Warrior sPvP | Tournament Mace/Shield, Greatsword | Farpoint assaulter Mace/Shield + Greatsword Warrior
Table of Contents
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
- Mace Bash½Bash your foe.Damage: 269Range: 130
- Pulverize1Thrash your foe, leaving them weakened.Damage: 538Weakness: 5 sRange: 130
- Adrenaline RushStop blocking and gain adrenaline.
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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
Strength
Arms
Defense
Tactics
Discipline
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 21672 (+2460)
- Vitality 1162 (+246)
- Armor 2646 (+458)
- Toughness 1374 (+458)
- Attack 3354 (+1478)
- Power 2394 (+1478)
- Critical Hit 51% (+51%)
- Precision 1994 (+1078)
Secondary Stats
- Burst Recharge 20% (+20%)
- Condition Damage 178 (+178)
- Condition Duration 20% (+20%)
- Critical Damage 78% (+78%)
- Damage 960 (+0%)
- Defense 1272 (+0)
- Ferocity 1178 (+1178)
- Healing Power 278 (+278)
- Movement Speed 25% (+25%)
- Stun Duration 30% (+30%)
Boons
Conditions
Control
Fields & Finishers
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
- +8 to all stats
- +10 to all stats
- +12 to all stats
- +14 to all stats
- +16 to all stats
- +18 to all stats
- +8 to all stats
- +10 to all stats
- +12 to all stats
- +14 to all stats
- +16 to all stats
- +18 to all stats
- +8 to all stats
- +10 to all stats
- +12 to all stats
- +14 to all stats
- +16 to all stats
- +18 to all stats
- +8 to all stats
- +10 to all stats
- +12 to all stats
- +14 to all stats
- +16 to all stats
- +18 to all stats
- +8 to all stats
- +10 to all stats
- +12 to all stats
- +14 to all stats
- +16 to all stats
- +18 to all stats
- +8 to all stats
- +10 to all stats
- +12 to all stats
- +14 to all stats
- +16 to all stats
- +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- +8 to all stats
- +10 to all stats
- +12 to all stats
- +14 to all stats
- +16 to all stats
- +18 to all stats
Accessories & Jewels
- Power: 0
- Precision: 0
- Ferocity: 0
- Vitality: 0
Accessory Totals
- Power:1200
- Precision:900
- Ferocity:900
- Vitality:0
Weapon Set Sigils
- Weapon Strength: 895-1010
- Weapon Strength: 806-909
Weapon Defense: 61
Weapon Set I
Sigil of Superior BloodlustYou 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 Strength: 1095-1210
- Weapon Strength: -
Weapon Set II
Sigil of Superior Fire50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
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
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
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