Warrior PvE | Dungeon Greatsword, Longbow | Damage 3 Secs 25 Might or 4800++ Attack DPS Warrior

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Summary

Hi guys,

 

Thank you for taking the time to read my guide. Even though this is my first guide, i spent about 5000 hours playing a PvX Warrior. So in a way, i know quite a lot there is about the Warrior.

 

This guide is created as an alternative DPS Warrior to the current AXE/MACE meta build. It is tailored to both the PVE open world and dungeons.

 

IMHO, GS, if traited properly, is able to give u HUGE DAMAGE and also some useful utilities that an AXE/MACE can't. For example, an evasive skill and a gap closer.

 

If u follow this build, u can gain 25 stacks of might within 3 seconds and maintain it for a long long time!!! This build makes use of the recent patch's buffs on rune and sigil of strengths and the fact that 2 handed weapons now can have 2 upgrade slots.

 

I hope i can give enough explanations to justify my build later on. Moving on....


I. Weapons and Skills

Berserker's Greatsword
  • Weapon Strength: 1095-1210
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Berserker's Longbow
  • Weapon Strength: 920-1080
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Berserker's Spear
  • Weapon Strength: 996-1100
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Arcing Slice¾
    Burst. Strike your foe with an uppercut and gain fury.
    Damage: 480Level 1 adrenaline: 3 sLevel 2 adrenaline: 6 sLevel 3 adrenaline: 9 sRange: 150
  • Greatsword Swing½
    Slash your foe.
    Damage: 259Vulnerability: 8 sRange: 130
    • Greatsword Slice½
      Slice your foe.
      Damage: 259Vulnerability: 8 sRange: 130
    • Brutal Strike½
      Hit your foe with a final brutal strike.
      Damage: 333Range: 130
  • Hundred Blades8
    Repeatedly strike multiple foes. The last strike does extra damage.
    Damage (8x): 1,624Final strike damage: 406Range: 130
    • 0
    • 0
  • Whirlwind Attack¼ 10
    Whirl in a target's direction, slashing foes along your path.
    Damage: 259Combo Finisher: WhirlRange: 450
    • 0
    • 0
  • Bladetrail¾ 15
    Throw your greatsword at your foe so that it returns to you, crippling foes along the way.
    Damage: 277Crippled: 4 sCombo Finisher: ProjectileRange: 900
    • 0
    • 0
  • Rush2 20
    Charge and strike your foe.
    Damage: 628Range: 1,200
    • 0
    • 0
  • Healing Signet16
    Signet Passive: Grants regeneration.
    Signet Active: Heal yourself and gain resistance.
    Healing: 3,320Resistance: 6 s
    • 0
  • "For Great Justice!"25
    Shout. Grant fury and might to yourself and allies.
    Fury: 8 sx3Might: 25 sRadius: 600
    • 0
    • 0
  • Signet of Fury¼ 24
    Signet Passive: Improves precision.
    Signet Active: Gain adrenaline.
    Passive effect: 180 precisionAdrenaline: 30
    • 0
  • Signet of Rage1 48
    Signet Passive: Grants adrenaline.
    Signet Active: Gain fury, might, and swiftness.
    x5Might: 30 sFury: 30 sSwiftness: 30 s
    • 0

Weapon and Skill Details

Main Weapon: GS
Secondary Weapon: LB. I choose the LB for its flexibility. There are certain situations that u might need to go range in the PVE open world, dungeons or even Living Stories instances. LB is always the better range weapon of choice since it offers more utilities and also the fire field/blast combo field which gives u 3 stacks of might.

 

For skills:
HEALING SIGNET: Still the best healing skill for a warrior, even after the 8% nerf. This will negate small stacks of conditions.
FGJ: coupled with Signet of Rage, you give yourself a near permanent fury boon and most importantly, MIGHT.
BANNER of DISCIPLINE: More critical.
SIGNET of FURY: More critical.
SIGNET of RAGE: as said earlier, this coupled with FGJ, gives u near permanent fury and its 5 might helps your might stacking.

 

p.s. If u need more utilities for your playing. U can always go for DOLYAK SIGNET and SIGNET of STAMINA. Why these two? Coz of their extra stats and we should make full use of our SIGNET MASTERY and DEEP STRIKES.


II. Traits

Adept Master Grandmaster

Trait Details

The main point about this trait build is to enhance your GS's damage, Signets's cooldown and utilities, Runes and Sigils of Strengths' properties. I am going to outline the important ones.

 

SLASHING POWER: More Damage.
BERSERKER'S POWER: More damage. Since GS's burst is not going to be used, u should have always full adrenaline bars.
DEEP STRIKE and 30 POINTS (or 6 POINTS now) in ARMS are chosen to increase ur critical chance and further boosts your might stackings through FORCEFUL GREATSWORDS and SIGIL of STRENGTH.
RENDING STRIKES: More damage.
ATTACK of OPPORTUNITY: More damage.
SIGNET MASTERY: Compliment your signet's long cooldown, especially SIGNET of RAGE (Faster 5 additional might)


III. Stat Specifics & Effects

Primary Stats

  • Health 19212 (+0)
  • Vitality 916 (+0)
  • Armor 2127 (+0)
  • Toughness 916 (+0)
  • Attack 3815 (+1799)
  • Power 2544 (+1628)
  • Critical Hit 57% (+57%)
  • Precision 2103 (+1187)

Secondary Stats

  • Agony Resistance 45 (+45)
  • Burst Recharge 10% (+10%)
  • Condition Damage 300 (+300)
  • Condition Duration 30% (+30%)
  • Critical Damage 49% (+49%)
  • Damage 1271 (+16%)
  • Defense 1211 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 737 (+737)
  • Might Duration 45% (+45%)

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

Not much to say here. Please keep in mind, our damage numbers will be significantly more than what we see here. Since, we would always be trying to have 25 stacks of might. That equals to 875 more power, which will bring our attack damage up to 4800++ (according to this web's calculator), and this is without other buffs!!!

 

With the help of a default 65% critical hit, a perma fury boon and discipline banner, we will have more than 90% critical chance and will definitely be getting 2 MIGHTS PER CRIT, thanks to our FORCEFUL GREATSWORD and SIGIL OF STRENGTH.

 

Getting 25 stacks of mights within 3 seconds, is very much a walk in the park.


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Plate of Truffle Steak
Duration: 30min
Power: 100
Precision: 70
Experience from Kills: 10%
  • (30min)
  • Power: 100
  • Precision: 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

Orrian Helm
  • Defense: 121
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
Orrian Pauldrons
  • Defense: 121
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
Orrian Breastplate
  • Defense: 363
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
Orrian Gauntlets
  • Defense: 182
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
Orrian Legguards
  • Defense: 242
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.
Orrian Greaves
  • Defense: 182
Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.

Armor Stat Totals

  • Defense 1211
  • Power 175
  • Might Duration 45%

Rune Bonuses

Superior Rune of Strength
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. +15% Might Duration; 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; +5% damage while under the effects of might.

Accessories & Jewels

Mark of the Tethyos HousesOffensive Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Berserker's Back (Infused)Offensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
  • Agony Resistance: 5
(Infused)
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Ring of Red Death (Infused)Offensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
  • Agony Resistance: 5
(Infused)
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Crystalline Band (Infused)Defensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
  • Agony Resistance: 5
(Infused)
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Versatile Mighty InfusionOmni Infusion
  • Power: 5
  • Agony Resistance: 5

Accessory Totals

  • Power:722
  • Precision:466
  • Ferocity:466
  • Agony Resistance:45

Weapon Set Sigils

Berserker's Greatsword
  • Weapon Strength: 1095-1210
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Sigil of Superior Force
+5% damage.
Sigil of Superior Strength
60% chance to apply might for 10s on critical. (Cooldown 1 second)

Weapon Set I

Sigil of Superior Force

+5% damage.

Berserker's Longbow
  • Weapon Strength: 920-1080
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Sigil of Superior Force
+5% damage.
Sigil of Superior Strength
60% chance to apply might for 10s on critical. (Cooldown 1 second)

Weapon Set II

Sigil of Superior Force

+5% damage.

Berserker's Spear
  • Weapon Strength: 996-1100
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Force
+5% damage.
Sigil of Superior Force
+5% damage.

Water Weapon I

Sigil of Superior Force

+5% damage.

Water Weapon II

Sigil of Superior Force

+5% damage.

Upgrade Item Details

BERSERKER ARMORS and TRINKETS: this is still the best dps gear post patch.
SUPERIOR RUNES of STRENGTH: These newly buffed runes will help u with your 25 might stackings. With its 45% additional might duration and 7% permanent increase in damage (since you will always have might), its definitely a force to be reckoned with.
SUPERIOR SIGIL of FORCE: More damage. You can substitute this with sigil of the night or sigil of bloodlust.
SUPERIOR SIGIL OF STRENGTH: With FORCEFUL GREATSWORD and 90% crit chance, u will always gain 2 mights per crit. Also with its 1 second cooldown, 10 secs might duration and 60% on crit propertines, stacking yourself with 25 mights, it will only take 3 secs!


V. Basic Gameplay

The point of this guide is to gain 25 might (additional 875 power) in the shortest time possible and able to hold at least 22 - 25 might all the time.
Getting to 25 might stacks within a few seconds, can be achieved with the help of high critical chance, spamming FGJ and SIGNET of RAGE, FORCEFUL GREATSWORD and SUPERIOR SIGIL OF STRENGTH.
Maintaining those might stacks is made possible with the SUPERIOR RUNES OF STRENGTH.
Coupled with other buffs from traits, runes, consumables and stats, you will deal huge numbers, maybe never before seen.


Main Skill Rotation

Signet of Rage1 48
Signet Passive: Grants adrenaline.
Signet Active: Gain fury, might, and swiftness.
x5Might: 30 sFury: 30 sSwiftness: 30 s
"For Great Justice!"25
Shout. Grant fury and might to yourself and allies.
Fury: 8 sx3Might: 25 sRadius: 600
Rush2 20
Charge and strike your foe.
Damage: 628Range: 1,200
Hundred Blades8
Repeatedly strike multiple foes. The last strike does extra damage.
Damage (8x): 1,624Final strike damage: 406Range: 130
Greatsword Swing½
Slash your foe.
Damage: 259Vulnerability: 8 sRange: 130

Banner first.
Signet of Rage and FGJ should always be spammed when up, it gives u more might and permanent fury.
GS Rush and HB must also be spammed when up.
HUGE NUMBERS will be seen after 25 mights. Within 3 seconds.


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