Build talk:P/W PvP Flesh Wound

Attributes
In my opinion, if you're only going to have 2 attack skills and your attributes spread out so much, it would be better to reduce spear mastery to 12 or 13 to get the maximum benefit and cover for weakness. According to wiki, "While pumping up your weapon attribute continues to give outstanding returns on damage all the way to level 12, it drops off quickly after that. For a level 20 character, attribute level 13 is less than half as effective as the previous level at raising your damage. So while having a high attribute level certainly looks impressive on your stat screen, it isn't providing as much benefit as one might think." Damage calculation Also consider that Draw Conditions and +ar while conditioned insignias are meta for Monks right now.--Saxazaxx (talk) 15:29, 28 March 2018 (UTC)
 * This is a GvG build that provided spike assist and calls, so it needed all the damage it could get. Moving points to other attributes wouldn't have been all that helpful. 14 is also generally used as the attribute level for martial classes in their weapon in PvP because the boost is still significant on autoattacks, even if 12>13 and 13>14 are less impressive jumps than 11>12. Buffing every single attack you do generally outpaces slightly stronger skill effects in the usually long GvG matches. Also in GvG, this basically made your team shrug off conditions in a way RC and Draw couldn't touch (can't interrupt or even feasibly prevent IJaFW, paragon is hard to spike down, IJaFW is cheaper than RC after Leadership effect). Toraen (talk) 19:04, 29 March 2018 (UTC)
 * You're right.--Saxazaxx (talk) 05:01, 1 April 2018 (UTC)
 * 11+1+2 spear mastery, 9+1 leadership, 8+1 command (16/8 shield), 8 tactics, 1 motivation. Take a command shield. When playing this paragon you have 2 or 3 more physicals in your team, so you definitely want more than just 4 on command. It's not just about the likelyhood of your deep wound, it may also increase your frontliner's spike damage and if playing w-w-p-r-me the turret ranger's. 8 tactics is sufficient for 4 adrenaline. The lost second duration on fw's speed boost is hardly relevant. Still got 14 spear mastery for proper spiking. -45 health compared to the current attributes won't kill you as you will still have up to 91 armor. --Krschkr (talk) 20:28, 2 April 2018 (UTC)