Warrior sPvP | Tournament Sword/Sword, Longbow | Team fighter Ashkandhi's Compendium of Team Slaying: Condition Edition
Table of Contents
Summary
The point of this build is to wither your enemies down as quick as possible with heavy condition damage.
The build's top sources of damage will be from Bleeds and Burning. It also offers a little bit of Vulnerability, Torment, and Poison in between to soak up condition cleanses.
Like many condition builds you will not find yourself playing in the field as a finisher and sitting in the fray. Staying on the outer edges of the fight is where you will find your home. Calling targets and Enemy movements will be your main objective all while applying consistent pressure with Pin Down and Combustive Shot.
These are some Strengths and Weaknesses to this build.
Strengths
- High Condition Pressure
- High Sustain
- Team Resurrection
- Resistant to Condition Pressure
- Plays well with the Current Meta
- Large Fire Field
- Good Condition Variety
- Very Mobile for a Condition build
- Best Immobilize in the game
- Limited Escape Abilities
- Little to no Spike Damage
- Limited Peels
- Limited Stability
- Susceptible to Spike Damage
I. Weapons and Skills
- Gash½Bleed your foe with a gash.Damage: 202Bleeding: 8 s (340 damage)Range: 130
- Hamstring¼ 15Cripple your foe with a precise slash.Crippled: 1 sDamage: 252Range: 130
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- Rip¾ 1Rip your sword from your foe for extra damage.Damage: 643Range: 130
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- Adrenaline RushStop blocking and gain adrenaline.
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Weapon and Skill Details
Longbow - The Warrior's Longbow is the core piece to every Warrior Condition build out there. Offering a base Range of 1,000 and Burst Ability Range of 1,200 this weapon can be quite devastating from afar. The Longbow offers constant Pressure from Bleeds and Burning.
Dual Shot- Fires two arrows in quick succession towards your target, when they hit they deal split damage and both have a chance to be a critical hit. This should be used consistently in between attacks to build Adrenaline.
Fan of Fire- Shoots three flaming arrows towards your target. Each arrow applies 2 seconds of Burning and Pierces through the target. Can be used at point blank range to lengthen the Burning Duration.
Arcing Arrow- Launches an arrow that explodes on impact at the designated location dealing high damage. This Ability will be mostly used for its Blast Finisher when Combustive Shot has been layed on the Field.
Smoldering Arrow- Fire an arrow that blinds the target for 6 seconds. Primarily used on enemies closing in or on enemies in Downstate.
Pin Down- Fires an arrow that Immobilizes the target for 3 seconds and applies 6 stacks of Bleeding for 12 seconds. This is easily the best opener for the build and sets up lots of Damage for you and your team.
Combustive Shot- Ignites the selected area dealing massive Burning Damage for 4 seconds. This Skill is your bread and butter during Team Fights so using it as much as possible is advised.
Sword/Sword- The Sword Main hand and Off hand are perfectly tuned for dealing the most Condition Damage possible in close quarters combat while still giving the user sufficient Mobility and Defense as an off point Team Fighter.
Auto Attack- Sever Artery and Gash are the core components to the Sword Auto Attacks. They both have Constant Bleed applications and if forced into close quarters, Auto Attack is a valid opener.
Savage Leap- Leap towards your foe and deal medium damage whilst applying a 3 second cripple to the target. This Ability is your prime Movement/Escape tool, using it to attack is discouraged.
Impale/Rip- Toss your sword at your foe dealing a small amount of damage but also applying multiple stacks of Torment over time. Preferably used when all Longbow skills are on Cool down. Ignore Rip.
Riposte- Block the next attack and if in melee range, Counter Attack with 4 stacks of Bleeding for 12 seconds. This Attack Blocks for the ENTIRE duration unlike the Mace Block. Great for Escapes.
Flurry- Immobilize your foe and Attack your for 8 times, each Attack applies a stack of Bleeding. This Skill is great at singling out a target for massive Condition Damage and sets up for Burst from your Teammates.
Healing/Utilities/Elite
Healing Signet- Grants Passive Regeneration. Never Activate this.
Berserker Stance- When activated grants immunity to unmodified Conditions for 8 seconds and quickly builds Adrenaline.
"Fear Me!"- Fears all foes in the area, duration depends on how close the enemy is. The closer they are the longer they stay feared. This is your only real peeling ability so use it wisely.
Balanced Stance- Grants Stability and Swiftness for 8 seconds. Very self explanatory, use when needed.
Battle Standard- Summon a Battle Standard at the target area. Revives friendly players in Downstate only and grants Stability, Fury, and Might. To gain the Stability Boon, Battle Standard must be picked up and you must use the Skill, Whirlwind Banner. Primarily use this Skill ONLY if there are Multiple people Downed on Point or if the Bunker is Down on Point.
II. Traits
Strength
Arms
Defense
Tactics
Trait Details
Arms- Builds Precision and Condition Damage.
Deep Cuts- Bleeding Durations are increased by 50%. This Trait is a must and is required in any Condition build.
Rending Strikes- 33% chance to cause Vulnerability on Critical hits. Despite many other Condition builds running Opportunist, I prefer the extra Condition variety you get from this trait.
Furious- Critical hits grant Triple Adrenaline. Very self explanatory. With 49% critical hit you should be gaining Adrenaline in no time.
Defense- Builds Toughness and Healing Power.
Dogged March- Incoming Immobilize, Chill, and Cripple Conditions are reduced by 33%. When hit with any of the Conditions mentioned gain 3 seconds of Regeneration, this effect can only trigger every 10 seconds. This is usually a staple in most melee oriented builds but I feel like it has a place in this build.
Cleansing Ire- Removes a Condition for every bar of Adrenaline spent. When used in tandem with Combustive Shot you should be removing Conditions with ease.
Defy Pain- Activates Endure Pain for 4 seconds at 25% health. This effect can only occur once every 60 seconds. This is your primary Defense against spike Damage make sure to retreat from combat before reaching the 25% health mark.
Tactics- Builds Vitality and Boon Duration.
Inspiring Banners- Increases the Effect Area of your Banners and Reduces their Cool down by 20%. Works great with Battle Standard, Cool down reduced to a more feasible 3.2 minutes.
III. Stat Specifics & Effects
Primary Stats
- Health 20212 (+1000)
- Vitality 1016 (+100)
- Armor 3427 (+1300)
- Toughness 2216 (+1300)
- Attack 1916 (+0)
- Power 916 (+0)
- Critical Hit 57% (+57%)
- Precision 2116 (+1200)
Secondary Stats
- Bleeding Duration 70% (+70%)
- Boon Duration 10% (+10%)
- Condition Damage 1786 (+1786)
- Damage 1000 (+0%)
- Defense 1211 (+0)
- Healing Power 300 (+300)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
Gaining support from boons by your fellow teammates will be required since this build has Minimal Boon management.
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
Rune Stat Totals
- Condition Damage 175
- Toughness 100
Rune Bonuses
PvP Rune of the Undead- Condition Damage: 25
- Toughness: 35
- Condition Damage: 50
- Toughness: 65
- Condition Damage: 100
- 7% of toughness is converted to condition damage.
Accessories & Jewels
- Condition Damage: 0
- Precision: 0
- Toughness: 0
Accessory Totals
- Precision:900
- Toughness:900
- Condition Damage:1200
Weapon Set Sigils
- Weapon Strength: 905-1000
- Weapon Strength: 905-1000
Weapon Set I
Sigil of Superior AgonyBleeds you apply last 20% longer.
Sigil of Superior DoomYou deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.
- Weapon Strength: 920-1080
- Weapon Strength: -
Weapon Set II
Sigil of Superior DoomYou deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.
Upgrade Item Details
Runes
Runes of the Undead- Offering 183 Condition Damage, 50 Toughness, and 5% of Toughness becomes Condition Damage, This is the best choice possible to get most out of your conditions as a Warrior.
Amulet
Rabid Amulet/Rabid Jewel- When combined with Runes of the Undead this Amulet is an obvious choice for this build.
Sigils- I prefer Doom sigils just because they add more variety to my conditions, but it really depends on how you feel.
V. Basic Gameplay
Main Skill Rotation
This combo should offer the most Damage you can get out of your Conditions.