediately use the button to branch into a heavy strike: perform a counterattack while stepping back. Both heavy strike branches can execute enemies affected by Wither.
PursuitAfter any heavy strike, you can use the button to branch into a light strike: rapidly swing your weapon to perform two slashes.
Selected Skills
Breakthrough ChargeCan perform a two-stage dash attack. Stage 1: Thrust forward with your sword. During the recovery, press the buttons to perform a branch attack (second stage). Stage 2 Left Branch: Dash in a leftward arc, sweeping enemies and knocking them back to the right. Stage 2 Right Branch: Dash in a rightward arc, sweeping enemies and knocking them back to the left.
ParryAssume a defensive stance to parry frontal attacks (negating damage), recovering Energy with each successful parry. This stance lasts up to 5s or until you parry 3 attacks, whichever comes first. Immediately after a successful parry, press the buttons to perform different branch attacks: one is a sweeping strike against enemies in front, while the other is a long-distance dash slash. Both branch attacks apply Wither on hit. Parry has a shorter base cooldown in trio mode.
Thorn GuideShoot thorns forward with your left hand, pulling the first enemy hit toward you. If the target is too large or in a special state (e.g., Super Armor, Blocking), you will instead dash along the thorns toward them.
Polearm and Shield
Basic
Light StrikeAlternate between spear thrusts and horizontal sweeps. Each hit charges your weapon. When fully charged, the weapon enters Judgment. The next light strike will apply Wither to the enemy.
Charged DashRaise your shield to block frontal attacks. You can hold to maintain the shield stance while charging the skill up to 3 levels, before initiating a forward dash attack. Lv.1 Charge: Dash forward with your shield raised to ram enemies. Lv.2 Charge: Gain Super Armor; increase the dash distance and follow up with an additional thrust. Lv.3 Charge: Gain Super Armor; increase the dash distance and follow up with a more powerful leaping thrust.
Selected Skills
Javelin ThrustHurl your spear forward, immediately applying Wither to the target. Upon impact, rapidly leap to the target and pull out the spear with a sweeping strike to deal damage.
Talents
Affixes
Valor
Increases Attack. Upon reaching a certain level, also increases Defense Penetration.
Lv.1 Attack +1.5%.
Lv.2 Attack +3%.
Lv.3 Attack +4.5%.
Lv.4 Attack +6%.
Lv.5 Attack +7.5%. Defense Penetration +1.8%.
Lv.6 Attack +9%. Defense Penetration +1.8%.
Lv.7 Attack +10.5%. Defense Penetration +1.8%.
Overall Damage increase
Fervor
After hitting an enemy, increase Physical Damage and Magic Damage for 3s, stacking up to 5 times. Upon reaching the required level, when the number of stacks is greater than or equal to 3, increase Defense Penetration.
Lv.1 Physical Damage +0.4%. Magic Damage +0.4%.
Lv.2 Physical Damage +0.8%. Magic Damage +0.8%.
Lv.3 Physical Damage +1.2%. Magic Damage +1.2%.
Lv.4 Physical Damage +1.6%. Magic Damage +1.6%.
Lv.5 Physical Damage +2%. Magic Damage +2%. Defense Penetration +2.5%.
Lv.6 Physical Damage +2.4%. Magic Damage +2.4%. Defense Penetration +2.5%.
Lv.7 Physical Damage +2.8%. Magic Damage +2.8%. Defense Penetration +2.5%.
Most of our attacks come in combos so this builds very quick
Ranged
If the distance between you and the target is greater than 5 meters when hit, temporarily increase Physical Damage and Magic Damage. Upon reaching a certain level, increase ranged damage's effective range. Effective Range: Different ranged attacks have different Effective Ranges. Beyond the Effective Range, both DMG and Impact will diminish.
Lv.1 Physical Damage +1.6%. Magic Damage +1.6%.
Lv.2 Physical Damage +3.2%. Magic Damage +3.2%.
Lv.3 Physical Damage +4.8%. Magic Damage +4.8%.
Lv.4 Physical Damage +6.4%. Magic Damage +6.4%.
Lv.5 Physical Damage +8%. Magic Damage +8%. Effective Range +12%.
Lv.6 Physical Damage +9.6%. Magic Damage +9.6%. Effective Range +12%.
Lv.7 Physical Damage +11.2%. Magic Damage +11.2%. Effective Range +12%.
With how much displacement we have, this can trigger very easy to then turn around and be on the enemy again
Seeker
Hitting an enemy increases Movement Speed for 3s. Upon reaching a certain level, the Speed Boost can stack.
Lv.1 Movement Speed +1.5%.
Lv.2 Movement Speed +3%.
Lv.3 Movement Speed +4.5%.
Lv.4 Movement Speed +4.5%, stacking up to 2 times.
Lv.5 Movement Speed +6%, stacking up to 2 times.
Allows for better chase
Seamless
Increases Skill Cooldown Speed. Upon reaching a certain level, knocking down a Gyldhunter reduces skill cooldowns currently in progress.
Lv.1 Skill Cooldown Speed +2.2%.
Lv.2 Skill Cooldown Speed +4.4%.
Lv.3 Skill Cooldown Speed +6.6%.
Lv.4 Skill Cooldown Speed +8.8%.
Lv.5 Skill Cooldown Speed +11%. Gyldhunter Knockdown Cooldown Refund +30%.
Lv.6 Skill Cooldown Speed +13.2%. Gyldhunter Knockdown Cooldown Refund +30%.
Lv.7 Skill Cooldown Speed +15.4%. Gyldhunter Knockdown Cooldown Refund +30%.
Easy optional affix for better cooldowns
Tenacious
Increases Maximum Health. Upon reaching a certain level, increases Healing.
Lv.1 Maximum Health +1.8%.
Lv.2 Maximum Health +3.6%.
Lv.3 Maximum Health +5.4%.
Lv.4 Maximum Health +7.2%.
Lv.5 Maximum Health +9%. Healing +7.5%.
Lv.6 Maximum Health +10.8%. Healing +7.5%.
Lv.7 Maximum Health +12.6%. Healing +7.5%.
Good for more HP as well as healing
Guide
This build allows the user to be hyper aggressive with multiple ways to bridge the gap.
Remember as a WK, we get very little super armor, (This build specifically we get it off a successful parry and the second stage of Breakthrough Charge) so be wary when using any ability since we can get staggered BAD. Don't be afraid to use your light attack more often than you would think to help counter stagger as well as build Wither.
Breakaway Charge can be good as a disengage, so I recommend holding this unless you are confident it will finish the fight. WK can get in very easily but getting out, if needed, can be difficult.
NOTE: This is a great sword HEAVY class with very little switching (only to Javelin Thrust essentially).
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