Warrior sPvP | Tournament Mace/Shield, Sword/Warhorn | Bunker Banner Bunker Warrior

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Summary

Warriors reentered the meta to counter the current, condi heavy meta with few stun breaks. The buffs to their healing signets gave them just enough extra durability to really burn through the more prevalent classes. However, since the warrior buffs were to the healing signets, I decided to take another look at a bunker warrior. I've been using this build to tear through solo queue matches and am currently working on incorporating it into a proper team comp for team queue.

 

-Olrun The Blade
Chemically Imbalanced [CI]


I. Weapons and Skills

PvP Mace
  • Weapon Strength: 895-1010
PvP Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
PvP Sword
  • Weapon Strength: 905-1000
PvP Warhorn
  • Weapon Strength: 814-900
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
  • Skull Crack½ 8
    Burst. Stun your foe with a skull crack. Effect increases with adrenaline level.
    Damage: 366Level 1 stun: 1 sLevel 2 stun: 2 sLevel 3 stun: 3 sRange: 130
  • Mace Smash½
    Smash your foe.
    Damage: 269Range: 130
    • Mace Bash½
      Bash your foe.
      Damage: 269Range: 130
    • Pulverize1
      Thrash your foe, leaving them weakened.
      Damage: 538Weakness: 5 sRange: 130
  • Counter Blow10
    Block the next attack. Counter with an attack if you are in melee range. Gain adrenaline if not attacked.
    Damage: 336
    • Adrenaline Rush
      Stop blocking and gain adrenaline.
    • 0
      Regeneration: 4 s
  • Pommel Bash15
    Daze your foe with a brutal pommel bash.
    Daze: 1 sDamage: 134Range: 130
    • 0
      Regeneration: 4 s
    • 0
      Regeneration: 4 s
  • Shield Bash½ 20
    Bash your foe with your shield and stun them.
    Damage: 302Stun: 2 sCombo Finisher: LeapRange: 300
    • 0
      Regeneration: 4 s
    • 0
      Regeneration: 4 s
  • Shield Stance3 25
    Block attacks.
    Duration: 3
    • 0
      Regeneration: 4 s
    • 0
      Regeneration: 4 s
  • Healing Signet20
    Signet Passive: Grants regeneration.
    Signet Active: Heal yourself and gain resistance.
    Healing: 3,320Resistance: 6 s
    • 0
      Regeneration: 4 s
  • Balanced Stance40
    Stance. You gain stability and swiftness.
    x5Stability: 8 sSwiftness: 8 sBreaks stun
    • 0
      Regeneration: 4 s
  • Berserker Stance60
    Stance. Gain adrenaline for a short time. Conditions cannot be applied to you.
    Duration: 10
    • 0
      Regeneration: 4 s
    • 0
      Regeneration: 4 s
  • Battle Standard2 192
    Banner. Place a battle standard that revives fallen allies and grants fury, might, and stability to allies.
    Stability: 3 sFury: 3 sMight: 10 sEffective radius: 600Combo Finisher: BlastRegeneration: 4 s
    • 0
      Regeneration: 4 s

Weapon and Skill Details

Mace/Shield:
The Mace/Shield combo is very good for stun-locking. As a bunker, you are in a prime position to focus out of position squishies. If someone gets on point with you, call target and start your chain. You might want to use Shield Bash to bait out a stun break before using Skull Crack. Pommel Bash is great for interrupts, be it someone rezzing a downed ally, or a Nature spirit about to slam the ground. Shield Stance is for if you are taking heavy damage, but only use it if you are out of dodges.

 

Sword/Warhorn:
Savage Leap can be used to move around the map faster, but its main use is on point. Use it on the enemy bunker to quickly jump away from enemy melees focusing you. Charge and Call to Arms both cure conditions due to your trait set up, so you want to balance your need for swiftness and vigor with your need for condition cleanse.

 

Utilities:
Healing Signet does the most sustained healing. As a bunker, you aren't generally going to get one-shot, so sustained is the better option. Dolyak Signet serves as both a toughness boost and a source of stability, but I generally use Balanced Stance because of the shorter cooldown and longer stability with Sure-Footed. Berserker's Stance protects you against condition users, as well as building up adrenaline so you can use your burst skills and maintain good Adrenal Health. The Defense and Tactics banners both give defensive stats to your entire team, but don't forget the active abilities either. The Banner of Defense has a knockback as its number 2, and the Banner of Tactics has a small, AoE heal. The swiftness slotted into skill 3 and the charge slotted into skill 4 on both banners are both great for mobility. Warbanner is obviously used to resurrect downed allies.


II. Traits

Adept Master Grandmaster

Trait Details

Strength:
These ten points are honestly just here for lack of a better place to put them. You get a bit of a damage boost, as well as about 170 vitality. You can also slot them into Discipline for reduced cooldown on Dolyak Signet.

 

Defense:
Thick Skin: +100 Toughness when above 90% health.
Sure-Footed: Longer stability, condition immunity, and Defy Pain proc.
Adrenal Health: You gain approximately 120 health every 3 seconds per full adrenaline bar plus 15% of your healing power. At full adrenaline with 25 stacks of life, that adds up to be almost 450 health every 3 second. This trait means you really do need to time your burst skills effectively.
Cleansing Ire: This trait really helps you build up adrenaline while being focused, allowing you to heal more through Adrenal Health. However, it also gives you another reason to use it - the condi clear.
Armored Attack: Almost 200 extra power.
Defy Pain: This is a great because it gives you more time to refill adrenaline for dodges. It also makes you a lot harder to just burst down, since you get a while to react.

 

Tactics:
Determined Revival: +400 Toughness while reviving an ally.
Inspiring Banners: You are bringing two to three banners, so this is a given. It allows you to almost permanently maintain Tactics and Defense, and definitely helps with Warbanner.
Fast Healer: Another useful trait for rezzing.
Quick Breathing: One thing this build doesn't have very many of is condi clears. This somewhat alleviates the problem, as well as allowing you to pretty much keep up permanent vigor and swiftness.
Reviver's Might: One stack of might for twelve seconds.
Inspiring Battle Standard: Grants essentially permanent, team-wide regeneration in a large area around your banners. That's another constant 200 health per second regen. Bear in mind that this works even if you aren't near the banner. If a different point is having trouble, make sure your teammate grabs a banner on the way there for some extra support. You have two permanent banners. Spread the love.


III. Stat Specifics & Effects

Primary Stats

  • Health 23552 (+4340)
  • Vitality 1350 (+434)
  • Armor 3563 (+1375)
  • Toughness 2291 (+1375)
  • Attack 2876 (+1000)
  • Power 1916 (+1000)
  • Precision 916 (+0)

Secondary Stats

  • Boon Duration 30% (+30%)
  • Condition Duration 10% (+10%)
  • Damage 960 (+0%)
  • Defense 1272 (+0)
  • Healing Power 1500 (+1500)
  • Revive Speed 20% (+20%)
  • Stance Duration 25% (+25%)
  • Stun Duration 30% (+30%)

Boons

  • Aegis
    Block the next attack.
  • Distortion
    Allows mesmers to evade attacks for some time.
  • Frenzy
    Increases damage taken by 25%. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Frosty Armor
    Chills foes that hit you.
  • Fury
    20% critical chance increase. Stacks in duration.
  • Haste
    Regenerate endurance at 50% effectiveness when under the effects of this skill. It's typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Invulnerability
    Prevents the target from taking damage or receiving conditions. It is also placed on rallied players for one second.
  • Might
    X damage per attack increase. Stacks intensity.
  • Protection
    33% damage reduction. Stacks in duration.
  • Quickening Zephyr
    Prevents healing. It typically seen as a mechanic to offset a beneficial effect such as quickness.
  • Quickness
    Makes all skills and actions 50% faster.
  • Regeneration
    Regenerates X health per second. Stacks in duration.
  • Rejuvenation
    Regenerates health. This effect is exclusive to the guardian profession through the Virtue of Resolve.
  • Resistance
    Resistance temporarily negates the affected target of all effects caused by conditions.
  • Retaliation
    Does X damage to an opponent each time they hit you. Stacks in duration.
  • Smiting
    Causes every fifth attack to apply burning. This effect is exclusive to the guardian profession.
  • Stability
    Cannot be knocked down, pushed back, launched, stunned, dazed, floated, sunk, or feared.
  • Stealth
    Allows the user to be invisible to enemy players and avoid being spotted by enemy NPCs.
  • Swiftness
    33% movement speed increase. Stacks in duration.
  • Vigor
    Faster endurance regeneration. Stacks in duration.

Conditions

  • Agony
    Agony is an effect unique to Fractals of the Mists that removes a percentage of the player's health every second and reduces received healing by ~50%.
  • Bleeding
    Bleeding is a stackable condition that deals damage over time.
  • Blind
    Causes the target's next hit to miss instead.
  • Burning
    Inflicts X damage per second. Stacks in duration.
  • Chilled
    Reduces movement speed and skill recharge by 66%. Stacks in duration.
  • Confusion
    Inflicts X damage each time a foe uses skill. Stacks in intensity.
  • Crippled
    Crippled is a condition which decreases movement speed by 50%. Stacks in duration.
  • Fear
    Causes the target to run directly away from the caster.
  • Immobilized
    Immobilized is a condition which prevents movement and dodging. Victims also can't turn. Stacks in duration.
  • Poison
    Inflicts X damage per second. Reduces outgoing heals by 33%. Stacks in duration.
  • Slow
    Slow is a condition that reduces the activation time of skills and abilities.
  • Taunt
    Taunt is a control effect that forces the affected target to run towards the source of taunt with all skills except stun breakers disabled while using their auto-attack skill.
  • Torment
    Deals damage every second; deals additional damage if moving; stacks intensity.
  • Vulnerability
    Increases damage the target takes by 1%. Stacks in intensity.
  • Weakness
    Causes 50% of attacks to be glancing and reduces endurance regeneration by 50%. Stacks in duration.

Control

  • Break Stun
    Stun break is an effect which can break control effects on a character.
  • Daze
    Interrupts and prevents the target from using skills for a period of time.
  • Float
    Forces the affected target(s) to move towards the surface.
  • Knockdown
    Interrupts and causes the foe to be unable to move or use skills for a short duration. Knocked down foes fall to the ground.
  • Launch
    Interrupts and tosses a character into the air.
  • Pull
    Shortens the distance between the user and the foe by drawing one of them to another. If a foe is pulled, this can result in an interrupt.
  • Push
    Physically pushes foes away from the player and interrupts them.
  • Sink
    Forces the affected target(s) to move away from the surface.
  • Stun
    Interrupts, immobilizes, and incapacitates foes for a short duration.
  • Teleport
    Teleport to target location.
  • Teleport
    Teleport (alternatively, flash) is a mechanic that causes the user or target(s) to instantly move from one location to another.

Fields & Finishers

  • Dark Field
    Dark Combo Effects

    Blast Finisher: Area Blindness
    Leap Finisher: Blindness
    Projectile Finisher: Life stealing
    Whirl Finsher: Leeching Bolts
  • Ethereal Field
    Ethereal Combo Effects

    Blast Finisher: Area Chaos Armor
    Leap Finisher: Chaos Armor
    Projectile Finisher: Confusion
    Whirl Finsher: Confounding Bolts
  • Fire Field
    Fire Combo Effects

    Blast Finisher: Area Might
    Leap Finisher: Fire Shield
    Projectile Finisher: Burning
    Whirl Finsher: Burning Bolts
  • Ice Field
    Ice Combo Effects

    Blast Finisher: Area Frost Aura
    Leap Finisher: Frost Aura
    Projectile Finisher: Chilled
    Whirl Finsher: Chilling Bolts
  • Light Field
    Light Combo Effects

    Blast Finisher: Area Retaliation
    Leap Finisher: Retaliation
    Projectile Finisher: Remove Condition
    Whirl Finsher: Cleansing Bolts
  • Lightning Field
    Lightning Combo Effects

    Blast Finisher: Area Swiftness
    Leap Finisher: Dazing Strike
    Projectile Finisher: Vulnerability
    Whirl Finsher: Brutal Bolts
  • Poison Field
    Poison Combo Effects

    Blast Finisher: Area Weakness
    Leap Finisher: Weakness
    Projectile Finisher: Poison
    Whirl Finsher: Poison Bolts
  • Revealed
    Revealed is an effect applied when stealth is broken, for example by entering combat or exiting a Shadow Refuge circle prematurely.
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • Super Speed
    Activate your slick shoes, enabling you to move at superior speeds.
  • Water Field
    Water Combo Effects

    Blast Finisher: Area Healing
    Leap Finisher: Healing
    Projectile Finisher: Regeneration
    Whirl Finsher: Healing Bolts
Combo
  • Blast Finisher
    Blast Combo Effects

    Dark: Area Blindness
    Ethereal: Area Chaos Armor
    Fire: Area Might
    Ice: Area Frost Aura
    Light: Area Retaliation
    Lightning: Area Swiftness
    Poison: Area Weakness
    Smoke: Area Stealth
    Water: Area Healing
  • Leap Finisher
    Leap Combo Effects

    Dark: Blindness
    Ethereal: Chaos Armor
    Fire: Fire Shield
    Ice: Frost Aura
    Light: Retaliation
    Lightning: Dazing Strike
    Poison: Weakness
    Smoke: Stealth
    Water: Healing
  • Projectile Finisher
    Projectile Combo Effects

    Dark: Life stealing
    Ethereal: Confusion
    Fire: Burning
    Ice: Chilled
    Light: Remove Condition
    Lightning: Vulnerability
    Poison: Poison
    Smoke: Blindness
    Water: Regeneration
  • Whirl Finisher
    Whirl Combo Effects

    Dark: Leeching Bolts
    Ethereal: Confounding Bolts
    Fire: Burning Bolts
    Ice: Chilling Bolts
    Light: Cleansing Bolts
    Lightning: Brutal Bolts
    Poison: Poison Bolts
    Smoke: Blinding Bolts
    Water: Healing Bolts

IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of Mercy
  1. Toughness: 25
  2. Gain up to 400 toughness while reviving an ally, based on your level.
  3. Toughness: 50
  4. You resurrect allies with 30% more health.
  5. Toughness: 100
  6. You revive allied players 20% faster.
PvP Rune of Mercy
  1. Toughness: 25
  2. Gain up to 400 toughness while reviving an ally, based on your level.
  3. Toughness: 50
  4. You resurrect allies with 30% more health.
  5. Toughness: 100
  6. You revive allied players 20% faster.
PvP Rune of Mercy
  1. Toughness: 25
  2. Gain up to 400 toughness while reviving an ally, based on your level.
  3. Toughness: 50
  4. You resurrect allies with 30% more health.
  5. Toughness: 100
  6. You revive allied players 20% faster.
PvP Rune of Mercy
  1. Toughness: 25
  2. Gain up to 400 toughness while reviving an ally, based on your level.
  3. Toughness: 50
  4. You resurrect allies with 30% more health.
  5. Toughness: 100
  6. You revive allied players 20% faster.
PvP Rune of Mercy
  1. Toughness: 25
  2. Gain up to 400 toughness while reviving an ally, based on your level.
  3. Toughness: 50
  4. You resurrect allies with 30% more health.
  5. Toughness: 100
  6. You revive allied players 20% faster.
PvP Rune of Mercy
  1. Toughness: 25
  2. Gain up to 400 toughness while reviving an ally, based on your level.
  3. Toughness: 50
  4. You resurrect allies with 30% more health.
  5. Toughness: 100
  6. You revive allied players 20% faster.

Rune Stat Totals

  • Toughness 175
  • Revive Speed 20%

Rune Bonuses

PvP Rune of Mercy
  1. Toughness: 25
  2. Gain up to 400 toughness while reviving an ally, based on your level.
  3. Toughness: 50
  4. You resurrect allies with 30% more health.
  5. Toughness: 100
  6. You revive allied players 20% faster.

Accessories & Jewels

Cleric's Amulet
  • Power: 900
  • Toughness: 900
  • Healing Power: 1200
delete
  • Healing Power: 0
  • Power: 0
  • Toughness: 0

Accessory Totals

  • Power:900
  • Toughness:900
  • Healing Power:1200

Weapon Set Sigils

PvP Mace
  • Weapon Strength: 895-1010
PvP Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Sigil of Superior Paralyzation
+30% stun duration.

Weapon Set I

Sigil of Superior Energy

You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Sigil of Superior Paralyzation

+30% stun duration.

PvP Sword
  • Weapon Strength: 905-1000
PvP Warhorn
  • Weapon Strength: 814-900
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Superior Sigil of Renewal
Heal Nearby Allies on Weapon Swap

Weapon Set II

Sigil of Superior Energy

You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Superior Sigil of Renewal

Heal Nearby Allies on Weapon Swap

PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

Runes:
The Mercy runes really help you have extremely strong rezzes. The extra toughness while rezzing doesn't stack with Determined Revival, but the rez speed does. With these runes, you have the strongest rezzes in the game.

 

Amulet/Jewel:
Soldier/Soldier and Cleric/Cleric break even at about 30 seconds. I use Cleric's because I can survive that long.

 

Sigils:
This build is highly reliant on dodges. With permanent vigor and constant weapon swapping with energy sigils, you are dodging about 2/3 of the time, especially when you count in the sword jump. You don't have as much damage mitigation as a bunker guardian, so you have to get that somehow. Dodging is the best option. The Superior Sigil of Renewal heals for about 800 because of your healing power, so that's some nice extra healing from a sigil. The Superior Sigil of Paralyzation increases the stun durations by a full second each, since the durations round up. That's a four second Skull Crack and a 2 second Shield Bash.


V. Basic Gameplay

While Being Focused: Dodge. Dodge as much as you can while staying on point. Weapon swap constantly to gain the extra dodge from the energy sigils, use the two warhorn skills for condi removal, use Savage Leap on the enemy bunker as another dodge, swiftness and vigor, and Shield Stance to mitigate heavy bursts. One thing that REALLY helps is if you learn how to dodge jump. That little extra bit of distance helps a lot more than you'd think when you have to stay on point. It makes you a lot harder for melee classes to stick to. I've frustrated many a thief this way.

 

Not Being Focused: Now you are trying to set up spikes. Find a squishy who's out of position, call target, and stun lock him. Use the Shield Bash to bait out stun breaks, then let the hammer (mace) fall and Skull Crack them. Flurry also inflicts Immobilize, so that's a good option if they have stability or Skull Crack is on cooldown. Also be sure to note that if a stompable class goes down on point, it is generally your job to stomp them. Pop that Dolyak Signet, and get to work.


Main Skill Rotation

Shield Bash½ 20
Bash your foe with your shield and stun them.
Damage: 302Stun: 2 sCombo Finisher: LeapRange: 300
Skull Crack½ 8
Burst. Stun your foe with a skull crack. Effect increases with adrenaline level.
Damage: 366Level 1 stun: 1 sLevel 2 stun: 2 sLevel 3 stun: 3 sRange: 130
Mace Smash½
Smash your foe.
Damage: 269Range: 130
Mace Bash½
Bash your foe.
Damage: 269Range: 130
Pulverize1
Thrash your foe, leaving them weakened.
Damage: 538Weakness: 5 sRange: 130
Savage Leap¾ 8
Lunge at your foe and strike them with your sword.
Damage: 252Crippled: 3 sCombo Finisher: LeapRange: 600
Flurry½ 8
Burst. Immobilize your foes with a flurry of bleeding strikes. Effect increases with adrenaline level.
x8Bleeding: 2 s (680 damage)Damage (8x): 256Level 1 immobilize: 2 sLevel 2 immobilize: 3 sLevel 3 immobilize: 4 sRange: 130

This is your best bet for initiating a spike. A full duration Skull Crack gives just enough time for a mace auto attack rotation, which deals a good chunk of damage, even as a bunker. Often times they'll dodge right after the Skull Crack ends, so you'll have to leap to them before you can Immobilize them with Frenzy.


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