Warrior sPvP | Tournament Sword/Sword, Longbow | Team fighter Ashkandhi's Compendium of Team Slaying: Condition Edition

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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
Weaknesses
  • Limited Escape Abilities
  • Little to no Spike Damage
  • Limited Peels
  • Limited Stability
  • Susceptible to Spike Damage


I. Weapons and Skills

PvP Sword
  • Weapon Strength: 905-1000
PvP Sword
  • Weapon Strength: 905-1000
PvP Longbow
  • Weapon Strength: 920-1080
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
  • Flurry½ 8
    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
  • Healing Signet20
    Signet Passive: Grants regeneration.
    Signet Active: Heal yourself and gain resistance.
    Healing: 3,320Resistance: 6 s
    • 0
  • Berserker Stance60
    Stance. Gain adrenaline for a short time. Conditions cannot be applied to you.
    Duration: 8
    • 0
  • "Fear Me!"60
    Shout. Induce fear in your foes.
    40'-100': 1 s15'-40': 2 s0'-15': 3 s
    • 0
  • Balanced Stance40
    Stance. You gain stability and swiftness.
    x5Stability: 8 sSwiftness: 8 sBreaks stun
    • 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

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

Adept Master Grandmaster

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

  • 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

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

PvP Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
PvP Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
PvP Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
PvP Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
PvP Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.
PvP Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.

Rune Stat Totals

  • Condition Damage 175
  • Toughness 100

Rune Bonuses

PvP Rune of the Undead
  1. Condition Damage: 25
  2. Toughness: 35
  3. Condition Damage: 50
  4. Toughness: 65
  5. Condition Damage: 100
  6. 7% of toughness is converted to condition damage.

Accessories & Jewels

Rabid Amulet
  • Precision: 900
  • Toughness: 900
  • Condition Damage: 1200
delete
  • Condition Damage: 0
  • Precision: 0
  • Toughness: 0

Accessory Totals

  • Precision:900
  • Toughness:900
  • Condition Damage:1200

Weapon Set Sigils

PvP Sword
  • Weapon Strength: 905-1000
PvP Sword
  • Weapon Strength: 905-1000
Sigil of Superior Agony
Bleeds you apply last 20% longer.
Sigil of Superior Doom
You deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.

Weapon Set I

Sigil of Superior Agony

Bleeds you apply last 20% longer.

Sigil of Superior Doom

You deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.

PvP Longbow
  • Weapon Strength: 920-1080
PvP
  • Weapon Strength: -
Sigil of Superior Doom
You deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.

Weapon Set II

Sigil of Superior Doom

You deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.

PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -

Water Weapon I

Water Weapon II

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

Berserker Stance60
Stance. Gain adrenaline for a short time. Conditions cannot be applied to you.
Duration: 8
Impale½ 15
Throw your sword at your foe and apply multiple stacks of torment over time
Damage: 184x2Torment: 5 sCombo Finisher: ProjectileRange: 900
Pin Down¾ 25
Fire an arrow that immobilizes the target foe.
Damage: 141x6Bleeding: 12 s (3060)Immobilized: 3 sCombo Finisher: ProjectileRange: 1,200
Combustive Shot¾ 8
Burst. Ignite target area, burning nearby foes. Effect increases with adrenaline level.
x3Burning: 5 s (1968 damage)Duration: 4Radius: 240Combo Field: FireRange: 1,200
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
Dual Shot¾
Shoot a pair of arrows at your foe.
Damage (2x): 233Combo Finisher: Projectile (20% chance)Range: 1,200

This combo should offer the most Damage you can get out of your Conditions.


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