Warrior PvE | Dungeon Sword/Axe, Rifle | Damage Awesome Regen-Bleeding Warrior

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Summary

Hi! I am Luxa and this is my build that I have been using for last few weeks on my Warrior and I am loving it! It has great Passive Regeneration, big Bleeding Damage and Support through Shouts!
Feel free to comment because any feedback is good feedback and I hope you will like it! :)


I. Weapons and Skills

Apothecary's Sword
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Axe
  • Weapon Strength: 857-1048
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Rifle
  • Weapon Strength: 986-1205
  • Healing Power: 239
  • Toughness: 171
  • Condition Damage: 171
  • Weapon Strength: -
  • Weapon Strength: -
  • Weapon Strength: -
  • 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
  • Sever Artery
    Bleed your foe with a slash.
    Bleeding: 8 s (340 damage)Damage: 202Range: 130
    • Gash½
      Bleed your foe with a gash.
      Damage: 202Bleeding: 8 s (340 damage)Range: 130
    • Hamstring¼ 15
      Cripple your foe with a precise slash.
      Crippled: 1 sDamage: 252Range: 130
  • Savage Leap¾ 8
    Lunge at your foe and strike them with your sword.
    Damage: 252Crippled: 3 sCombo Finisher: LeapRange: 600
    • 0
    • 0
  • Final Thrust½ 15
    Strike your foe with a powerful thrust that does extra damage versus foes whose health is below 50%.
    Damage: 437Damage under 50% hp: 837Range: 130
    • 0
    • 0
  • Dual Strike½ 12
    Strike your foe with both weapons. Gain fury with each hit.
    Damage (2x): 404x2Fury: 2 sRange: 130
    • 0
    • 0
  • Whirling Axe20
    Spin and attack nearby foes. You can move while spinning.
    Damage (15x): 1,005Combo Finisher: WhirlRange: 1,200
    • 0
    • 0
  • Healing Signet20
    Signet Passive: Grants regeneration.
    Signet Active: Heal yourself and gain resistance.
    Healing: 3,320Resistance: 6 s
    • 0
  • "Shake It Off!"20
    Shout. Cure a condition on yourself and nearby allies. Also breaks stuns.
    Radius: 600Breaks stun
    • 0
  • "For Great Justice!"20
    Shout. Grant fury and might to yourself and allies.
    Fury: 8 sx3Might: 25 sRadius: 600
    • 0
    • 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

Since this is a bleeding build, Sword is a obvious choice for main weapon.

 

The reason why I am using Axe in off-hand instead of Sword is because Whirling Axe is awesome for gaining adrenaline very fast since it hits 15 times in 3 seconds all nearby foes.

 

Healing Signet has very good passive regeneration and you should never use it because you will lose big passive regeneration for 20 seconds.

 

"Shake It Off!" and "For Great Justice!" will be your new healing skills when you think you are getting low on health.

 

I use Banner of Strenght because it give me and nearby allies 170 power and 170 Condition damage that is good boost.
Alternative is "On My Mark" if you think you need more Healing from Shouts.

 

In my opinion, Signet of Rage is one of the best elite skills in game because it gives you 5 Stacks of Might, Fury and Swiftness for 30 seaconds (39 seconds, because of +30% boon duration from Tactics traits) every 60 seconds.


II. Traits

Trait Details

I think this traits are the most obvious choice with this style of play.

 

Arms gives you precision, more bleeding stacks with Precise Strikes, bigger bleeding duration, more critical chance with our main weapon-sword and 10% more damage with Attack of Opportunity trait since our mobs will always have bleeding on them.

 

Defense traits, or more precisely Adrenal Health, is one of the reasons why this build has very good passive regeneration and great survivability.

 

The main focus in Tactics traits are Shouts and with Lung Capacity you are reducing their recharge for 5 seconds and they will also heal you and nearby allies which for more then 2k per Shout every 20 seconds.


III. Stat Specifics & Effects

Primary Stats

  • Health 22212 (+3000)
  • Vitality 1216 (+300)
  • Armor 3176 (+1049)
  • Toughness 1965 (+1049)
  • Attack 1954 (+14)
  • Power 930 (+14)
  • Critical Hit 29% (+29%)
  • Precision 1382 (+466)

Secondary Stats

  • Bleeding Duration 50% (+50%)
  • Boon Duration 30% (+30%)
  • Condition Damage 1272 (+1272)
  • Damage 1024 (+0%)
  • Defense 1211 (+0)
  • Healing Power 1409 (+1409)

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

Stat and Effect Details

Now, lets do some Math.

 

Damage:
Formula for bleeding is:
(0.05 * Condition Damage) 42.5 per stack per second at level 80
After activating Signet of Rage, For Great Justice and Banner of Strenght that adds you 280 Condition Damage from 8 Stacks of Might (35 per stack)and 170 Condition Damage from Banner, you will end up with 1474 Condition Damage. So back to Math...
(0.05 * 1481) 42.5 is 116 Damage per stack per second!!
And with Sword you can easy stack up to 10 stacks of Bleeding in few seconds!

 

Healing
With this build we have 1131 Healing Power and these are formulas.
Formula for Healing Signet is 392 + 0.05 * Healing Power (1131) per second which gives us 449 HP per second!

 

Formula for Adrenal Health is 125/240/360 + 0.15 * Healing Power (1131) every 3 seconds which gives us 295/310/530 HP every three seconds.

 

Formula for Vigorous Shouts is 1192 + 0.8 * Healing Power (1131) per Shout which gives us 2097 HP per Shout!


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Duration:

Utility Nourishment

Duration:

Armor & Runes

Apothecary's Draconic Helm
  • Defense: 121
  • Healing Power: 60
  • Toughness: 43
  • Condition Damage: 43
Superior Rune of the Thief
  1. Precision: 25
  2. Condition Damage: 35
  3. Precision: 50
  4. Condition Damage: 65
  5. Precision: 100
  6. When striking a foe from behind or the side, gain +10% damage.
Apothecary's Draconic Pauldrons
  • Defense: 121
  • Healing Power: 45
  • Toughness: 32
  • Condition Damage: 32
Superior Rune of the Thief
  1. Precision: 25
  2. Condition Damage: 35
  3. Precision: 50
  4. Condition Damage: 65
  5. Precision: 100
  6. When striking a foe from behind or the side, gain +10% damage.
Apothecary's Draconic Coat
  • Defense: 363
  • Healing Power: 134
  • Toughness: 96
  • Condition Damage: 96
Superior Rune of the Thief
  1. Precision: 25
  2. Condition Damage: 35
  3. Precision: 50
  4. Condition Damage: 65
  5. Precision: 100
  6. When striking a foe from behind or the side, gain +10% damage.
Apothecary's Draconic Gauntlets
  • Defense: 182
  • Healing Power: 45
  • Toughness: 32
  • Condition Damage: 32
Superior Rune of the Thief
  1. Precision: 25
  2. Condition Damage: 35
  3. Precision: 50
  4. Condition Damage: 65
  5. Precision: 100
  6. When striking a foe from behind or the side, gain +10% damage.
Apothecary's Draconic Legplates
  • Defense: 242
  • Healing Power: 90
  • Toughness: 64
  • Condition Damage: 64
Superior Rune of the Thief
  1. Precision: 25
  2. Condition Damage: 35
  3. Precision: 50
  4. Condition Damage: 65
  5. Precision: 100
  6. When striking a foe from behind or the side, gain +10% damage.
Apothecary's Draconic Boots
  • Defense: 182
  • Healing Power: 45
  • Toughness: 32
  • Condition Damage: 32
Coral Orb
  • Power: 14
  • Precision: 20
  • Condition Damage: 14

Armor Stat Totals

  • Defense 1211
  • Precision 195
  • Condition Damage 413
  • Healing Power 419
  • Toughness 299
  • Power 14

Rune Bonuses

Superior Rune of the Thief
  1. Precision: 25
  2. Condition Damage: 35
  3. Precision: 50
  4. Condition Damage: 65
  5. Precision: 100

Accessories & Jewels

Apothecary's Amulet
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Jewel
  • Healing Power: 25
  • Condition Damage: 15
  • Toughness: 15
Rabid Back
  • Condition Damage: 30
  • Precision: 21
  • Toughness: 21
(Infused)
Apothecary's Jewel
  • Healing Power: 25
  • Condition Damage: 15
  • Toughness: 15
Apothecary's Ring
  • Healing Power: 90
  • Toughness: 64
  • Condition Damage: 64
(Infused)
Apothecary's Jewel
  • Healing Power: 25
  • Condition Damage: 15
  • Toughness: 15
Apothecary's Ring
  • Healing Power: 90
  • Toughness: 64
  • Condition Damage: 64
(Infused)
Apothecary's Jewel
  • Healing Power: 25
  • Condition Damage: 15
  • Toughness: 15
Apothecary's Earring
  • Healing Power: 75
  • Toughness: 53
  • Condition Damage: 53
Apothecary's Jewel
  • Healing Power: 25
  • Condition Damage: 15
  • Toughness: 15
Apothecary's Earring
  • Healing Power: 75
  • Toughness: 53
  • Condition Damage: 53
Apothecary's Jewel
  • Healing Power: 25
  • Condition Damage: 15
  • Toughness: 15

Accessory Totals

  • Toughness:430
  • Condition Damage:439
  • Healing Power:600
  • Precision:21

Weapon Set Sigils

Apothecary's Sword
  • Weapon Strength: 905-1000
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Apothecary's Axe
  • Weapon Strength: 857-1048
  • Healing Power: 120
  • Toughness: 85
  • Condition Damage: 85
Sigil of Superior Earth
60% chance to do a 5s bleed on critical.
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set I

Sigil of Superior Earth

60% chance to do a 5s bleed on critical.

Sigil of Superior Accuracy

+7% crit chance.

Apothecary's Rifle
  • Weapon Strength: 986-1205
  • Healing Power: 239
  • Toughness: 171
  • Condition Damage: 171
  • Weapon Strength: -
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Weapon Set II

Sigil of Superior Battle

You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

Healing Power, Toughtness and Condition Damage is everything you need to become tanky-healing-bleeding dealer Warrior.
I decided to use 5/6 Runes of Thiefs for a bit more Precision, so I can have 60% crit-chance with Fury.
Its your choice what you want to put for 6th rune but I went with Coral Orb for a bit more Condition Damage, Precision and Power plus it cost only around 3 silvers.

 

Sigil of Earth is used for faster Bleeding stacking and Sigil of Accuracy for getting 60% crit chance.
Alternative for Sigil of Accuracy is Sigil of Agony for longer Bleeding Duration.


V. Basic Gameplay


Main Skill Rotation

Signet of Rage1 60
Signet Passive: Grants adrenaline.
Signet Active: Gain fury, might, and swiftness.
x5Might: 30 sFury: 30 sSwiftness: 30 s
"For Great Justice!"20
Shout. Grant fury and might to yourself and allies.
Fury: 8 sx3Might: 25 sRadius: 600
Savage Leap¾ 8
Lunge at your foe and strike them with your sword.
Damage: 252Crippled: 3 sCombo Finisher: LeapRange: 600
Dual Strike½ 12
Strike your foe with both weapons. Gain fury with each hit.
Damage (2x): 404x2Fury: 2 sRange: 130
Whirling Axe20
Spin and attack nearby foes. You can move while spinning.
Damage (15x): 1,005Combo Finisher: WhirlRange: 1,200
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
Sever Artery
Bleed your foe with a slash.
Bleeding: 8 s (340 damage)Damage: 202Range: 130
Gash½
Bleed your foe with a gash.
Damage: 202Bleeding: 8 s (340 damage)Range: 130
Final Thrust½ 15
Strike your foe with a powerful thrust that does extra damage versus foes whose health is below 50%.
Damage: 437Damage under 50% hp: 837Range: 130

This will be your main Skill Rotation before and during combat.

 

Note 1: If you use Flurry you will lose all your Adrenaline so do NOT use it if you are low of Health or you are reciving big damage.

 

Note 2: Adrenaline levels only increase duration of Immobilize from Flurry, does not change Bleeding Damage or number of Stacks so feel free to use it even if you Adrenaline Bar is not full and if you are not in danger of dying.


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