Warrior sPvP | Tournament Hammer, Longbow | Team fighter Stronk Warrior (Hambow)

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Summary

Revised version of the old Hambow Warrior.

 

This build is good if you want good balance between damage, health, defense, condition removal, mobility and crowd control.

 

Even with the nerf for Hambow warriors and crit damage. We just need to adapt and create another build that will make us even stronger than before.


I. Weapons and Skills

PvP Hammer
  • Weapon Strength: 985-1111
PvP
  • Weapon Strength: 0-0
PvP Longbow
  • Weapon Strength: 920-1080
PvP
  • Weapon Strength: 0-0
PvP
  • Weapon Strength: 0-0
PvP
  • Weapon Strength: 0-0
  • Earthshaker¾ 5
    Burst. Jump to the targeted location and slam your hammer down, damaging and stunning foes.
    Damage: 268Level 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
  • Healing Signet16
    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
  • Signet of Stamina¼ 36
    Signet Passive: Grants faster endurance regeneration.
    Signet Active: Cure all conditions.
    • 0
  • Balanced Stance40
    Stance. You gain stability and swiftness.
    x5Stability: 8 sSwiftness: 8 sBreaks stun
    • 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

Hammer is a very stronk weapon due to it's crowd control. CC can also be a combination of damage and defense because u wont receive damage to ur CCed foes obviously.

 

Range weapon is a must so we still deal damage even our foes are retreating or simply if we can't reach them. Longbow is far better than rifle because it provide good utility and combo very well with Hammer.

 

Healing Signet
-even nerfed, it's passive is still strong and it's far better than other available heals

 

Berserker Stance
-condition immunity and adrenaline, it's a must.

 

Signet of Stamina
-this is a hard choice with dolyak signet, but we are using Knights Gear means that we have enough toughness to survive. It's passive give us more endurance so we will have more dodge. Also with the nerf of lyssa runes we wont have that cure all conditions on elite but we can still do that with stamina signet's active.

 

Balanced Stance
-Stability + Stun break, nothing to explain here.

 

Signet of Rage
-MIGHT,Fury and Swiftness, low cd. Why not?


II. Traits

Adept Master Grandmaster

Trait Details

2/0/6/0/6 you can still put 2 points to tactics if you prefer leg specialist. The 2 trait point are for personal reference anyways. In this case i put mine to Strength line

 

Strength
-Great Fortitude ~ Our build focus on might, might=more power so more power= more health more health= more survivability vs condition. Because condition builds are popular right now.

 

Defense
-Pretty self explanatory, condi-hate + Hammer trait

 

Discipline
-Warrior Sprint ~ Traveler runes is a thing on pvp right now and u won't have perma swiftness, can be switched Signet Mastery if u'll take Destruction of Empowered
-Signet Mastery ~ We won't need Vigor on Stance Trait anymore so this is the best choice.
-Burst Mastery ~ It's a must. our burst skills are our key to our damage.

 

PS: You can take Leg Specialist, you can take Destruction of Empowered. It's up to you.


III. Stat Specifics & Effects

Primary Stats

  • Health 20672 (+1460)
  • Vitality 1062 (+146)
  • Armor 3627 (+1500)
  • Toughness 2416 (+1500)
  • Attack 3202 (+1175)
  • Power 2091 (+1175)
  • Critical Hit 43% (+43%)
  • Precision 1816 (+900)

Secondary Stats

  • Burst Recharge 30% (+30%)
  • Condition Duration 10% (+10%)
  • Critical Damage 20% (+20%)
  • Damage 1111 (+0%)
  • Defense 1211 (+0)
  • Ferocity 300 (+300)
  • Healing Power 300 (+300)
  • Might Duration 45% (+45%)
  • Movement Speed 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

Defensive Stat
19k HP
3.3k Armor
300 Healing power

 

Offensive Stat
3.1k Attack (no might yet)
35% Crit Chance (no fury yet)
180% Crit Damage


IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP 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.
PvP 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.
PvP 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.
PvP 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.
PvP 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.
PvP 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.

Rune Stat Totals

  • Power 175
  • Might Duration 45%

Rune Bonuses

PvP 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

Knight's Amulet
  • Power: 900
  • Precision: 900
  • Toughness: 1200

Accessory Totals

  • Power:900
  • Precision:900
  • Toughness:1200

Weapon Set Sigils

PvP Hammer
  • Weapon Strength: 985-1111
PvP
  • Weapon Strength: 0-0
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.
Sigil of Intelligence
Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.

Weapon Set I

Sigil of Superior Battle

You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

PvP Longbow
  • Weapon Strength: 920-1080
PvP
  • Weapon Strength: 0-0
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Sigil of Superior Leeching
Your next attack after swapping to this weapon while in combat steals some health.

Weapon Set II

Sigil of Superior Energy

You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

PvP
  • Weapon Strength: 0-0
PvP
  • Weapon Strength: 0-0

Water Weapon I

Water Weapon II

Upgrade Item Details

Rune of the Strength receive a very powerful buff this patch.
45% Might duration 7% more damage under the effects of might is a huge power boost.

 

Sigil of Battle for moar might
Sigil of Intelligence for guaranteed Earthshaker Crit along with our 180% Crit Damage(2 guaranteed crit more)
Sigil of Energy for moar dodge along with Signet of Stamina for insane survivability
Sigil of Leeching for life steal. It's a free slot so you can replace it if you want.

 

Why 4 Swap Sigils?
-With Discipline 3 ~ Fast hand you can Weapon swap every 5 seconds which means you can trigger all of them 4 every 10 seconds. pretty OP isn't it?
Do they All Stack?
-YES now they DO.

 

For Amulet
I choose Knight because I want to crit other than the sigil of intelligence provide. With Fury you'll have 55% crit chance. Around with 20+ might stack and 180% critical damage... damn too STRONK.
But if you want to be more tanky. Soldier is not a bad choice. Having main Power stat makes up for the lost precision.
You can swap for Knights to Soldier every time u want to test whats best for you.


V. Basic Gameplay

Smash the buttons and WIN.

 

VS D/P Trickery Thief
-Difficult because of blinds. Just outplay him, his backstab won't hurt you unless 2v1 or higher. You just need to do the Combustive Shot combo, it will cleanse the blind due to cleansing ire, and stun him due to earthshaker, then proceed to the rotation.

 

VS PU Mesmer
- Really annoying and long fight. U can't kill him and he can't kill you. So the first one got a team mate to help win. Otherwise if the other player misplays he's lose. Don't Bother with clones Ctrl+T him if he stealth predict where he are then earthshaker.

 

VS Stone Heart Elementalist
- U can't Crit sometimes but they are still squishy.

 

VS Condi Engi
- Move around so they'll miss some of their grenades. With 19k Hp u can kill him before he melts you.

 

VS Power Rangers
- Chase them

 

VS Minion Master Necromancer
- Just focus on him, he has a large hp pool along with death shroud. While minions raping you. But he doesn't have a lot of dodge and escape abilities. Just melt him down.

 

VS Interrupt Mesmer
- They love to Interrupt heals but we never use our heal :P

 

VS Conditionmancer
- Pop Signet of Stamina if you're in trouble.

 

VS P/D Condition Thief
- Can be very annoying. But they are still squishy without blind. Cleanse the bleed and poison with your burst skills(cleansing ire trait)

 

VS Hambow Warrior
- Predict/Respond quickly to the animation, dodge the earthshaker, Goodluck may the best player wins :D


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
Berserker Stance60
Stance. Gain adrenaline for a short time. Conditions cannot be applied to you.
Duration: 8
Dual Shot¾
Shoot a pair of arrows at your foe.
Damage (2x): 233Combo Finisher: Projectile (20% chance)Range: 1,200
Smoldering Arrow¼ 15
Shoot an arrow that explodes on impact, blinding foes.
Damage: 71Blind: 5 sCombo Finisher: ProjectileRange: 1,200
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 5
Burst. Ignite target area, burning nearby foes. Effect increases with adrenaline level.
x3Burning: 5 s (1968 damage)Duration: 4Radius: 240Combo Field: FireRange: 1,200
Arcing Arrow¾ 10
Shoot a slow, arcing arrow that explodes on impact.
Damage: 511Combo Finisher: BlastRadius: 240Range: 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
Earthshaker¾ 5
Burst. Jump to the targeted location and slam your hammer down, damaging and stunning foes.
Damage: 268Level 1 stun: 1 sLevel 2 stun: 1½ sLevel 3 stun: 2 sCombo Finisher: BlastRadius: 240Range: 600
Backbreaker1 24
Knock down your foe.
Damage: 554Knockdown: 2 sRange: 130
Fierce Blow¾
Weaken your foe with a fierce blow.
Damage: 518Weakness: 8 sRange: 150
Staggering Blow¾ 16
Push back nearby foes with a staggering blow.
Damage: 481Knockback: 180Combo Finisher: WhirlRange: 130
Hammer Shock½
Smash the ground and send out a crippling wave.
Damage: 259Crippled: 7 sRange: 600
Earthshaker¾ 5
Burst. Jump to the targeted location and slam your hammer down, damaging and stunning foes.
Damage: 268Level 1 stun: 1 sLevel 2 stun: 1½ sLevel 3 stun: 2 sCombo Finisher: BlastRadius: 240Range: 600
Balanced Stance40
Stance. You gain stability and swiftness.
x5Stability: 8 sSwiftness: 8 sBreaks stun

If you manage to connect all these they are pretty much dead. But 70% not because they are moving around and reacting/dodging. And you sometimes dodge too so there's no real rotation on pvp.


#suchmight

Combustive Shot¾ 5
Burst. Ignite target area, burning nearby foes. Effect increases with adrenaline level.
x3Burning: 5 s (1968 damage)Duration: 4Radius: 240Combo Field: FireRange: 1,200
Arcing Arrow¾ 10
Shoot a slow, arcing arrow that explodes on impact.
Damage: 511Combo Finisher: BlastRadius: 240Range: 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
Earthshaker¾ 5
Burst. Jump to the targeted location and slam your hammer down, damaging and stunning foes.
Damage: 268Level 1 stun: 1 sLevel 2 stun: 1½ sLevel 3 stun: 2 sCombo Finisher: BlastRadius: 240Range: 600

Fire field~blast~sigil of battle proc~versatile power proc~blast
This combo can be used every 10 seconds

 

#suchmight


#ohcrap!

Signet of Rage1 48
Signet Passive: Grants adrenaline.
Signet Active: Gain fury, might, and swiftness.
x5Might: 30 sFury: 30 sSwiftness: 30 s
Balanced Stance40
Stance. You gain stability and swiftness.
x5Stability: 8 sSwiftness: 8 sBreaks stun
Earthshaker¾ 5
Burst. Jump to the targeted location and slam your hammer down, damaging and stunning foes.
Damage: 268Level 1 stun: 1 sLevel 2 stun: 1½ sLevel 3 stun: 2 sCombo Finisher: BlastRadius: 240Range: 600

When you were on #ohcrap! moment u'll need this rotation. By the time u survive dodging like crazy, Healing Signet should heal you high enough or you're teammates already arrives so that you can reset the fight.


Comments

Post a Comment
@ 05:49 PM, Sat April 19 2014 Reply
awesome SPvP build, i ran this with a lvl 55 toon and was getting a ton of /p messages "Damn you're tanky". This is not an easy build to kill.

Although i did replace the Knights amulet for a soldier's amulet for more hp. This build lists the hp at 19802. With soldier's you're looking at 26,282. That was the only thing I would change.
@ 08:25 AM, Sun April 20 2014 Reply
thanks for the feedback! I agree soldier is a good choice too :) with sigil of intelligence you have a guaranteed 3 crit every 10 seconds

cheers!