Warrior PvE | Dungeon Greatsword, Rifle | Damage Dungeon Master

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Summary

This is my Standard PvE build (all dungeons, world bosses or fractals up to 50) secondary weapon set changes with the specific needs of your personal requierments, as well as the Adept and Grand-master from the Tactics tree changes from banner support for Shout support.


I. Weapons and Skills

Berserker's Greatsword
  • Weapon Strength: 1095-1210
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Berserker's Rifle
  • Weapon Strength: 986-1205
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Spear
  • Weapon Strength: 996-1100
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Arcing Slice¾
    Burst. Strike your foe with an uppercut and gain fury.
    Damage: 480Level 1 adrenaline: 3 sLevel 2 adrenaline: 6 sLevel 3 adrenaline: 9 sRange: 150
  • Greatsword Swing½
    Slash your foe.
    Damage: 259Vulnerability: 8 sRange: 130
    • Greatsword Slice½
      Slice your foe.
      Damage: 259Vulnerability: 8 sRange: 130
    • Brutal Strike½
      Hit your foe with a final brutal strike.
      Damage: 333Range: 130
  • Hundred Blades8
    Repeatedly strike multiple foes. The last strike does extra damage.
    Damage (8x): 1,624Final strike damage: 406Range: 130
    • 0
    • 0
  • Whirlwind Attack¼ 10
    Whirl in a target's direction, slashing foes along your path.
    Damage: 259Combo Finisher: WhirlRange: 450
    • 0
    • 0
  • Bladetrail¾ 15
    Throw your greatsword at your foe so that it returns to you, crippling foes along the way.
    Damage: 277Crippled: 4 sCombo Finisher: ProjectileRange: 900
    • 0
    • 0
  • Rush2 20
    Charge and strike your foe.
    Damage: 628Range: 1,200
    • 0
    • 0
  • Healing Signet16
    Signet Passive: Grants regeneration.
    Signet Active: Heal yourself and gain resistance.
    Healing: 3,320Resistance: 6 s
    • 0
  • Signet of Might20
    Signet Passive: Improves power.
    Signet Active: Your next 3 attacks are unblockable.
    Passive effect: 180 powerUnblockable: Next 5 strikes
    • 0
  • "Shake It Off!"25
    Shout. Cure a condition on yourself and nearby allies. Also breaks stuns.
    Radius: 600Breaks stun
    • 0
    • 0
  • Signet of Rage1 48
    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

Basic trait setup. Really good for overall game-play for specific roles with high DPS and Survivability.


III. Stat Specifics & Effects

Primary Stats

  • Health 20942 (+1730)
  • Vitality 1089 (+173)
  • Armor 2527 (+400)
  • Toughness 1316 (+400)
  • Attack 3875 (+1859)
  • Power 2665 (+1749)
  • Critical Hit 29% (+29%)
  • Precision 1521 (+605)

Secondary Stats

  • Agony Resistance 15 (+15)
  • Burst Recharge 10% (+10%)
  • Condition Duration 40% (+40%)
  • Critical Damage 51% (+51%)
  • Damage 1210 (+10%)
  • Defense 1211 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 775 (+775)
  • 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

Bowl of Sweet and Spicy Butternut Squash Soup
Duration: 1hr
Power: 100
Ferocity: 70
Experience from Kills: 10%
  • (1hr)
  • Power: 100
  • Ferocity: 70
  • Experience from Kills: 10%

Utility Nourishment

Toxic Sharpening Stone
Duration: 30min
Power: 100
Condition Duration: 10%
Experience from Kills: 10%
  • (30min)
  • Power: 100
  • Condition Duration: 10%
  • Experience from Kills: 10%

Armor & Runes

Orrian Helm
  • Defense: 121
Superior Rune of the Fighter
  1. Power: 25
  2. Toughness: 35
  3. Power: 50
  4. Toughness: 65
  5. Power: 100
  6. When you use a heal skill, you gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)
Orrian Pauldrons
  • Defense: 121
Superior Rune of the Fighter
  1. Power: 25
  2. Toughness: 35
  3. Power: 50
  4. Toughness: 65
  5. Power: 100
  6. When you use a heal skill, you gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)
Orrian Breastplate
  • Defense: 363
Superior Rune of the Fighter
  1. Power: 25
  2. Toughness: 35
  3. Power: 50
  4. Toughness: 65
  5. Power: 100
  6. When you use a heal skill, you gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)
Orrian Gauntlets
  • Defense: 182
Superior Rune of the Fighter
  1. Power: 25
  2. Toughness: 35
  3. Power: 50
  4. Toughness: 65
  5. Power: 100
  6. When you use a heal skill, you gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)
Orrian Legguards
  • Defense: 242
Superior Rune of the Fighter
  1. Power: 25
  2. Toughness: 35
  3. Power: 50
  4. Toughness: 65
  5. Power: 100
  6. When you use a heal skill, you gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)
Orrian Greaves
  • Defense: 182
Superior Rune of the Fighter
  1. Power: 25
  2. Toughness: 35
  3. Power: 50
  4. Toughness: 65
  5. Power: 100
  6. When you use a heal skill, you gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)

Armor Stat Totals

  • Defense 1211
  • Power 175
  • Toughness 100

Rune Bonuses

Superior Rune of the Fighter
  1. Power: 25
  2. Toughness: 35
  3. Power: 50
  4. Toughness: 65
  5. Power: 100
  6. When you use a heal skill, you gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)

Accessories & Jewels

Call of the WildDefensive Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Berserker's Back
  • Power: 30
  • Precision: 21
  • Ferocity: 21
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Ring of Red DeathOffensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Mighty InfusionOffensive Infusion
  • Power: 5
  • Agony Resistance: 5
Berserker's Ring
  • Power: 67
  • Precision: 48
  • Ferocity: 48
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Mighty InfusionOffensive Infusion
  • Power: 5
  • Agony Resistance: 5
Berserker's Earring
  • Power: 75
  • Precision: 53
  • Ferocity: 53
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15

Accessory Totals

  • Power:655
  • Precision:434
  • Ferocity:434
  • Agony Resistance:15

Weapon Set Sigils

Berserker's Greatsword
  • Weapon Strength: 1095-1210
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Sigil of Rage
10% chance on critical hit to apply quickness for 3 seconds. (This effect cannot trigger more than once every 30s)

Weapon Set I

Sigil of Rage

10% chance on critical hit to apply quickness for 3 seconds. (This effect cannot trigger more than once every 30s)

Berserker's Rifle
  • Weapon Strength: 986-1205
  • Power: 239
  • Precision: 171
  • Ferocity: 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.

Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Spear
  • Weapon Strength: 996-1100
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Force
+5% damage.
Sigil of Superior Restoration
Gain Health on Killing a Foe.

Water Weapon I

Sigil of Superior Force

+5% damage.

Water Weapon II

Sigil of Superior Restoration

Gain Health on Killing a Foe.

Upgrade Item Details

Pretty straightforward nothing to complicated. A balance between DPS and Survivability.


V. Basic Gameplay

Not much to say. It is all pretty simple and the skills are easy to learn and remember without any special combo or skill rotation.
Just remember to summon the banner right before and again if needed during the combat while doing your respectable damage while your always protected by your tank traits and good health regeneration. Giving you an extra awesome survivability.


Main Skill Rotation


Comments

Post a Comment
@ 02:43 AM, Wed January 08 2014 Reply
I have had this build since you gave it to me about 2 months ago. Best Warrior Build I have had so far. Really good in dungeons, fractals and normal pve! Thank you very much for giving me your build Kerbas!
@ 03:16 AM, Wed January 08 2014 Reply
Thank you for your support :)
@ 09:02 AM, Tue April 01 2014 Reply
I signed up to this website purely to give this build to recognition is deserves! This build can survive heavy hits in Dungeons and Fractals providing you play right, remembering to put down your Banner during intensive battles. I personally think (depending on the situation) dropping "shake it off" and replacing it with "for great justice" this can help dish out some super damage whilst taking heavy hits. Also, I personally never use signet of might. FGJ tends to cater for that loss, instead I put on my mark, combined with FGJ can make for some serious damage. I would have advised changing to healing surge, but after testing it out. The regen does a much better job at keeping you alive, alongside the healing regen in defence and if you choose a nourishment that helps heal you and increase vitality rather than damage you can survive that little bit longer in heavy boss battles.

I will say, the nourishment included in this build also helps make up for the loss of survival with additional damage (depends entirely on your playstyle, which is likewise for your choice of utility skills)

Anyway, to round it all off, excellent build! Highly recommended :)