Warrior PvE | Dungeon Sword/Shield, Longbow | Damage Condi Tank

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60% (3) Approval 15 Votes - 10306 Views

Summary

Bleed and burn your enemies down while remaining highly survivable.


I. Weapons and Skills

Rabid Sword
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Rabid Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Rabid Longbow
  • Weapon Strength: 920-1080
  • Condition Damage: 239
  • Precision: 171
  • Toughness: 171
  • Weapon Strength: -
Rabid Harpoon Gun
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Rabid Spear
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
  • 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
  • Shield Bash½ 16
    Bash your foe with your shield and stun them.
    Damage: 302Stun: 2 sCombo Finisher: LeapRange: 300
    • 0
    • 0
  • Shield Stance3 20
    Block attacks.
    Duration: 3
    • 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
  • Endure Pain60
    Stance. Take no damage from attacks.
    Duration: 5Breaks stun
    • 0
  • Balanced Stance40
    Stance. You gain stability and swiftness.
    x5Stability: 8 sSwiftness: 8 sBreaks stun
    • 0
  • Signet of Rage1 60
    Signet Passive: Grants adrenaline.
    Signet Active: Gain fury, might, and swiftness.
    x5Might: 30 sFury: 30 sSwiftness: 30 s
    • 0

II. Traits

Adept Master Grandmaster

Trait Details

Arms
(III) Deep Cuts - Since this is a bleed build this trait is absolutely necessary if you want to stack bleeds as high as possible.
(VIII) Blademaster - Are crits necessary on a condition build? Yes, but not for the reasons you might expect. Damage output won't necessarily increase off a straight crit, but high precision will allow us to take advantage of any on crit sigil we may place on our sword.
(XI) Furious - Flurry is our number one source of bleed stacks, that being said, Combustive Shot from the longbow will also give us a fair amount of burning damage and a nice combo field for might. More crits lead to more adrenaline which leads to more burst skills.

 

Defense
(I) Shield Master - Our shield is our best friend. +90 toughness may not seem like much, but the reduced cooldown on shield bash will give you more opportunities for interrupting an enemy's skill, or allow you to close that last 300 distance. Shield stance is a great skill, not just because it's a 3 second block, but because you can still move around during this time. Much love.
(VIII) Last Stand - Flurry is the bread and butter of this build allowing us to stack bleeds on foes. The downside is this skill roots us in place making us vulnerable to crowd control effects such as knockdown and launches. Most of the time we can see a telegraph of these attacks and either dodge or activate Balanced Stance if we want to fight through it; however, if Balanced stance is on cooldown, you're out of endurance, and already rooted in place by the skill this trait will keep us powering through the attack as if nothing happened.
(IX) Cleansing Ire - This trait allows us to increase our adrenaline further while removing a condition for every bar of adrenaline spent in a build where we use our adrenaline skills frequently. In a situation where conditions are not an issue compared to huge damage spikes I would suggest swapping this trait out for Defy Pain.

 

Tactics
(IV) Stronger Bowstrings - With 10 points left we don't have a lot of options. Discipline can get us some utility, but I prefer the extra health especially when the extra crit damage from Discipline seemingly goes to waste. The extra range is nice as it allows us to start building adrenaline earlier in battle. This increased range comes with a 10% damage decrease from Dual Shot, but both Dual Shot and Fan of Fire become guaranteed combo finishers. Arcing Arrow is listed has dealing 33% less damage, but this is not reflected in combat (bug?). This trait also doubles the damage of Smoldering Arrow.


III. Stat Specifics & Effects

Primary Stats

  • Health 24352 (+5140)
  • Vitality 1430 (+514)
  • Armor 3323 (+1196)
  • Toughness 2112 (+1196)
  • Attack 2170 (+299)
  • Power 1215 (+299)
  • Critical Hit 45% (+45%)
  • Precision 1852 (+936)

Secondary Stats

  • Agony Resistance 30 (+30)
  • Bleeding Duration 50% (+50%)
  • Boon Duration 10% (+10%)
  • Condition Damage 2123 (+2123)
  • Damage 955 (+0%)
  • Defense 1211 (+0)
  • Experience from Kills 20% (+20%)
  • Healing Power 300 (+300)

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

IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Loaf of Omnomberry Bread
Duration: 30min
Vitality: 100
Toughness: 70
Experience from Kills: 10%
  • (30min)
  • Vitality: 100
  • Toughness: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Tuning Crystal
Duration: 30min
Gain Condition damage equal to 6% of your toughness
Gain Condition damage equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain Condition damage equal to 6% of your toughness
  • Gain Condition damage equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Carrion Draconic Helm
  • Defense: 121
  • Condition Damage: 60
  • Power: 43
  • Vitality: 43
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Carrion Draconic Pauldrons
  • Defense: 121
  • Condition Damage: 45
  • Power: 32
  • Vitality: 32
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Carrion Draconic Coat
  • Defense: 363
  • Condition Damage: 134
  • Power: 96
  • Vitality: 96
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Carrion Draconic Gauntlets
  • Defense: 182
  • Condition Damage: 45
  • Power: 32
  • Vitality: 32
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Carrion Draconic Legs
  • Defense: 242
  • Condition Damage: 90
  • Power: 64
  • Vitality: 64
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
Carrion Draconic Boots
  • Defense: 182
  • Condition Damage: 45
  • Power: 32
  • Vitality: 32
Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.

Armor Stat Totals

  • Defense 1211
  • Condition Damage 594
  • Toughness 100
  • Power 299
  • Vitality 299

Rune Bonuses

Superior Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.

Accessories & Jewels

Hymn to the ProphetsOffensive Slot
  • Condition Damage: 157
  • Precision: 108
  • Toughness: 108
Malign InfusionOffensive Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Tome of the RubiconDefensive Slot
  • Condition Damage: 63
  • Precision: 40
  • Toughness: 40
(Infused)
Vital InfusionDefensive Infusion
  • Vitality: 5
  • Agony Resistance: 5
Khilbron's PhylacteryOffensive Slot
  • Condition Damage: 126
  • Precision: 85
  • Toughness: 85
(Infused)
Malign InfusionOffensive Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Ouroboros LoopDefensive Slot
  • Condition Damage: 126
  • Precision: 85
  • Toughness: 85
(Infused)
Vital InfusionDefensive Infusion
  • Vitality: 5
  • Agony Resistance: 5
Fierceshot's ArrowheadOffensive Slot
  • Condition Damage: 110
  • Precision: 74
  • Toughness: 74
Malign InfusionOffensive Infusion
  • Condition Damage: 5
  • Agony Resistance: 5
Marriner's FlaskDefensive Slot
  • Condition Damage: 110
  • Precision: 74
  • Toughness: 74
Vital InfusionDefensive Infusion
  • Vitality: 5
  • Agony Resistance: 5

Accessory Totals

  • Precision:466
  • Toughness:466
  • Condition Damage:707
  • Agony Resistance:30
  • Vitality:15

Weapon Set Sigils

Rabid Sword
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Rabid Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Sigil of Superior Earth
60% chance to do a 5s bleed on critical.
Sigil of Minor Corruption
You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

Weapon Set I

Sigil of Superior Earth

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

Sigil of Minor Corruption

You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

Rabid Longbow
  • Weapon Strength: 920-1080
  • Condition Damage: 239
  • Precision: 171
  • Toughness: 171
  • Weapon Strength: -
Sigil of Superior Earth
60% chance to do a 5s bleed on critical.

Weapon Set II

Sigil of Superior Earth

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

Rabid Harpoon Gun
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Rabid Spear
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Precision: 85
  • Toughness: 85
Sigil of Superior Earth
60% chance to do a 5s bleed on critical.
Sigil of Superior Earth
60% chance to do a 5s bleed on critical.

Water Weapon I

Sigil of Superior Earth

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

Water Weapon II

Sigil of Superior Earth

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

Upgrade Item Details

Superior Runes of the Undead are the perfect choice for this build. Not only do they give us flat condi damage and toughness boosts, but they also let us take advantage of our toughness by funneling it more condi damage. For this reason I would suggest upgrading to Dire armor for the extra damage.

 

Superior Sigil of Corruption will give us an additional 250 condition damage with full stacks. Feel free to double up on sigils to max out stacks faster. Multiple weapon sets may be a good idea to give you more flexibility.

 

Superior Sigil of Earth is nice for the long bleed and goes great with the longbow. This sigil can also work well on a sword, but a Superior Sigil of Strength can also be used to increase your overall damage output. I recommend bringing different swords for different occasions.


V. Basic Gameplay

As with any build that uses stacking sigils, don't die. This build has plenty of life savers. Don't be worried about leaving combat if you need to heal up.

 

I suggest grabbing aggro with the long bow and using the combo field and your other skills to gain might before swapping to the sword and using flurry. Being a condi warrior we want to bleed and set fire to as many things as possible. Take advantage of your combo fields from the longbow using the combo finishers from your sword.


Main Skill Rotation


Comments

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@ 02:00 PM, Sun February 02 2014 Reply
How would you go about leveling with this? what traits to make prio?