Warrior WvW | Large Group Sword/Sword, Longbow | Support All Purpose WvW Warrior

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Summary

All purpose Sword/ Sword and Longbow warrior. Normally run with the zerg. Flexible build is easy to adjust on the fly depending on situation: WvW or PvE or Dungeons.


I. Weapons and Skills

Carrion Sword
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Sword
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Longbow
  • Weapon Strength: 920-1080
  • Condition Damage: 239
  • Power: 171
  • Vitality: 171
  • Weapon Strength: 0-0
  • Weapon Strength: 0-0
  • Weapon Strength: 0-0
  • Flurry½
    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
  • Impale½ 15
    Throw your sword at your foe and apply multiple stacks of torment over time
    Damage: 184x2Torment: 5 sCombo Finisher: ProjectileRange: 900
    • Rip¾ 1
      Rip your sword from your foe for extra damage.
      Damage: 643Range: 130
    • 0
  • Riposte15
    Block the next incoming attack. Riposte and bleed your foe if you block a melee attack. Gain adrenaline if you are not attacked.
    Damage: 168x4Bleeding: 12 s (2040 damage)
    • Adrenaline Rush
      Stop blocking and gain adrenaline.
    • 0
  • Mending1 20
    Heal yourself and cure two conditions.
    Healing: 5,560
    • 0
  • Dolyak Signet¼ 48
    Signet Passive: Reduces incoming damage.
    Signet Active: Gain stability.
    x10Stability: 8 sBreak Stun
    • 0
  • Signet of Might20
    Signet Passive: Improves power.
    Signet Active: Your next 3 attacks are unblockable.
    Passive effect: 180 powerUnblockable: Next 5 strikes
    • 0
  • Bull's Charge 1 32
    Physical. Charge your foe and knock down fleeing foes.
    Damage: 366Knockdown: 2 sCombo Finisher: LeapRange: 600
    • 0
  • Signet of Rage1 48
    Signet Passive: Grants adrenaline.
    Signet Active: Gain fury, might, and swiftness.
    x5Might: 30 sFury: 30 sSwiftness: 30 s
    • 0

Weapon and Skill Details

Sword mainhand for mobility in WvW. Swap to Axe for dungeons.
Sword offhand for ranged torment. Swap to Mace for dungeons.
Mending for heal plus clear two conditions with a short cooldown.
Bulls Rush for gap closer/ escape.
Signet of Stability... reduce my incoming damage and helps versus hammer warriors
Signet of Power ... I swap this slot around quite a bit.. shout, banner, bolos...

 

Signet of Rage is the cornerstone of this build. It's basically always on.


II. Traits

Adept Master Grandmaster

Trait Details

Strength traits: I prefer more power over more crit chance. I like the traits better and power seems to be more effective than condition damage in PvE and dungeons.

 

Tactics: this trait line provides flexibility and utility. I like both. I use longbow traits always in WvW and swap to other traits for dungeons. The plus boon duration is needed for this build.

 

Discipline: I can't live without fast weapon swapping.

 

I will eventually experiment with 10 in Strength and then 20 into Defense for the added toughness.


III. Stat Specifics & Effects

Primary Stats

  • Health 23702 (+4490)
  • Vitality 1365 (+449)
  • Armor 2787 (+660)
  • Toughness 1576 (+660)
  • Attack 2669 (+753)
  • Power 1619 (+703)
  • Critical Hit 21% (+21%)
  • Precision 1350 (+434)

Secondary Stats

  • Boon Duration 30% (+30%)
  • Burst Recharge 20% (+20%)
  • Condition Damage 1122 (+1122)
  • Condition Duration 70% (+70%)
  • Critical Damage 13% (+13%)
  • Damage 1050 (+5%)
  • Defense 1211 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 208 (+208)
  • Healing Power 33 (+33)

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

I typically have about 25k health, 3400 power, 1300-1400 condition damage, and I think 1200 toughness. These are my solo stats with just food and signet of rage and maxed sigil stacking (plus condition damage on both swords). Add group buffs and the numbers go higher.

 

I use Koi cakes for condition duration, but lately experimenting with other foods...
I use plus condition damage quality tuning crystals.

 


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Rare Veggie Pizza
Duration: 30min
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration: 40%
  • Condition Damage: 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

Invaders Chainmail Helm
  • Defense: 121
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Dredge Pauldrons
  • Defense: 121
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Dredge Breastplate
  • Defense: 363
Superior Rune of the Monk
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
  5. Healing Power: 100
  6. +10% outgoing heal effectiveness to allies.
Dredge Gauntlets
  • Defense: 182
Superior Rune of the Monk
  1. Healing Power: 25
  2. Boon Duration: 5%
  3. Healing Power: 50
  4. +10% Boon Duration; 25% chance when struck to heal for a small amount. (Cooldown: 15 seconds)
  5. Healing Power: 100
  6. +10% outgoing heal effectiveness to allies.
Dredge Legguards
  • Defense: 242
Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%
Dredge Greaves
  • Defense: 182
Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%
  3. +12 to All Stats
  4. +10% Boon Duration; +10% Condition Duration
  5. +16 to All Stats
  6. Movement Speed: 25%

Armor Stat Totals

  • Defense 1211
  • Toughness 33
  • Vitality 43
  • Healing Power 33
  • Boon Duration 10%
  • Power 8
  • Precision 8
  • Condition Damage 8
  • Ferocity 8

Rune Bonuses

Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
Superior Rune of the Monk
  1. Healing Power: 25
  2. Boon Duration: 5%
Superior Rune of the Traveler
  1. +8 to All Stats
  2. Boon Duration: 5%

Accessories & Jewels

Hymn to the ProphetsOffensive Slot
  • Condition Damage: 157
  • Precision: 108
  • Toughness: 108
Soldier's Back
  • Power: 30
  • Toughness: 21
  • Vitality: 21
(Infused)
Carrion Jewel
  • Condition Damage: 25
  • Power: 15
  • Vitality: 15
Ouroboros LoopDefensive Slot
  • Condition Damage: 126
  • Precision: 85
  • Toughness: 85
(Infused)
Carrion Jewel
  • Condition Damage: 25
  • Power: 15
  • Vitality: 15
Khilbron's PhylacteryOffensive Slot
  • Condition Damage: 126
  • Precision: 85
  • Toughness: 85
(Infused)
Carrion Jewel
  • Condition Damage: 25
  • Power: 15
  • Vitality: 15
Fierceshot's ArrowheadOffensive Slot
  • Condition Damage: 110
  • Precision: 74
  • Toughness: 74
Carrion Jewel
  • Condition Damage: 25
  • Power: 15
  • Vitality: 15
Marriner's FlaskDefensive Slot
  • Condition Damage: 110
  • Precision: 74
  • Toughness: 74
Carrion Jewel
  • Condition Damage: 25
  • Power: 15
  • Vitality: 15

Accessory Totals

  • Precision:426
  • Toughness:447
  • Condition Damage:654
  • Power:45
  • Vitality:36

Weapon Set Sigils

Carrion Sword
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Carrion Sword
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Vitality: 85
Sigil of Minor Corruption
You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)
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 Minor Corruption

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

Carrion Longbow
  • Weapon Strength: 920-1080
  • Condition Damage: 239
  • Power: 171
  • Vitality: 171
  • Weapon Strength: 0-0
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: 0-0
  • Weapon Strength: 0-0

Water Weapon I

Water Weapon II

Upgrade Item Details

Runes:
two Runes of Water, plus 15% boon duration
two Runes of Traveler, plus 15% boon duration
two Runes of the Sunless, minus 10% condition duration (self).

 

The runes plus the traits give me super long boon duration and almost constant always on Signet of Rage.

 

I use plus 10 condition stacking sigils on both swords.
I use a plus might on weapon swap sigil on my longbow.

 

All of my armor is power/ vitality/ condition damage except for the helmet which is power/toughness/ vitality. I just got new ascended trinkets which are all combinations of power and condition damage. I have no infusions.


V. Basic Gameplay

I always run with a group. Always. So, keep in mind, I am trying to provide support firepower or utility with pin down, immobilize, knockdown, etc..

 

Signet of Rage: speed increase, might, and critical chance are always on.

 

I may experiment with less power and greater toughness... and also go back to Shield offhand. Perhaps I would survive longer 1v1.

 

Fun build and very flexible. I've never seen any other build like this posted on any of the forums. Most people don't seem to like the Tactics trait line at all. Maybe for a reason. lol Regardless, I'm enjoying it for now and will eventually modify again.

 

The beauty of the Warrior is that there are so many different fun ways to build and play.
I am not a skilled PvPer... so I stick to the group and avoid being targeted.

 

I avoid all underwater combat... graphics card does not like...


Main Skill Rotation

I try to build adrenaline fast and then lay fire fields. I use Sword leap and Bulls Rush to either jump on an enemy or escape fast.

 

Torment is always good for someone running away.


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