Warrior WvW | Large Group Hammer, Axe/Shield | Assaulter Dreary Yew's Hammerstorm DPS Warrior

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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

Valkyrie Hammer
  • Weapon Strength: 985-1111
  • Power: 239
  • Vitality: 171
  • Ferocity: 171
  • Weapon Strength: -
Valkyrie Axe
  • Weapon Strength: 857-1048
  • Power: 120
  • Vitality: 85
  • Ferocity: 85
Valkyrie Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
  • Power: 120
  • Vitality: 85
  • Ferocity: 85
  • Weapon Strength: -
  • Weapon Strength: -
  • 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
  • Balanced Stance40
    Stance. You gain stability and swiftness.
    x5Stability: 8 sSwiftness: 8 sBreaks stun
    • 0
  • Stomp ¾ 45
    Physical. Launch nearby foes into the air with a powerful stomp.
    Damage: 183Blowout: 450Radius: 240Combo Finisher: BlastBreaks stunStability: 1 s
    • 0
  • Endure Pain60
    Stance. Take no damage from attacks.
    Duration: 5Breaks stun
    • 0
  • Battle Standard2 240
    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

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

Adept Master Grandmaster

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

  • 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

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

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

Invaders Chainmail Helm
  • Defense: 121
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Heavy Aurora Pauldrons
  • Defense: 121
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Heavy Aurora Breastplate
  • Defense: 363
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Heavy Aurora Gauntlets
  • Defense: 182
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Heavy Aurora Leggings
  • Defense: 242
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Heavy Whispering Boots
  • Defense: 182
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -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
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration

Accessories & Jewels

Berserker's Amulet
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Soldier's Spineguard
  • Power: 22
  • Toughness: 16
  • Vitality: 16
(Infused)
Valkyrie Jewel
  • Power: 25
  • Ferocity: 15
  • Vitality: 15
Valkyrie Ring
  • Power: 90
  • Vitality: 64
  • Ferocity: 64
(Infused)
Valkyrie Jewel
  • Power: 25
  • Ferocity: 15
  • Vitality: 15
Valkyrie Ring
  • Power: 90
  • Vitality: 64
  • Ferocity: 64
(Infused)
Valkyrie Jewel
  • Power: 25
  • Ferocity: 15
  • Vitality: 15
Berserker's Earring
  • Power: 75
  • Precision: 53
  • Ferocity: 53
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Halfmad's MugDefensive Slot
  • Toughness: 110
  • Power: 74
  • Ferocity: 74
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15

Accessory Totals

  • Power:596
  • Precision:168
  • Ferocity:415
  • Toughness:126
  • Vitality:189

Weapon Set Sigils

Valkyrie Hammer
  • Weapon Strength: 985-1111
  • Power: 239
  • Vitality: 171
  • Ferocity: 171
  • Weapon Strength: -
Sigil of Superior Paralyzation
+30% stun duration.

Weapon Set I

Sigil of Superior Paralyzation

+30% stun duration.

Valkyrie Axe
  • Weapon Strength: 857-1048
  • Power: 120
  • Vitality: 85
  • Ferocity: 85
Valkyrie Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
  • Power: 120
  • Vitality: 85
  • Ferocity: 85
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Sigil of Superior Restoration
Gain Health on Killing a Foe.

Weapon Set II

Sigil of Superior Bloodlust

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

Sigil of Superior Restoration

Gain Health on Killing a Foe.

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

Melandru runes. MELANDRU RUNES. We like toughness. We don't like conditions, and we REALLY don't like being on the ground. We don't run Soldier's because we don't shout. Simple enough. We take soldier's armor for the PVT. Our trinkets we take are Valkyrie/Cavalier with a splash of Berserker just to hit the base 15% crit chance. Valkyrie and Cavalier gear gives us increased crit damage and power as well as vitality for Valkyrie and toughness for Cavalier. We're gonna be tanky as hell. Obviously we would rather have ascended. You can figure those out and get what ascended trinkets you want, but make sure you get your 15% crit chance, 3k armor, 25k hp, and as much crit damage you can. Lemongrass Poultry Soup is a must. It' extremely powerful, yet extrmeley expensive. It's worth it, just buy it. If you're lucky, your commander will drop a feast of this for you, but that likely only happens if your group has tons of hammer warriors and hammer guardians. Omnomberry Compote is also a good alternative.

 

As for the Sigil on the Hammer, Paralyzation can be switched for Sigil of Fire for the AoE proc, or for Sigil of Impact for 10% increased damage to stunned opponents. I just like Sigil of Paralyzation because I think it does more for my zerg.


V. Basic Gameplay

Listen to your commander. Stick on him. Better you take the damage than your backline.


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
Balanced Stance40
Stance. You gain stability and swiftness.
x5Stability: 8 sSwiftness: 8 sBreaks stun
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

This is your basic opener. From then on out, alot can change. Just follow your commander and coordinate your Earthshakers with other Warriors.


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