Warrior sPvP | Tournament Mace/Shield, Greatsword | Farpoint assaulter Mace/Shield + Greatsword Warrior

by Last Updated: Sep 11 2013 17:07:27
75% (2) Approval 4 Votes - 7245 Views

Summary

I've seen a lot of people on reddit talking about how warriors are great in team fights, but they suck in 1v1s. I get downvoted any time I try to disagree, but I just want to make it clear how wrong they are. With this build, and builds similar to it, warriors win pretty much every 1v1. Some people just don't understand that a 6 second stun works just as well in a 1v1 as it does in a team fight.

Another reason I wrote this guide is because I run a farpoint assaulter a little different from what most people do. I want to be seen. I don't want the point. I'm doing it to get number advantages mid.

-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 Greatsword
  • Weapon Strength: 1095-1210
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
  • Skull Crack½
    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
  • Pommel Bash15
    Daze your foe with a brutal pommel bash.
    Daze: 1 sDamage: 134Range: 130
    • 0
    • 0
  • Shield Bash½ 25
    Bash your foe with your shield and stun them.
    Damage: 302Stun: 1 sCombo Finisher: LeapRange: 300
    • 0
    • 0
  • Shield Stance3 30
    Block attacks.
    Duration: 3
    • 0
    • 0
  • Healing Signet20
    Signet Passive: Grants regeneration.
    Signet Active: Heal yourself.
    Healing: 3,320
    • 0
  • Dolyak Signet¼ 60
    Signet Passive: Reduces incoming damage.
    Signet Active: Gain stability.
    Stability: 8 sBreak Stun
    • 0
  • Balanced Stance40
    Stance. You gain stability and swiftness.
    Stability: 8 sSwiftness: 8 sBreaks stun
    • 0
  • Berserker Stance60
    Stance. Gain adrenaline for a short time. Conditions cannot be applied to you.
    Duration: 8
    • 0
  • Signet of Rage1 60
    Signet Passive: Grants adrenaline.
    Signet Active: Gain fury, might, and swiftness.
    x5Might: 30 sFury: 30 sSwiftness: 30 s
    • 0

Weapon and Skill Details

Mace/Shield:
This is your CC set. It offers two stuns, a daze, a three second block, and decent damage. Your stuns will mostly be used to set up greatsword bursts, but the mace auto attack damage isn't negligible if your weapon swap is on cooldown.

Greatsword:
This weapon is one of the most mobile and highest DPS weapons in the game. Whirlwind Attack and Rush both allow you to cross the map and close on targets. You can Hundred Blades stunned foes or use it to cleave downed targets. Bladetrail has a nice cripple, and can sometimes chunk large portions of health. The auto-attack chain is nice for stacking a little vulnerability as well as dealing good damage.

Utilities:
Healing Signet does the most sustained healing. Even though you're mostly full damage, you do end up with about 2.6k armor and 23k health. You aren't one of the classes that is going to get one shot. If you find yourself against a very bursty team, it might be worth swapping in Adrenaline Surge. I bring Dolyak Signet and Balanced Stance mostly for stomping. Even as a far point assaulter, you're going to spend a good amount of your time in team fights, and Warriors are one of the best stomping classes. You're tanky enough to stay in there for the stomp, and you have some good sources of stability. Berserker's Stance eases the condi pressure on you enough for you to tear through the squishies casting them. Signet of Rage allows for easy movement between points, which is very important if you're going to be constantly pressuring far point.

II. Traits

Adept Master Grandmaster

Trait Details

Strength:
Reckless Dodge: You do damage at the end of a dodge roll. It's not much, but just keep this in mind.
Great Fortitude: We are aiming to be a little tanky, and with the amount of power you have, this is a great way to get it when compared to the other possible options at this trait level.
Building Momentum: Any way to keep up endurance is good in my book.
Slashing Power: You get more damage on your primary damage weapon.

Arms:
Precise Strikes: A very minor damage boost, but every little bit helps.
Unsuspecting Foe: You will frequently be attacking stunned targets due to the long durations of your stuns. This trait is amazing.

Defense:
Thick Skin: +100 Toughness while above 90% health.
Dogged March: You don't have many ways to remove conditions, so this trait helps you manage the ones that counter you easier to deal with.
Adrenal Health: Heals for 120 health every three seconds for each bar of adrenaline you have built up.
Cleansing Ire: You want to be Skull Cracking as soon as it's up. You have trouble with conditions. This helps with both. Another amazing trait.

Discipline:
Versatile Rage: This helps you build up more adrenaline for more Skull Cracks.
Warrior's Sprint: You want to be mobile, so even though this doesn't help when Swiftness is up, it's still useful, since you can only keep Swiftness up 50% of the time on yourself.
Fast Hands: You want to be weapon swapping constantly to maximize damage between stuns. This lets you do that. One of my favorite traits.
Mobile Strikes: Another way to disengage. Sweet Revenge is also a nice trait to take in its place.

III. Stat Specifics & Effects

Primary Stats

  • Health 23912 (+5540)
  • Vitality 1470 (+554)
  • Armor 2646 (+458)
  • Toughness 1374 (+458)
  • Attack 3076 (+1200)
  • Power 2116 (+1200)
  • Critical Hit 43% (+39%)
  • Precision 1737 (+821)

Secondary Stats

  • Burst Recharge 20% (+20%)
  • Condition Damage 178 (+178)
  • Condition Duration 20% (+20%)
  • Critical Damage 55% (+55%)
  • Damage 960 (+0%)
  • Defense 1272 (+0)
  • Ferocity 525 (+525)
  • Healing Power 278 (+278)
  • Movement Speed 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.
  • 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

  • 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.
  • 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.

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
  • Smoke Field
    Smoke Combo Effects

    Blast Finisher: Area Stealth
    Leap Finisher: Stealth
    Projectile Finisher: Blindness
    Whirl Finsher: Blinding Bolts
  • 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

Stat and Effect Details

I don't know what to say here except you have a lot of stuns and stability, and you do a lot of damage.

IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats
PvP Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats
PvP Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats
PvP Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats
PvP Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats
PvP Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats

Rune Stat Totals

  • Power 78
  • Precision 78
  • Toughness 78
  • Vitality 78
  • Condition Damage 78
  • Healing Power 78
  • Ferocity 78

Rune Bonuses

PvP Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats

Accessories & Jewels

Berserker's Amulet
  • Power: 922
  • Precision: 643
  • Vitality: 328
  • Ferocity: 447
Berserker's Jewel
  • Power: 0
  • Precision: 0
  • Ferocity: 0
  • Vitality: 0

Accessory Totals

  • Power:922
  • Precision:643
  • Vitality:328
  • Ferocity:447

Weapon Set Sigils

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

  • Weapon Defense: 61
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Sigil of Superior Paralyzation
+30% stun duration.

Weapon Set I

Sigil of Superior Bloodlust

You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Sigil of Superior Paralyzation

+30% stun duration.

PvP Greatsword
  • Weapon Strength: 1095-1210
PvP
  • Weapon Strength: -
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Weapon Set II

Sigil of Superior Fire

50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

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

Water Weapon I

Water Weapon II

Upgrade Item Details

Runes:
In this build, you do a bit of everything. You could be in anything from 1v1s and 2v1s to 4v4s and 5v5s. The Runes of Divinity give you a little extra durability to survive the tough fights without giving up too much damage.

Amulet/Jewel:
You want damage. You are not a bunker. You do not deal condi damage. You want a Berserker's Amulet and Jewel.

Sigils:
The Superior Sigil of Bloodlust is quite useful because of the ease with which you can disengage. It's hard to pin you down, so it's easy to build up stacks. The Sigil of Superior Paralyzation is a given on any Mace/Shield weapon set because durations round up, resulting in a 2 second Shield Bash and a 4 second Skull Crack. The Sigil of Superior Fire helps in the 1v1s, but really shines when cleaving dead bodies.

V. Basic Gameplay

When using this build, your main goal is NOT to cap far point. Your main goal is to indirectly support the mid fight. Force them to send 2 to far any time you go there. Keep the home bunker from moving off point. When you're fighting at mid, keep an eye on who is where. If the enemy home bunker is in the mid fight, run to far and make sure he sees you. You're fast enough to get there and get the decap anyway, and he'll run out of the fight to follow you. Ideally, you do it as he's entering the fight. It's very demoralizing if, every time you leave point, you have to go back before you even get to fight. If you do it enough, he'll end up never leaving home point for fear of you back capping him. You effectively remove one player from the team fights.

In Team Fights:
You have three main jobs in team fights. Your first job is to lock down a target. You do this with the mace/shield weapon set. You still do your damage between stuns, but your main goal is to make someone easy to spike and get down. Your second job is stomps. With two sources of stability, it's your job to stomp. Your third job is cleaving dead bodies. If you are out of stability or the downed enemy is an Elementalist, Mesmer, or Thief, you'll want to cleave the dead body with your greatsword.

Assaulting Far Point:
You aren't a sneaky back capper like a Thief. You're just as mobile, but you're tankier at the expense of stealth. This means you have a different goal. Since you going far point means your team has one less person, your goal is to have the enemy team handicapped the same. You want to force them to send multiple people to deal with you. Use the swiftness from Signet of Rage, as well as the mobility from Rush and Whirlwind Attack to quickly move between mid and far. Their home bunker will most likely not have as much mobility, so it's a net gain for your team.

Main Skill Rotation

Shield Bash½ 25
Bash your foe with your shield and stun them.
Damage: 302Stun: 1 sCombo Finisher: LeapRange: 300
Skull Crack½
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
Hundred Blades8
Repeatedly strike multiple foes. The last strike does extra damage.
Damage (8x): 1,624Final strike damage: 406Range: 130
Whirlwind Attack¼ 10
Whirl in a target's direction, slashing foes along your path.
Damage: 259Combo Finisher: WhirlRange: 450
This really is your bread and butter. You stun someone through a full Hundred Blades and more than half their health is gone. It's a downhill fight from there.

Secondary Skill Rotation

Bladetrail¾ 15
Throw your greatsword at your foe so that it returns to you, crippling foes along the way.
Damage: 277Crippled: 4 sCombo Finisher: ProjectileRange: 900
Whirlwind Attack¼ 10
Whirl in a target's direction, slashing foes along your path.
Damage: 259Combo Finisher: WhirlRange: 450
Hundred Blades8
Repeatedly strike multiple foes. The last strike does extra damage.
Damage (8x): 1,624Final strike damage: 406Range: 130
If you're heading into a fight, and you don't have enough adrenaline for a Skull Crack, this can also be a good option

Comments

Post a Comment
Obi @ 07:26 PM, Thu September 12 2013 Reply
Build was already posted? http://intothemists.com/guides/571-defektives_tpvp_gs_mace_shield_analysis
Olrun The Blade @ 10:06 AM, Sun September 15 2013 Reply
My build has a few minor changes, but yes that is the build mine is based on. However, the main reason I made this guide is because it's a different role in mine. Compare the text of the two builds, and you'll start to see major differences.
Trepidation Lost @ 05:48 PM, Mon June 02 2014 Reply
crack shot,when not using rifle :P?
Olrun The Blade @ 11:36 AM, Wed July 02 2014 Reply
Traits have changed since the build was posted. I didn't update the build because it's not viable anymore.