Warrior WvW | Large Group Hammer, Axe/Shield | Assaulter Dreary Yew's Hammerstorm DPS Warrior
Table of Contents
Summary
TIME TO DROP THE HAMMER! With this build, you'll be up in the front line smacking people left and right with huge Earthshakers, as well as staying tanky enough to hold the front line. With enough coordinated Warriors dropping the hammer, an entire zerg can fall flat in seconds!
I. Weapons and Skills
- Hammer Bash½Bash your foe again.Damage: 333Range: 130
- Hammer Smash½Smash the ground and damage nearby foes.Damage: 444Range: 130
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Weapon and Skill Details
Hammer. How are you gonna drop the hammer without a hammer? The mass CC with this weapon will make sure your enemy is always on the ground. Axe/Shield provides us with yet another powerful burst skill, as well as a block and quick stun.
Healing Surge allows us to enter battle with full adrenaline to drop a full Earthshaker right off the bat. Interrupting your enemy's opener, and dealing massive damage? Yes please! Combined with Balanced Stance, you'll be landing Earthshakers all day. The one weakness we have is Blind. Be aware of it, and try to smack someone with an auto-attack if you're blinded before hitting Earthshaker.
Stomp. This utility is incredible. Are you on the ground from an enemy knockdown in the middle of their zerg? STOMP. You leap into the air, granting yourself stability and breaking stun, slamming into the ground, launching players into the air. This is extremely satisfying (especially as an Asura, as you jump about 3x your character height into the air while flipping).
Endure Pain gives us a 5 second immunity to direct damage as well as breaks stuns. Unlike most immunitys, we are able to smack people around for he duration. Of the three utilities, this is likely the one I would be willing to swap out, likely for For Great Justice or Frenzy.
Warbanner is the go-to for zerg situations. Alone it can turn the tide of a large battle with the mass rally. Another extremely helpful use is to Banner your keep/tower lord to reset the capture bar for the enemy, as well as fully reviving your lord. If you have a large number of warriors already running banner, Rampage is extremely powerful after the recent buff. With our set up, we'll be over 4k defense, over 4k attack, and around 45k health. WHOAH. It also grants stability and swiftness, and comes on a shorter CD than banner. It even has a stomp built into it with the 5 skill on a 15 second CD, meaning we can use it twice per rampage. Only downside is we're locked out of our other skills for the 20 second duration.
II. Traits
Strength
Arms
Defense
Tactics
Discipline
Trait Details
Arms:
Precise Strikes: Not a huge benefit, but some extra bleeds here a there never hurt anyone. Well, I take that back. They do hurt.
Unsuspecting Foe: Yeah, you need this talent. 50% increased crit damage against stunned foes contributes to our 100% crit chance on Earthshaker. More on that in a bit.
Defense:
Thick Skin: Gives us extra armor at high health. This means we'll be a bit tankier while opening and trying to land those Earthshakers.
Dogged March: Holy cow this trait packs a huge defensive punch. Well, it's defensive, so it doesn't really pack a punch per se... Anyways, 33% reduction on cripple/chill/immobilize is awesome. We want this, bad. It will contribute to our 98% reduction to these three conditions. Again, more on this later.
Adrenal Health: Provides us with some passive health gain. When is health gain not a plus when we're diving into zergs?
Cleansing Ire: Take it. Since we're not running shouts and soldier runes, we need some condition removal. 3 conditions removed every 7.75 seconds when we Earthshaker? Yes please.
Armored Attack: Yeah, this trait packs some power. We'r going to be stacking a large amount of power and toughness, and this gives us a bonus to one for stacking the other.
Merciless Hammer: Ok, this trait is great. We had the option of taking this, or taking the 10% increased crit percentage on burst skills in the Arms tree. 20% reduction to Hammer skills and 25% increased damage to stunned opponents with the Hammer (this includes Earthshaker) will just plain do us more good.
Discipline:
Versatile Rage: We're going to be using Hammer at least 90% of the time, so his doesn't do much for us, but isn't bad to have.
Warrior's Sprint: 25% extra move speed. Yes. Please.
Fast Hands: Again, we're going to be using Hammer most of the time, but this trait allows us to swap to Axe/Shield for the block, then switch back pretty soon after the block ends.
Mobile Strikes: Immobilize sucks. We can't land our Earthshakers, we can't move though the enemy zerg, we can't get back to our zerg, and we can't dodge. Despite having 98% reduced immobilize duration on us, It still hurts. Also, if we are immobilized by a player who has 50% increased condition duration for a total of 150% condition duration, the immobilized duration put onus will not be 3%, it will be 52%. So we will still have some immobilize on us.
Versatile Power: Not going to repeat myself. But still, not a bad trait.
Heightened Focus: The final piece to our 100% crit chance on Earthshaker. with our traits so far, we have a total of 65% crit on Earthshaker. We'll see how to get that to 100%.
III. Stat Specifics & Effects
Primary Stats
- Health 23862 (+4650)
- Vitality 1381 (+465)
- Armor 2728 (+601)
- Toughness 1517 (+601)
- Attack 3005 (+978)
- Power 1894 (+978)
- Critical Hit 13% (+13%)
- Precision 1184 (+268)
Secondary Stats
- Burst Recharge 30% (+30%)
- Condition Damage 100 (+100)
- Condition Duration (self) -65% (+-65%)
- Critical Damage 59% (+59%)
- Damage 1111 (+0%)
- Defense 1211 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 886 (+886)
- Healing Power 300 (+300)
- Movement Speed 25% (+25%)
- Stun Duration 30% (+30%)
- Stun Duration (self) -25% (+-25%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
15% crit chance from Armor and trait allocation bonus from the arms tree. What crit percentage on Earthshaker does that leave us? 80%. Yeah, you know where this is going. FURY. 20% crit chance boon. Whilw our build doesn't have direct access to it without Warbanner, our zerg is likely to supply us with it. If they can't, we swap Endure Pain for Fore Great Justice. Also, our health pool is just under 25k, our armor just under 3k, and our attack at 3250. The reason for being under 25k hp and 3k armor is the fact that I don't have full ascended. We'll discuss that in the armor section.
Also, take a look at the critical hit damage. 75% increased crit damage meas our Earthshakers are going to be mean. Really mean.
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Condition Duration (self): -40%
Vitality: 70
Experience from Kills: 10%
- (30min)
- Condition Duration (self): -40%
- Vitality: 70
- Experience from Kills: 10%
Utility Nourishment
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
- Defense: 121
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 121
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 363
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 182
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 242
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 182
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
Armor Stat Totals
- Defense 1211
- Toughness 175
- Vitality 35
- Condition Duration (self) -25%
- Stun Duration (self) -25%
Rune Bonuses
Superior Rune of Melandru- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
Accessories & Jewels
- Power: 25
- Precision: 15
- Ferocity: 15
- Power: 25
- Ferocity: 15
- Vitality: 15
- Power: 25
- Ferocity: 15
- Vitality: 15
- Power: 25
- Ferocity: 15
- Vitality: 15
- Power: 25
- Precision: 15
- Ferocity: 15
- Power: 25
- Precision: 15
- Ferocity: 15
Accessory Totals
- Power:596
- Precision:168
- Ferocity:415
- Toughness:126
- Vitality:189
Weapon Set Sigils
- Weapon Strength: 985-1111
- Power: 239
- Vitality: 171
- Ferocity: 171
- Weapon Strength: -