Warrior WvW | Small Group Hammer, Axe/Shield | Roamer All-Purpose Hammer-Jammer (Updated 12/16/13)

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Summary

Influenced heavily by the builds of Avlis and Lord Titan, this all-purpose WvW build offers great damage and great survivability! It also has excellent Condition Management: something Warriors have historically struggled with.

 

Whether you're in a zerg, a covert-ops squad, or roaming, this build will jam for you. So what're you waiting for? C'mon and slam!


I. Weapons and Skills

Berserker's Hammer
  • Weapon Strength: 985-1111
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Berserker's Axe
  • Weapon Strength: 857-1048
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Earthshaker¾
    Burst. Jump to the targeted location and slam your hammer down, damaging and stunning foes.
    Damage: 244Level 1 stun: 1 sLevel 2 stun: 1½ sLevel 3 stun: 2 sCombo Finisher: BlastRadius: 240Range: 600
  • Hammer Swing½
    Bash your foe.
    Damage: 333Range: 130
    • Hammer Bash½
      Bash your foe again.
      Damage: 333Range: 130
    • Hammer Smash½
      Smash the ground and damage nearby foes.
      Damage: 444Range: 130
  • Fierce Blow¾
    Weaken your foe with a fierce blow.
    Damage: 518Weakness: 8 sRange: 150
    • 0
    • 0
  • Hammer Shock½
    Smash the ground and send out a crippling wave.
    Damage: 259Crippled: 7 sRange: 600
    • 0
    • 0
  • Staggering Blow¾ 16
    Push back nearby foes with a staggering blow.
    Damage: 481Knockback: 180Combo Finisher: WhirlRange: 130
    • 0
    • 0
  • Backbreaker1 24
    Knock down your foe.
    Damage: 554Knockdown: 2 sRange: 130
    • 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
  • Berserker Stance60
    Stance. Gain adrenaline for a short time. Conditions cannot be applied to you.
    Duration: 8
    • 0
  • "Shake It Off!"25
    Shout. Cure a condition on yourself and nearby allies. Also breaks stuns.
    Radius: 600Breaks 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

Weapon and Skill Details

Primary

  • Hammer - The meat and potatos of this build. Your hammer is not only a beastly crowd-control tool, but it also crits like a truck. Because the hammer swings so slowly, skill rotation and situational awareness is very important when you have it out.

     

    Be mindful of your opponent's dodges and boons: look out for Aegis and Stability when attempting to CC-chain. Count their dodges, too: if you see an opponent dodge twice in a row it is time to unload.

     

    If you go to your keybinding options, you can assign a "Stow Weapon" key. If you press your stow weapon key during a long weapon animation (i.e., Hammer 4 and 5) you can cancel the cast and put it on a 3 second cooldown instead of the full duration. This is excellent for baiting dodges from your enemies, as well as cancelling swings you know won't connect.

     

    As for rotations, swing as you see fit until you're ready to CC. Use your Hammer 2 whenever possible, as the weakness it will apply to your opponent effectively reduces his or her damage output by 25%, as well as reduces their dodge regen rate.

     

    When you go to start your CC chain, I recommend starting with Earth Shaker unless you are already on-top of your opponent. Earth Shaker is the preferred opener because of the gap closer and large range of it, whereas Backbreaker has a short range and is easier to dodge or miss. Be wary of using your Hammer Whirls if you're in a group. You may push people out of your allies' AoE.

     

    During your CC chain, you can get the most out of your knocks by doing one or two auto attacks or your Fierce Blow or Hammer Shock before moving into your next ability. This will allow you to put on more pressure and prevent you from overlapping your stuns wastefully.

     

    The Warrior's Hammer has arguably the highest skill ceiling of any weapon in the game. It will take some time to get used to the way it handles, but the difference between a greenhorn and master Hammer Warrior is astounding.

 

Offset

  • Axe / Shield - The Axe/Shield combo is a staple of melee Warriors in PvP situations. It offers excellent damage, control, and survivability. The only thing it doesn't offer is mobility. The abilities on this set follow similar rules to the hammer: watch your blinds and your enemy's boons. You never want to have a Shield Bash or Eviscerate blocked. Be sure to utilize your Axe 2 and 3 to apply Vulnerability and Cripple respectively.

     

    Also note that your strongest hit is your sixth auto-attack (yes, you have to hit six times in a row to do a good amount of damage.) Even if you can't line up your initial auto-attacks, try and get that sixth one to land!

     

  • Sword / Shield - A good alternative to Axe/Shield that provide much higher mobility. If you choose to use this set I recommend bringing Rending Strikes for extra bleed pressure. Like the Axe's Shield Bash > Eviscerate combo, you can do some absolutely devastating hits by chaining Shield Bash into a Final Thrust.

     

  • Greatsword - A good alternative to Axe/Shield due to its mobility and damage output. While it lacks control, its synergy with the Hammer makes up for that.

     

    With your Greatsword, you should go into a Hundred Blades after hitting Backbreaker instead of continuing to DPS with the Hammer. You should be able to land about half of it before the enemy gets up which is nothing to scoff at. An added bonus of this is that when your opponent tries to kite you, you have two additional gap-closers to get back in range to start your Hammer chain all over again.

 

Skills

  • As always, your utility skills should change based on what you need.

     

  • Having Bulls Charge can be valuable because it provides extra mobility, both offensively or defensively.

     

  • If you choose to run three stances, try Vigorous Stances in the Discipline tree for free Vigor.


II. Traits

Adept Master Grandmaster

Trait Details

Optional Traits

  • Your first arms trait is up to you. There are several good choices here but none of them are particularly better than the other. Just go with it!

     

  • The extra 10 points outside of Arms and Defense are also up to you. I really do recommend keeping Warrior's Sprint if you're alone, however, because you won't have 100% Swiftness uptime. If that's not a concern, go for Signet Mastery so you can have reduced Signet of Rage cooldowns, or Vigorous Stances if you're a stance-dance kind of guy.


III. Stat Specifics & Effects

Primary Stats

  • Health 21512 (+2300)
  • Vitality 1146 (+230)
  • Armor 3119 (+992)
  • Toughness 1908 (+992)
  • Attack 3313 (+1286)
  • Power 2202 (+1286)
  • Critical Hit 23% (+23%)
  • Precision 1392 (+476)

Secondary Stats

  • Agony Resistance 15 (+15)
  • Burst Recharge 10% (+10%)
  • Condition Damage 300 (+300)
  • Condition Duration (self) -60% (+-60%)
  • Critical Damage 59% (+59%)
  • DMG Taken from Guards and Lords -1% (+-1%)
  • DMG to Guards and Lords 2% (+2%)
  • Damage 1111 (+0%)
  • Defense 1211 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 897 (+897)
  • Healing Power 300 (+300)
  • Might Duration 10% (+10%)
  • 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

You should aim for exactly 30% crit chance unbuffed with this build. This will get you 50% crit with Fury up and 100% crit on stunned foes. On top of that 3.2k attack power (before Sigil Stacks and Might) you're going to hurt people. Pretty bad.

 

You also have the luxury of maintaining 3.3k armor and 60% condition duration reduction (93% on snares) unless your opponent is running Veggie Pizzas. So yeah, enjoy that.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Lemongrass Poultry Soup
Duration: 30min
Condition Duration (self): -40%
Vitality: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration (self): -40%
  • 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

Dredge Helm
  • Defense: 121
Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
Dredge Pauldrons
  • Defense: 121
Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
Valkyrie Draconic Coat
  • Defense: 363
  • Power: 134
  • Vitality: 96
  • Ferocity: 96
Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
Dredge Gauntlets
  • Defense: 182
Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
Valkyrie Draconic Legs
  • Defense: 242
  • Power: 90
  • Vitality: 64
  • Ferocity: 64
Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
Dredge Greaves
  • Defense: 182
Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.

Armor Stat Totals

  • Defense 1211
  • Power 399
  • Might Duration 10%
  • Condition Duration (self) -20%
  • Vitality 160
  • Ferocity 160

Rune Bonuses

Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.

Accessories & Jewels

Jalis Ironhammer's CrestUtility Slot
  • Toughness: 157
  • Power: 108
  • Ferocity: 108
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Cavalier's BackOffensive Slot
  • Toughness: 63
  • Power: 40
  • Ferocity: 40
(Infused)
Precise WvW InfusionOffensive Infusion
  • Precision: 5
  • DMG Taken from Guards and Lords: -1%
Adelbern's Royal Signet RingOffensive Slot
  • Toughness: 126
  • Power: 85
  • Ferocity: 85
(Infused)
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Rurik's Royal Signet RingDefensive Slot
  • Toughness: 126
  • Power: 85
  • Ferocity: 85
(Infused)
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Appleseller's Lucky CogOffensive Slot
  • Toughness: 110
  • Power: 74
  • Ferocity: 74
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Halfmad's MugDefensive Slot
  • Toughness: 110
  • Power: 74
  • Ferocity: 74
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5

Accessory Totals

  • Power:491
  • Toughness:692
  • Ferocity:466
  • Agony Resistance:15
  • Precision:5
  • DMG Taken from Guards and Lords:-1%
  • DMG to Guards and Lords:2%

Weapon Set Sigils

Berserker's Hammer
  • Weapon Strength: 985-1111
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Weapon Set I

Sigil of Superior Fire

50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Berserker's Axe
  • Weapon Strength: 857-1048
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Geomancy
You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Weapon Set II

Sigil of Superior Geomancy

You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Sigil of Superior Bloodlust

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

Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Water Weapon I

Sigil of Superior Fire

50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Water Weapon II

Sigil of Superior Fire

50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Upgrade Item Details

Nourishment:

  • Bowl of Lemongrass Poultry Soup - This is not optional. Eat it! 40% reduced Condition Duration synergizing with your runes and traits will change your life!

     

  • Master Sharpening Stone - You know what it is!

 

Armor

  • Knight's Gear - Easily obtained by doing Sorrow's Embrace every day, Knight's gear provides a large Toughness boost alongside Power and Precision. This is where the bulk of your crit chance will come from. If you already have 30% crit chance you can swap out a few pieces for Valkyrie's gear for more Crit Damage and Vitality that doesn't really do much for you.

     

  • Berserker's Gear - This build can also function with full Berserker armor. This will net you more Critical Damage for bigger burst, but will sacrifice a lot of your armor. If you feel like only living once, go for it!

 

Runes

  • Rune of Hoelbrak - This will net you more Power and give you some more bang for your Might Stacks, but the real reason we're taking this is for the Condition Duration reduction. Stacked with your food that's a total of 60% duration reduction. Stacked with Dogged March, you will rarely be snared for more than a brief moment.

     

  • Rune of Melandru - A more defensive version of the Rune of Hoelbrak: instead of providing Power and Might duration it will provide Toughness and Stun Duration reduction.

 

Trinkets

  • Cavalier's Trinkets - Cavalier's trinkets will offer even more Toughness as well as a boost your Critical Damage. Since you get more Toughness from your trinkets than armor, I recommend taking these if you want to go half-and-half.

     

  • Berserker's Trinkets - Again, this build can function on a Berserker's budget. If you prefer to play the more "Get in, boom 'em, get out" style, go full Berserker!

 

Weapons:

  • Full Berserker weapons. Because.

 

Sigils:

  • Sigil of Fire - The Fire Sigil is pretty much the best way to get more DPS in a high-crit build. The flame blast hits about as hard as a standard hammer auto-attack, but it has a nice range eon it. If you don't want to shell out for a Superior one, you can get a Major for much cheaper. It does the same damage, just has a lower proc rate. But that shouldn't concern a Warrior too much.

     

  • Sigil of Paralyzation - This will increase the duration of your stuns by 15%. It can work quite well on your Hammer and allow for better synergy with your offset weapons.

     

  • Sigil of Geomancy - If you're running an Axe in your offset I highly recommend this. If you switch weapons at close-range (which you should be) you will apply bleeding to your foe. Obviously this build doesn't do much in the ways of conditions, but the important thing is that it will allow you to gain the extra 10% damage from Attack of Opportunity for your Eviscerate!

     

  • Sigil of Hydromancy - Highly recommended if you run a Greatsword offset. If you switch at close-range (which you should be), this will apply Chill to your foe. This can mean the difference between getting a third of your Hundred Blades off and the entire thing.

     

  • Sigil of Bloodlust - This will grant you an extra 250 Power when it's stacked to full. You'll really want one of these on one of your weapons, alongside a duplicate weapon without this sigil. Once it's stacked to full there's no need to keep the sigil equipped unless you get downed.


V. Basic Gameplay

  • Whether you run balanced or berserker, this build can function as a frontliner.

     

  • Like any Warrior build, you should pick your battles and know when to disengage. Mind your cooldowns and retreat back to your zerg when you need to. Jump back in once the pressure has been alleviated.

     

  • Try to coordinate with the support players in your group: stand in their water fields, null fields, etcetera. This will help mitigate any mass-condition you may face and keep you trucking for even longer.

     

  • Mind your enemy's combo fields. Earthshaker can be interrupted mid-flight if you do it through a Static Field, Line of Warding, etctera.

     

  • Pay attention to your group's movements. You will often find yourself ahead of the group when engaging and you may find yourself alone if they decided to retreat or try to juke.

     

  • If you find yourself riddled with blinds, try switching to your offset. It is much easier to shake off blinds with an axe or greatsword than it is a hammer.

     

  • Use your offensive skills defensively! You can use Earthshaker and Bull's Charge to retreat, not just close gaps.

     

  • User Earthshaker while engaging. If both zergs are moving into one-another, dropping your AoE stun before the enemy group engages can help split the group and delay their frontliners from entering the fray!


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
Earthshaker¾
Burst. Jump to the targeted location and slam your hammer down, damaging and stunning foes.
Damage: 244Level 1 stun: 1 sLevel 2 stun: 1½ sLevel 3 stun: 2 sCombo Finisher: BlastRadius: 240Range: 600
Fierce Blow¾
Weaken your foe with a fierce blow.
Damage: 518Weakness: 8 sRange: 150
Backbreaker1 24
Knock down your foe.
Damage: 554Knockdown: 2 sRange: 130
Hammer Swing½
Bash your foe.
Damage: 333Range: 130
Staggering Blow¾ 16
Push back nearby foes with a staggering blow.
Damage: 481Knockback: 180Combo Finisher: WhirlRange: 130
Hammer Shock½
Smash the ground and send out a crippling wave.
Damage: 259Crippled: 7 sRange: 600
Shield Bash½ 20
Bash your foe with your shield and stun them.
Damage: 302Stun: 2 sCombo Finisher: LeapRange: 300
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
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
Throw Axe¼ 10
Throw an axe that cripples foes.
Damage: 225Crippled: 4 sCombo Finisher: ProjectileRange: 900

VI. Video Examples

Some of these are out-of-date.

 


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