Warrior PvE | Dungeon Longbow, Axe/Warhorn | Damage DPS Might Stacker Bannerman

by Last Updated:
100% (1) Approval 1 Votes - 1157 Views

Summary

The Main Objective of this build is for you to run a DPS warrior without compromising on support by giving Full banner Benefits and Might Stack to the party.


I. Weapons and Skills

Berserker's Longbow
  • Weapon Strength: 920-1080
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Berserker's Axe
  • Weapon Strength: 857-1048
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Warhorn
  • Weapon Strength: 814-900
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Combustive Shot¾
    Burst. Ignite target area, burning nearby foes. Effect increases with adrenaline level.
    x3Burning: 5 s (1968 damage)Duration: 4Radius: 240Combo Field: FireRange: 1,200
  • Dual Shot¾
    Shoot a pair of arrows at your foe.
    Damage (2x): 233Combo Finisher: Projectile (20% chance)Range: 1,200
    • 0
    • 0
  • Fan of Fire¼ 6
    Fire a spread of three flaming arrows, burning foes.
    Damage (3x): 423x3Burning: 2 s (1968 damage)Combo Finisher: Physical Projectile (20% chance)Range: 1,200
    • 0
    • 0
  • Arcing Arrow¾ 10
    Shoot a slow, arcing arrow that explodes on impact.
    Damage: 511Combo Finisher: BlastRadius: 240Range: 1,200
    • 0
    • 0
  • Smoldering Arrow¼ 15
    Shoot an arrow that explodes on impact, blinding foes.
    Damage: 71Blind: 5 sCombo Finisher: ProjectileRange: 1,200
    • 0
    • 0
  • Pin Down¾ 25
    Fire an arrow that immobilizes the target foe.
    Damage: 141x6Bleeding: 12 s (3060)Immobilized: 3 sCombo Finisher: ProjectileRange: 1,200
    • 0
    • 0
  • "To the Limit!"1 30
    Shout. Heals based on current adrenaline level and then grants 25 endurance to yourself and nearby allies.
    Adrenaline: 10Stage 1 heal: 5,880Stage 2 heal: 6,840Stage 3 heal: 8,440
    • 0
    • 0
    • 0
    • 0
  • Battle Standard2 192
    Banner. Place a battle standard that revives fallen allies and grants fury, might, and stability to allies.
    Stability: 3 sFury: 3 sMight: 10 sEffective radius: 600Combo Finisher: Blast
    • 0

Weapon and Skill Details

Axe is supported by the Strength and Discipline Traits. The faster you build your adrenaline the more Eviscerate damage you can inflict.

 

War Horn is for your mobility (skill 4) and blasting (skill 5)
Long Bow provides the Fire Field for Might Stacking at the start of every fight.


II. Traits

Adept Master Grandmaster

Trait Details

Strength
III Great Fortitude - Bonus Vitality for survibability
X Axe Mastery - More damage
XI - Adrenaline builds of easily giving you increasing damage every change in adrenaline stage and giving more damage on full adrenaline bar for Eviscerate

 

Tactics
V Inspiring Banners - 20% Faster Recharge on Banners, giving your party an almost 100% uptime. Be sure to ask your party members to carry the banners after every fight if it was just casted recently.
VIII Empower Allies - who does not love a 150 points in power bonus

 

Discipline
II Thrill of the Kill - Extra adrenaline, you can swap III for extra mobility depending on your preference
IX Sharpened Axes - Adrenaline on Axe hit Critical and quick 20% reduction in skil recharge

 

Note: I initially went with Inspiring Battle Standard (Tactics XI) although it felt that the getting the extra 10 on Strength is more beneficial rather than having a small regen buff for the party. Guards and Eles are better of giving healing or regen buff to the party.


III. Stat Specifics & Effects

Primary Stats

  • Health 22942 (+3730)
  • Vitality 1289 (+373)
  • Armor 2127 (+0)
  • Toughness 916 (+0)
  • Attack 3502 (+1506)
  • Power 2422 (+1506)
  • Critical Hit 36% (+36%)
  • Precision 1680 (+764)

Secondary Stats

  • Agony Resistance 45 (+45)
  • Boon Duration 20% (+20%)
  • Burst Recharge 20% (+20%)
  • Condition Duration 30% (+30%)
  • Critical Damage 67% (+67%)
  • Damage 1080 (+0%)
  • Defense 1211 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 1007 (+1007)

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

"SUCH MIGHT!"


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

Master Maintenance Oil
Duration: 30min
Gain precision equal to 6% of your toughness
Gain precision equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain precision equal to 6% of your toughness
  • Gain precision equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Flame Legion Helm
  • Defense: 121
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Flame Legion Pauldrons
  • Defense: 121
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Flame Legion Breastplate
  • Defense: 363
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Flame Legion Gauntlets
  • Defense: 182
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Flame Legion Legguards
  • Defense: 242
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.
Flame Legion Greaves
  • Defense: 182
Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.

Armor Stat Totals

  • Defense 1211
  • Power 175
  • Ferocity 100

Rune Bonuses

Superior Rune of the Scholar
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. Ferocity: 65
  5. Power: 100
  6. +10% damage while health is above 90%.

Accessories & Jewels

Mark of the Tethyos HousesOffensive Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Precise InfusionOffensive Infusion
  • Precision: 5
  • Agony Resistance: 5
Berserker's Back (Infused)Offensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
  • Agony Resistance: 5
(Infused)
Precise InfusionOffensive Infusion
  • Precision: 5
  • Agony Resistance: 5
Ring of Red Death (Infused)Offensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
  • Agony Resistance: 5
(Infused)
Precise InfusionOffensive Infusion
  • Precision: 5
  • Agony Resistance: 5
Crystalline Band (Infused)Defensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
  • Agony Resistance: 5
(Infused)
Vital InfusionDefensive Infusion
  • Vitality: 5
  • Agony Resistance: 5
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Vital InfusionDefensive Infusion
  • Vitality: 5
  • Agony Resistance: 5
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Precise InfusionOffensive Infusion
  • Precision: 5
  • Agony Resistance: 5

Accessory Totals

  • Power:692
  • Precision:486
  • Ferocity:466
  • Agony Resistance:45
  • Vitality:10

Weapon Set Sigils

Berserker's Longbow
  • Weapon Strength: 920-1080
  • Power: 239
  • Precision: 171
  • Ferocity: 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 I

Sigil of Superior Battle

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

Berserker's Axe
  • Weapon Strength: 857-1048
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Warhorn
  • Weapon Strength: 814-900
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.
Sigil of Superior Force
+5% damage.

Weapon Set II

Sigil of Superior Battle

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

Sigil of Superior Force

+5% damage.

Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Force
+5% damage.
Sigil of Superior Force
+5% damage.

Water Weapon I

Sigil of Superior Force

+5% damage.

Water Weapon II

Sigil of Superior Force

+5% damage.


V. Basic Gameplay

Start of with the initial skill rotation described below. On combat swap to Axe spam skill 1 and 2, build up adrenaline for eviscerate. Learn also to time your heal since it also builds up adrenaline, if you can hold of a bit until you've used your Eviscerate then you can benefit from the heal and adrenaline buff at the same time.

 

I do also switch to Bow from time to time, drop the fire field blast it and switch and warhorn 5 blast for more might.


Main Skill Rotation

"To the Limit!"1 30
Shout. Heals based on current adrenaline level and then grants 25 endurance to yourself and nearby allies.
Adrenaline: 10Stage 1 heal: 5,880Stage 2 heal: 6,840Stage 3 heal: 8,440
Combustive Shot¾
Burst. Ignite target area, burning nearby foes. Effect increases with adrenaline level.
x3Burning: 5 s (1968 damage)Duration: 4Radius: 240Combo Field: FireRange: 1,200
Arcing Arrow¾ 10
Shoot a slow, arcing arrow that explodes on impact.
Damage: 511Combo Finisher: BlastRadius: 240Range: 1,200
Call to Arms½ 20
Grant vigor to yourself and allies, while weakening nearby foes.
Vigor: 10 sWeakness: 6 sCombo Finisher: BlastRadius: 600

This will be your main skil rotation at the start of every might, if you will can do this quickly you wil have about 16 to 18 stacks of might for the party before the fight.

 

You can also ask part members to pick the banner and use skill 5 on it since it is also a blast combo.

 

Timing is essential because stacking might early will result in less effectiveness during combat. Stacking late will result in you casting banners when others are already engaged in combat.

 

I do also cast Battle Standard before or right after engaging if i see that the we have higher survibability or that another warrior in the party is reserving for resurection.


Comments

Post a Comment