Warrior PvE | Open World Axe/Mace, Mace/Shield | Damage Simple Warrior Leveling Guide

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Summary

Warriors are a straightforward class, and very powerful fully geared at 80. In a nutshell the name of the game is to dish out so much damage that you kill before being killed, and with full Exotic and Ascended gear at 80, they are the best in the game at this.

 

However, while leveling you don't always have completely updated gear, or all your traits, and can find yourself in sticky situations, toe-to-toe with tough Veteran mobs, or stuck in tight caves filled with quick-respawning mobs, or other situations.

 

Warriors don't have a whole lot of defensive tricks like Guardians, pet tanks like Rangers/Mesmers/Necros/Engi's, or stealth and perma-evasion like Thieves to help them through those situations, especially pre-80.

 

So this is a build guide specifically for addressing those issues while leveling, mainly for new player still learning the ropes of the game who may have started with a Warrior. It meets a few objectives:

 

  • It does not depend on Grandmaster traits like Berserker's Power or Heightened Focus, which can't be obtained till level 60 at the earliest, as the level 80 meta build 30/0/0/10/30 does. It is based primarily on Adept and Master traits, with the single Grandmaster trait optional and easy to pick up at 70 or 80.
  • High damage
  • Good sustain (constant self-healing)
  • Fast movement speed (50% leveling is killing stuff, the other 50% is running around, so the faster you run the faster you level)
  • Pure Damage for trash mobs (Axe/Mace)
  • Stuns and Dazes for tougher stunnable mobs (Mace/Shield)

 

Finally, a couple videos to help anyone who feels like they're struggling a lot at lower levels:

 

  • Playing evasively - Low level warrior solo'ing stuff in Queensdale. The video starts at fighting a boss mob and its adds, see how he's always moving, dodging, circling around, retreating when the mob starts a big attack, re-engaging after it misses, etc. Old video, some skills have changed, but still demonstrates the idea how to play evasively.
  • GW2 Combat Mechanics - Demonstration of the finer points of GW2's combat system, by way of comparison to WoW.


I. Weapons and Skills

Soldier's Axe
  • Weapon Strength: 857-1048
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Mace
  • Weapon Strength: 895-1010
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Mace
  • Weapon Strength: 895-1010
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
  • Eviscerate
    Burst. Leap at your foe with a devastating attack. Effect increases with adrenaline level.
    Level 1 damage: 487Level 2 damage: 609 Level 3 damage: 731 Combo Finisher: LeapRange: 300
  • Chop¼
    Chop your foe.
    Damage: 227Range: 130
    • Double Chop
      Chop your foe twice.
      Damage (2x): 480Range: 130
    • Triple Chop
      Deliver three final chops to your foe.
      Damage (3x): 1,158Range: 130
  • Cyclone Axe½ 6
    Spin around and attack all nearby foes.
    Damage (2x): 236x4Vulnerability: 8 sCombo Finisher: WhirlRange: 130
    • 0
    • 0
  • Throw Axe¼ 10
    Throw an axe that cripples foes.
    Damage: 225Crippled: 4 sCombo Finisher: ProjectileRange: 900
    • 0
    • 0
  • Crushing Blow¾ 12
    Crush your opponent's armor, leaving them vulnerable.
    x4Vulnerability: 10 sDamage: 336Range: 130
    • 0
    • 0
  • Tremor½ 20
    Send a wave toward your foe that knocks down foes in a line.
    Damage: 269Knockdown: 2 sCombo Finisher: ProjectileRange: 1,200
    • 0
    • 0
  • Healing Signet20
    Signet Passive: Grants regeneration.
    Signet Active: Heal yourself and gain resistance.
    Healing: 3,320Resistance: 6 s
    • 0
  • "For Great Justice!"25
    Shout. Grant fury and might to yourself and allies.
    Fury: 8 sx3Might: 25 sRadius: 600
    • 0
  • "Shake It Off!"25
    Shout. Cure a condition on yourself and nearby allies. Also breaks stuns.
    Radius: 600Breaks stun
    • 0
  • Signet of Might25
    Signet Passive: Improves power.
    Signet Active: Your next 3 attacks are unblockable.
    Passive effect: 180 powerUnblockable: Next 5 strikes
    • 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

Offensive - Axe/Mace

 

This weapon set is for pure dps. Simply autoattack them to death, and use Cyclone Axe every cooldown.

 

Axe autoattack chain is one of Warrior's highest damage attacks in the game. One caveat - it must finish all 3 attacks, since the damage is backloaded on the 3rd attack in the chain.

 

For Veterans or tougher mob, add Mace #4 Crushing Blow to the mix, for increased damage via Vulnerability. If you get too low on health and need to retreat, knock down the mobs with Mace #5 Tremor, swap to Mace/Shield and run away.

 

Finish low health mobs with the burst skill, Eviscerate.

 

Feel free to also use Axe/Axe here for even more pure AoE DPS. I put Axe/Mace because that's part of the level 80 meta 30/25/0/0/15 DPS build and it's useful to get used to playing the Axe/Mace portion of it, but Axe/Axe works here too. Experiment with both.

 

Defensive - Mace/Shield

 

The defensive weapon set, every ability has defensive capability. #1 applies Weakness which causes mobs to miss you. #2 is a Block, #3 is a Daze, #4 is a Stun, #5 is a Block, and F1 is a Stun. Damage is not terrible either with Cull the Weak and Sundering Mace providing a 15% damage buff to Mace skills and 5% to Shield skills.

 

Swap to Mace/Shield if you get in trouble and need to escape and reset the fight, or you're fighting a tough mob (Veteran, Elite, Champion) that is stunnable and/or has big attacks that are interruptable.

Mace/Shield is the current sPvP meta build [1] [2], which focuses on stun-locking opponents, and this can be useful leveling too. Shield #4 Shield Bash, Mace #3 Pommel Bash, and the burst skill Skull Crack all Stun or Daze.

 

These abilities are particularly useful for interrupting mobs in the middle of casting some big spell or attack, which can enable you to solo them - interrupt them when you can, dodge or block (Mace #2, Shield #5) their attacks when you can't.

 

Healing/Utility/Elite

 

Utility skills are all optional, but this build is heavy on Power and Critical Damage and light on Crit Chance, so you want Fury to be up as much as possible in combat, hence For Great Justice! and Signet of Rage.

 

Healing Signet's passive ability is one of the strongest healing abilities in the game. Combined with the Master Minor talent Adrenal Health, and Regen/Lifesteal Food (see gear section below), the combo provides very strong in-combat health regeneration.

 

That regen, plus dodging and blocking big attacks, is enough sustain to keep you alive and finish even difficult fights. The key is to never actually use Healing Signet - it must stay off cooldown in order for the passive regen to work. Get used to kiting away from mobs for a few seconds when you need to heal, then combing back to continue fighting when your health is topped off.

 

Other Options

 

Axe/Axe: Another good option, would provide more pure damage than Axe/Mace, though Mace #5 is just too fun to knock stuff down with.

 

Axe/Warhorn: I've been using Axe/Warhorn recently to solo Champions and this actually works very well too. Warhorn #4 + Signet of Rage gives you 100% uptime on Swiftness for +33% movement speed. Fighting Champion mobs is all about positioning and staying out of their killzone, and constant Swiftness + Endurance regen (thanks to Vigor from Warhorn #5) makes that a lot easier. This works well with trash mobs, Vets, and Elites too. Warhorn #5 also helps keep higher uptime on Weakness, which both reduces incoming damage and increases your outgoing damage 5% (Cull the Weak trait). Only problem is, Warhorn is not included in the Dual Wielding trait, so you lose 5% damage from that, and there are not many other good alternative traits there, besides Death From Above in mountainous areas.


II. Traits

Adept Master Grandmaster

Trait Details

Damage

 

Self explanatory - three talents focus on buffing Axe damage, the primary source of damage in this build: Dual Wielding, Axe Mastery, Sharpened Axes.

 

Cull The Weak and Sundering Mace trait increases damage vs Weakened Foes, so use Skale Venom to keep foes constantly Weakened.

 

Damage Mitigation

 

Passive damage mitigation comes primarily from the 200 Armor from the 20 points in the Defense traitline.

 

Sustain/Healing

 

Sustain/Healing comes from the combined constant regeneration from Adrenal Health (Defense Master Minor trait), Healing Signet, and Regen/Life Steal Food (see below).

 

Travel Speed

 

Warrior's Sprint - +25% faster run speed at all times (since this is a pure melee build).

 

Trait Progression

 

As you level, fill out the traits in this order:

 


III. Stat Specifics & Effects

Primary Stats

  • Health 23892 (+4680)
  • Vitality 1384 (+468)
  • Armor 2725 (+598)
  • Toughness 1514 (+598)
  • Attack 3661 (+1716)
  • Power 2527 (+1611)
  • Critical Hit 13% (+13%)
  • Precision 1182 (+266)

Secondary Stats

  • Burst Recharge 20% (+20%)
  • Condition Duration 30% (+30%)
  • Critical Damage 42% (+42%)
  • Damage 1134 (+10%)
  • Defense 1211 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 466 (+466)
  • Fury Duration 25% (+25%)
  • Healing Power 200 (+200)
  • Movement Speed 25% (+25%)

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

Stat priorities are:

 

  • Power
  • % Damage Increases (like Dual Wielding, Cull The Weak, and Berserker's Power)
  • Critical Damage.

 

Get Precision/Crit Chance from Fury, Banners, and other buffs.

 

Throw in some Toughness if you find yourself dying a lot. With the constant regen in this build, you get more Effective Health from Toughness than Vitality.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Mango Pie
Duration: 30min
Gain 85 health every second
Vitality: 70
Experience from Kills: 10%
  • (30min)
  • Gain 85 health every second
  • Vitality: 70
  • Experience from Kills: 10%

Utility Nourishment

Superior Sharpening Stone
Duration: 30min
Gain power equal to 6% of your toughness
Gain power equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain power equal to 6% of your toughness
  • Gain power equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Invaders Chainmail Helm
  • Defense: 121
Major Rune of the Citadel
  1. Power: 15
  2. Fury Duration: 10%
  3. Power: 35
  4. 3% chance to gain fury for 30 seconds when hit. (Cooldown: 60s)
Berserker's Draconic Pauldrons
  • Defense: 121
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Major Rune of the Citadel
  1. Power: 15
  2. Fury Duration: 10%
  3. Power: 35
  4. 3% chance to gain fury for 30 seconds when hit. (Cooldown: 60s)
Invaders Chainmail Armor
  • Defense: 363
Major Rune of the Citadel
  1. Power: 15
  2. Fury Duration: 10%
  3. Power: 35
  4. 3% chance to gain fury for 30 seconds when hit. (Cooldown: 60s)
Berserker's Draconic Gauntlets
  • Defense: 182
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Major Rune of the Citadel
  1. Power: 15
  2. Fury Duration: 10%
  3. Power: 35
  4. 3% chance to gain fury for 30 seconds when hit. (Cooldown: 60s)
Invaders Chainmail Chausses
  • Defense: 242
Major Rune of Rage
  1. Critical Damage: 1%
  2. Fury Duration: 15%
  3. Critical Damage: 3%
  4. 3% chance to gain fury for 30s when hit. (cooldown: 60s)
Berserker's Draconic Boots
  • Defense: 182
  • Power: 45
  • Precision: 32
  • Ferocity: 32
Major Rune of Rage
  1. Critical Damage: 1%
  2. Fury Duration: 15%
  3. Critical Damage: 3%
  4. 3% chance to gain fury for 30s when hit. (cooldown: 60s)

Armor Stat Totals

  • Defense 1211
  • Power 185
  • Fury Duration 25%
  • Critical Damage 1%
  • Precision 96
  • Ferocity 96

Rune Bonuses

Major Rune of the Citadel
  1. Power: 15
  2. Fury Duration: 10%
  3. Power: 35
  4. 3% chance to gain fury for 30 seconds when hit. (Cooldown: 60s)
Major Rune of Rage
  1. Critical Damage: 1%
  2. Fury Duration: 15%

Accessories & Jewels

Berserker's Amulet
  • Power: 90
  • Precision: 64
  • Ferocity: 64
Crest of the Soldier
  • Power: 20
  • Toughness: 14
  • Vitality: 14
Soldier's Spineguard
  • Power: 22
  • Toughness: 16
  • Vitality: 16
(Infused)
Crest of the Soldier
  • Power: 20
  • Toughness: 14
  • Vitality: 14
Soldier's Ring
  • Power: 90
  • Toughness: 64
  • Vitality: 64
(Infused)
Crest of the Soldier
  • Power: 20
  • Toughness: 14
  • Vitality: 14
Soldier's Ring
  • Power: 90
  • Toughness: 64
  • Vitality: 64
(Infused)
Crest of the Soldier
  • Power: 20
  • Toughness: 14
  • Vitality: 14
Berserker's Earring
  • Power: 75
  • Precision: 53
  • Ferocity: 53
Crest of the Soldier
  • Power: 20
  • Toughness: 14
  • Vitality: 14
Berserker's Earring
  • Power: 75
  • Precision: 53
  • Ferocity: 53
Crest of the Soldier
  • Power: 20
  • Toughness: 14
  • Vitality: 14

Accessory Totals

  • Power:562
  • Precision:170
  • Ferocity:170
  • Toughness:228
  • Vitality:228

Weapon Set Sigils

Soldier's Axe
  • Weapon Strength: 857-1048
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Mace
  • Weapon Strength: 895-1010
  • Power: 120
  • Toughness: 85
  • Vitality: 85
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 Force
+5% damage.

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 Force

+5% damage.

Soldier's Mace
  • Weapon Strength: 895-1010
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
  • Power: 120
  • Toughness: 85
  • Vitality: 85
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 Force
+5% damage.

Weapon Set II

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 Force

+5% damage.

Soldier's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
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 Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Water Weapon 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)

Water Weapon II

Sigil of Superior Bloodlust

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

Upgrade Item Details

Armor/Jewels

 

Use gear with simple direct damage stats: Power, Precision, Crit Damage. Throw in Toughness and Vitality as a last resort if you really need extra survivability, but first try to get that from regen sources (Adrenal Health trait, Healing Signet, regen/lifesteal food). Weapons should be within 5 levels of your current level, and armor within 10 levels (unless you do dungeons, then armor within 5 levels).

 

Look for gear with the following prefixes:

 

 

Runes

 

Major Runes of the Citadel and Major Runes of Rage are awesome with this build. Combined with For Great Justice! and Signet of Rage elite they provide 100% Fury uptime in combat, plus some nice boosts to Power.

 

If you level by Map Completion, you'll get 3x Transmutation Stones per map, which you can then use to keep your gear slotted with these Runes as you level and acquire gear upgrades.

 

Sigils

 

Sigil of Bloodlust is the primary sigil for this build. After that, any damage sigil on the second weapon works - Force, Accuracy, Fire, and Sigil of Air are all good options, use whichever you can find/is cheapest.

 

You can also build up 25 stacks of Bloodlust, then swap to an identical weapon with a different Sigil. You'll keep the Bloodlust stacks until you either get downed or move to a different map, while benefiting from an additional sigil.

 

Some Sigils don't stack:

 

The following combinations of Sigils are useless because they don't stack, you only get the benefit of one but not the other:

 

  • Buff Stacking Sigils
    • Bloodlust/Perception, Bloodlust/Corruption, Perception/Corruption do not stack, you'll only get one of those buffs, other will be useless.
    • Bloodlust/Bloodlust only gives you 1 stack of Bloodlust, up to 25 total, but will increment that stack twice as fast vs a single Sigil. For example, with one Bloodlust Sigil when you kill a mob it adds 1 Bloodlust buff to stack, but with 2 sigils it adds 2 buffs to the stack. You'll get to 25 stack quicker, but after that there's no benefit.
  • On-Crit Sigils
    • Fire/Air, Fire/Earth, etc. All on-crit Sigils share an internal ~5s cooldown. If one procs and goes on cooldown, the other can't proc until the cooldown is up. Don't use 2x on-crit Sigils in the same weapon set.
  • Static Bonus Sigils of the same bonus
    • Force/Force, Night/Night, etc. don't double the damage bonus. Force/Force still only gives 5% damage bonus, not 10%. Night/Night only gives 10% damage bonus, not 20%.
    • However, Force/Night, Night/Undead, etc. *does* stack. Force/Night gives a 15% damage bonus at Night, and Night/Undead gives a 20% damage bonus at night vs Undead mobs. This really only applies to dungeons and Fractals, don't bother yourself with this while leveling.

 

Also avoid condition damage sigils, which this build is not geared to.

 

Food

 

Use food that provides constant healing:

 


V. Basic Gameplay

Offensive - Axe/Mace

 

This weapon set is for pure dps. All of its abilities are damage oriented, except for #5 which provides both damage and a nice line knockdown. Simply autoattack mobs death, use Cyclone Axe every cooldown, and #5 if you need to back off and escape or heal.

 

Axe autoattack chain is one of Warrior's highest damage attacks in the game. One caveat - it must finish all 3 attacks, since the damage is backloaded on the 3rd attack in the chain.

 

For Veterans or tougher mob, add Mace #4 Crushing Blow to the mix. If you get too low on health and need to retreat, knock down the mobs with Mace #5 Tremor and run away.

 

Finish low health mobs with the burst skill, Eviscerate.

 

Defensive - Mace/Shield

 

All of Mace/Shield abilities are defensive. #1 applies Weakness causing mobs to miss you. #2 is a Block, #3 is a Daze, #4 is a Stun, #5 is a Block, and the F1 skill is Stun.

 

If you start getting low on health, swap to Mace/Shield for defense and run away to heal, using the Blocks and Stuns to escape.

 

Mace/Shield is the current sPvP meta build [1] [2], which focuses on stun-locking opponents, and this can be useful leveling too. Shield #4 Shield Bash, Mace #3 Pommel Bash, and the burst skill Skull Crack all Stun or Daze.

 

These abilities are particularly useful for interrupting mobs in the middle of casting some big spell or attack, which can enable you to solo them - interrupt them when you can, dodge or block (Mace #2, Shield #5) their attacks when you can't.

 

Note - stuns don't work on Champion mobs and higher, so you're limited to Axe/Mace pure DPS on those.

 

Additionally, the Mace #1 autoattack chain puts 5s of Weakness on the target, which increases your Mace damage by 15% (Cull the Weak + Sundering Mace) and your Shield Damage by 5% (Cull the Weak). So even this fully defensive weapon set can provide decent damage.

 

Healing

 

Don't actually use your Healing Signet unless about to die. Its purpose is to provide constant healing from its passive ability, in combination with Adrenal Health and healing Food (Mango Pie, Omnomberry Pie/Ghosts).


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!"25
Shout. Grant fury and might to yourself and allies.
Fury: 8 sx3Might: 25 sRadius: 600
Crushing Blow¾ 12
Crush your opponent's armor, leaving them vulnerable.
x4Vulnerability: 10 sDamage: 336Range: 130
Cyclone Axe½ 6
Spin around and attack all nearby foes.
Damage (2x): 236x4Vulnerability: 8 sCombo Finisher: WhirlRange: 130
Chop¼
Chop your foe.
Damage: 227Range: 130
Double Chop
Chop your foe twice.
Damage (2x): 480Range: 130
Triple Chop
Deliver three final chops to your foe.
Damage (3x): 1,158Range: 130
Chop¼
Chop your foe.
Damage: 227Range: 130
Double Chop
Chop your foe twice.
Damage (2x): 480Range: 130
Triple Chop
Deliver three final chops to your foe.
Damage (3x): 1,158Range: 130
Chop¼
Chop your foe.
Damage: 227Range: 130
Double Chop
Chop your foe twice.
Damage (2x): 480Range: 130
Triple Chop
Deliver three final chops to your foe.
Damage (3x): 1,158Range: 130
Cyclone Axe½ 6
Spin around and attack all nearby foes.
Damage (2x): 236x4Vulnerability: 8 sCombo Finisher: WhirlRange: 130
Chop¼
Chop your foe.
Damage: 227Range: 130
Double Chop
Chop your foe twice.
Damage (2x): 480Range: 130
Triple Chop
Deliver three final chops to your foe.
Damage (3x): 1,158Range: 130
Chop¼
Chop your foe.
Damage: 227Range: 130
Double Chop
Chop your foe twice.
Damage (2x): 480Range: 130
Triple Chop
Deliver three final chops to your foe.
Damage (3x): 1,158Range: 130
Crushing Blow¾ 12
Crush your opponent's armor, leaving them vulnerable.
x4Vulnerability: 10 sDamage: 336Range: 130
Cyclone Axe½ 6
Spin around and attack all nearby foes.
Damage (2x): 236x4Vulnerability: 8 sCombo Finisher: WhirlRange: 130
Chop¼
Chop your foe.
Damage: 227Range: 130
Double Chop
Chop your foe twice.
Damage (2x): 480Range: 130
Triple Chop
Deliver three final chops to your foe.
Damage (3x): 1,158Range: 130
Chop¼
Chop your foe.
Damage: 227Range: 130
Double Chop
Chop your foe twice.
Damage (2x): 480Range: 130
Triple Chop
Deliver three final chops to your foe.
Damage (3x): 1,158Range: 130

Axe/Mace

 

Get Fury and Might from Signet and Shout, apply Vulnerabilty with Mace #4 and Axe #2, then Autoattack till dead. Optionally, finish with Axe burst skill. Repeat.


Stun/Daze 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!"25
Shout. Grant fury and might to yourself and allies.
Fury: 8 sx3Might: 25 sRadius: 600
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 Blow8
Block the next attack. Counter with an attack if you are in melee range. Gain adrenaline if not attacked.
Damage: 336
Shield Bash½ 20
Bash your foe with your shield and stun them.
Damage: 302Stun: 2 sCombo Finisher: LeapRange: 300
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
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

To get the most damage out of this defensive set, your priorities are to get Fury and Might up (Signet + Shout), then get Weakness applied as soon as possible to start getting the +15% Mace damage buff (Cull the Weak + Sundering Mace).

 

Once Weakness is on the target, use your two hardest hitting attacks for max damage - Counter Blow and Shield Bash.

 

Use stuns to interrupt big attack/spell windups - namely Pommel Bash, Shield Bash, and Skull Crack, along with Shield Block and dodges to avoid damage.


VI. Alternate Greatsword Version of this Build

You can also use a Greatsword + Regen build if you prefer. The general concepts are the same - buff Power, % Damage, Critical Damage, and Greatsword Skills, plus max regen with Healing Signet + Adrenal Health + Regen Food. Your offset weapon choice is much more flexible as well, feel free to use Sword/Warhorn, Longbow, Rifle, or anything else that tickles your fancy. The leveling progression looks like this:

 


VII. Alternative Axe/Axe + Sword/Warhorn version

Lately I've been running around at 80 solo on my warrior, using Axe/Axe + Sword/Warhorn, and the same build as the Axe/Mace + Mace/Shield with just one trait changed: Sundering Mace -> Cleansing Ire. Cleansing Ire gives faster Adrenaline regen in combat, plus more options for condition removal vs condition-heavy mobs like the plant-based things in the new Mordremoth-based Living Story. Axe/Axe for fighting things and high Vuln and Fury uptime (Axe #2 and #4 respectively). Switch to Sword/Warhorn for travel speed.

 

Axe/Axe + Sword/Warhorn build: 6/0/4/0/4


Comments

Post a Comment
@ 09:28 AM, Fri November 08 2013 Reply
Would an Axe/Axe combo provide more dmg, per the 2 extra dmging moves? Or would the axe default be more dmg than switching to use the 2 moves?
kurtosis @ 12:43 PM, Sun November 17 2013 Reply
Axe/Axe would do more pure damage than Axe/Mace, that's a totally valid config as well. Any mix of Axe/Mace/Shield works, so feel free to experiment with different configurations.
@ 11:25 AM, Sat November 23 2013 Reply
Started using this guide for my new warrior last night. I am totally new to the game and this guide really helped! Once I got healing signet things went much better. Also, the intro videos were very useful as I am coming in with WOW and EQ experience. Thank you!
kurtosis @ 08:11 AM, Mon December 02 2013 Reply
Great, glad it helped!
@ 07:43 PM, Sat December 07 2013 Reply
I'm very new to this game. I've played many other games since UO back in the day and I think this game beats them all.

I was using a signet build on my warrior and while it wasn't bad it seemed ... lacking. After using your guide my level of play shot through the roof. I'm only level 50 but this guide has sealed the Warrior as my main. Thanks for your advice on this most excellent guide.
kurtosis @ 12:28 AM, Sat December 28 2013 Reply
Great, glad it was helpful!
@ 11:10 PM, Fri January 24 2014 Reply
Great guide for starting players! +1
@ 08:20 AM, Tue February 25 2014 Reply
Great guide! I'm wondering though, would Axe/sword be Viable? Thanks!
@ 10:28 AM, Fri April 18 2014 Reply
Is this build still viable after the patch?
@ 02:38 PM, Wed April 30 2014 Reply
I guess not.. anyone care to answer this? If not useful after patch can someone point me in the right direction please? Thanks
@ 07:42 AM, Fri January 02 2015 Reply
Amazing guide, very detailed, especially for someone like me who has never played the warrior made me understand how to use it with different types of weapons and traits.
Great job :)))