Warrior sPvP | Tournament Mace/Shield, Sword/Warhorn | Bunker Banner Bunker Warrior
Table of Contents
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
- Mace Bash½Bash your foe.Damage: 269Range: 130
- Pulverize1Thrash your foe, leaving them weakened.Damage: 538Weakness: 5 sRange: 130
- Adrenaline RushStop blocking and gain adrenaline.
- 0Regeneration: 4 s
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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
Strength
Arms
Defense
Tactics
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
Conditions
Control
Fields & Finishers
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Toughness: 25
- Gain up to 400 toughness while reviving an ally, based on your level.
- Toughness: 50
- You resurrect allies with 30% more health.
- Toughness: 100
- You revive allied players 20% faster.
- Toughness: 25
- Gain up to 400 toughness while reviving an ally, based on your level.
- Toughness: 50
- You resurrect allies with 30% more health.
- Toughness: 100
- You revive allied players 20% faster.
- Toughness: 25
- Gain up to 400 toughness while reviving an ally, based on your level.
- Toughness: 50
- You resurrect allies with 30% more health.
- Toughness: 100
- You revive allied players 20% faster.
- Toughness: 25
- Gain up to 400 toughness while reviving an ally, based on your level.
- Toughness: 50
- You resurrect allies with 30% more health.
- Toughness: 100
- You revive allied players 20% faster.
- Toughness: 25
- Gain up to 400 toughness while reviving an ally, based on your level.
- Toughness: 50
- You resurrect allies with 30% more health.
- Toughness: 100
- You revive allied players 20% faster.
- Toughness: 25
- Gain up to 400 toughness while reviving an ally, based on your level.
- Toughness: 50
- You resurrect allies with 30% more health.
- Toughness: 100
- You revive allied players 20% faster.
Rune Stat Totals
- Toughness 175
- Revive Speed 20%
Rune Bonuses
PvP Rune of Mercy- Toughness: 25
- Gain up to 400 toughness while reviving an ally, based on your level.
- Toughness: 50
- You resurrect allies with 30% more health.
- Toughness: 100
- You revive allied players 20% faster.
Accessories & Jewels
- Healing Power: 0
- Power: 0
- Toughness: 0
Accessory Totals
- Power:900
- Toughness:900
- Healing Power:1200
Weapon Set Sigils
- Weapon Strength: 895-1010
- Weapon Strength: 806-909
Weapon Defense: 61
Weapon Set I
Sigil of Superior EnergyYou 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 Strength: 905-1000
- Weapon Strength: 814-900
Weapon Set II
Sigil of Superior EnergyYou 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 RenewalHeal Nearby Allies on Weapon Swap
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
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.