Warrior sPvP | Tournament Rifle, Greatsword | Roamer Competitive Killshot

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Summary

A lot of people have been asking me for the build since the first Tournament of Legends. It really is a simple glass build with stances for survival, so I'll try to add some other information to make the guide more useful.

 

-Princess Olrun


I. Weapons and Skills

PvP Rifle
  • Weapon Strength: 986-1205
PvP
  • Weapon Strength: -
PvP Greatsword
  • Weapon Strength: 1095-1210
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
  • Kill Shot
    Burst. Fire a powerful shot. Damage increases with adrenaline level.
    Level 1 damage: 548Level 2 damage: 670Level 3 damage: 792Combo Finisher: ProjectileRange: 1,500
  • Bleeding Shot¾
    Fire a shot that bleeds your target.
    Damage: 155Bleeding: 6 s (255 damage)Combo Finisher: Projectile (20% chance)Range: 1,200
    • 0
    • 0
  • Aimed Shot¼
    Fire a precise shot that cripples your foe.
    Damage: 135Crippled: 5 sCombo Finisher: ProjectileRange: 1,200
    • 0
    • 0
  • Volley8
    Fire a volley of shots at your foe.
    Damage (5x): 1,160Combo Finisher: Projectile (20% chance)Range: 1,200
    • 0
    • 0
  • Brutal Shot1 12
    Shoot your foe and make them vulnerable.
    Damage: 193x8Vulnerability: 12 sCombo Finisher: ProjectileRange: 1,200
    • 0
    • 0
  • Rifle Butt¼ 12
    Push your foe back with your rifle butt.
    Damage: 386Knockback: 600Range: 130
    • 0
    • 0
  • Healing Signet16
    Signet Passive: Grants regeneration.
    Signet Active: Heal yourself and gain resistance.
    Healing: 3,320Resistance: 6 s
    • 0
  • Endure Pain60
    Stance. Take no damage from attacks.
    Duration: 5Breaks stun
    • 0
  • Berserker Stance60
    Stance. Gain adrenaline for a short time. Conditions cannot be applied to you.
    Duration: 8
    • 0
  • Frenzy60
    Stance. Frenzy to gain quickness and might.
    Quickness: 6 sx5Might: 6 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

Greatsword:
Hundred Blades: Generally people aren't going to stand in a full Hundred Blades, and the damage is backloaded to the last hit, so it's generally a good idea to synchronize it with a downed body to cleave (so they can't move) or Frenzy (so they have less time to move).
Whirlwind Attack: This attack is a massive burst of damage. It can hit the same target up to 4 times if you do it against a wall or while Immobilized. It's also great mobility for roaming between points and positioning yourself mid-fight. Distance traveled is increased by swiftness.
Bladetrail: Does good damage, especially if it hits both going out and coming back. It's also really good for chasing targets because it cripples.
Rush: Rush can hit as hard as a killshot sometimes, but it's really buggy around terrain. It's also an amazing mobility skill for roaming between points. Distance traveled is increased by swiftness.
Arcing Slice: Generally I try to avoid using this, since it's mostly a waste of adrenaline. However, I do sometimes use it to finish someone off if it will do the last bit of damage. The fury just generally isn't needed because of Signet of Rage.

 

Rifle:
Aimed Shot: Great when chasing or kiting to cripple without having to switch to Greatsword.
Volley: You want to use this one on cooldown, especially if you proc the Intelligence sigil and don't think you can get off a killshot.
Brutal Shot: Eight vulnerability stacks isn't anything to laugh at, but it's still probably the least useful of all the rifle skills.
Rifle Butt: Rifle butt is really your only hope if someone closes on you and your stances are down. It does great damage. It's also really nice to knock rezzers off a downed body before you start cleaving with greatsword.
Kill Shot: This skill does absolutely insane damage, even without Burst Mastery and Air or Fire procs. It can hit up to around 16k, but tends to hit 8-9k. Use it with Intelligence as much as possible. Use Frenzy to vary the long channel time to make it harder to dodge.

 

Utilities:
Healing Signet: I like using Healing Signet because I'm generally in and out of fights taking some damage, but making it away with my greatsword, so the sustain helps. If you find yourself against a bursty comp, or just dying too fast in general, something like Defiant Stance or Healing Surge could be more useful.
Endure Pain: Try to time this to negate burst, possibly when they try to burst you while you channel Kill Shot, but mainly when you're standing at melee range to cleave a downed body. It synergizes well with Frenzy because it negates the 25% damage increase associated with the skill.
Berserker Stance: This is your only hope against conditions. You have ZERO condition removal, so stay away from necromancers and engineers if you don't have this up. Keep in mind, it also brings up your adrenaline, increasing your damage due to Berserker's Power and Heightened Focus, as well as allowing you to keep those Kill Shots coming.
Frenzy: This skill lets you vary Kill Shot channel times to catch even people who are prepared off guard. It also helps you land a full Hundred Blades.
Signet of Rage: This skill keeps your swiftness uptime high for increased mobility in and out of fights, as well as giving you high uptime on fury and might for increased damage. There really isn't another good option for an elite.


II. Traits

Adept Master Grandmaster

Trait Details

Strength:
Reckless Dodge: This trait actually hits really hard. Most of the dodge rolls hit about 1-2k, but I've had it hit 5k on stealthed thieves.
Great Fortitude: 1,600 extra health is pretty significant.
Building Momentum: Since you have one burst skill you shouldn't use much and one that has a long channel time, this trait isn't all too useful.
Slashing Power: Pretty self explanatory. You're using a greatsword. This makes that deal considerably more damage.
Stick and Move: 3% damage boost.
Berserker's Power: This trait makes your killshots hit harder, as well as your greatsword cleave. If you use Hundred Blades on a downed body with one or two rezzers, you'll have full adrenaline and an enormous damage boost quite quickly.

 

Arms:
Precise Strikes: Very short bleeds, only last 3 seconds.
Crack Shot: You can't really run a killshot build without Crack Shot. It gives some nice cooldown reduction on your rifle skills (including Kill Shot). However, the main thing is that it allows your attacks to pierce, so your Kill Shot and other attacks won't be blocked by some random spirit or minion. I can't overemphasize how important this trait is.

 

Discipline:
Versatile Rage: Keep this adrenaline gain in mind when you're thinking about swapping from greatsword back to rifle. You don't quit need that last bit of adrenaline; this trait will take care of it for you.
Signet Mastery: This is mostly for Signet of Rage, but there have been times where I've used Healing Signet to survive, and this brings it up faster.
Fast Hands: A very strong trait that allows you to swap back and forth much quicker. Keep in mind the effect this has on sigil procs if you decide to alter the build to better suit you.
Destruction of the Empowered: This trait is REALLY nice for when you hit that perfect killshot on a bunker guardian, but just all around increases your damage.
Versatile Power: This one definitely doesn't hurt, but don't worry yourself trying to maximize might stacks with this.
Heightened Focus: This is the one place where I really deviate from other killshot builds. Here's my thought process behind this. Kill Shot is a very gimmicky skill. It's absolutely fantastic when they don't see you, but it's easily avoidable when they do. However, despite the name, most of your damage isn't coming from Kill Shot. Greatsword does an absolutely insane amount of damage, and I'm willing to give up Burst Mastery to get a 15% increased critical-hit chance while I'm cleaving downed bodies and the like. It's MUCH more likely to make the difference between the downed body getting up than Burst Mastery is to get the kill. Sure, the extra adrenaline from Burst Mastery is nice too, but I really do prefer Heightened Focus. Many people might disagree.


III. Stat Specifics & Effects

Primary Stats

  • Health 21022 (+1810)
  • Vitality 1097 (+181)
  • Armor 2127 (+0)
  • Toughness 916 (+0)
  • Attack 3844 (+1723)
  • Power 2591 (+1675)
  • Critical Hit 48% (+48%)
  • Precision 1916 (+1000)

Secondary Stats

  • Burst Recharge 30% (+30%)
  • Condition Damage 100 (+100)
  • Condition Duration 30% (+30%)
  • Critical Damage 82% (+82%)
  • Damage 1253 (+4%)
  • Defense 1211 (+0)
  • Ferocity 1235 (+1235)

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

IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%
PvP Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%
PvP Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%
PvP Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%
PvP Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%
PvP Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%

Rune Stat Totals

  • Power 175
  • Ferocity 35
  • Damage 4%

Rune Bonuses

PvP Rune of the Ogre
  1. Power: 25
  2. Ferocity: 35
  3. Power: 50
  4. 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
  5. Power: 100
  6. Damage: 4%

Accessories & Jewels

Berserker's Amulet
  • Power: 1200
  • Precision: 900
  • Ferocity: 900
delete
  • Power: 0
  • Precision: 0
  • Ferocity: 0
  • Vitality: 0

Accessory Totals

  • Power:1200
  • Precision:900
  • Ferocity:900
  • Vitality:0

Weapon Set Sigils

PvP Rifle
  • Weapon Strength: 986-1205
PvP
  • Weapon Strength: -
Sigil of Superior Air
50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
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 Air

50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

PvP Greatsword
  • Weapon Strength: 1095-1210
PvP
  • Weapon Strength: -
Sigil of Superior Air
50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Weapon Set II

Sigil of Superior Air

50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

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

Water Weapon I

Water Weapon II

Upgrade Item Details

Runes:
Ogre runes are probably the best all around, but you have a few other options. Strength runes are nice because of the constant might from Signet of Rage and Versatile Power and Scholar is great for your first burst in a team fight, but the one people don't expect is the Vampirisim runes. I really like them, they're just a bit tricky to work with. It's hilarious to get a mist stomp as a warrior, but you also don't want to get stopped in the middle of your Kill Shot by your own damn runes. Another thing to keep in mind is that Healing Signet is NOT active while you're in mist form, so it could also end up hurting you that way if you have conditions on you. At the moment, however, I'm frequently playing with Pirate runes. Parrot OP.

 

Amulet:
You could try something other than Berserker if you wanted to, but I don't really see the point. This build really only shines at finishing fights quickly and then roaming fast, much like a thief. Toning that down with a tankier amulet really just means you should run a different build. It's not worth the trade off.

 

Sigils:
Rifle: I use Intelligence on my rifle for the guaranteed Kill Shot crit, as well as the nice damage boost to Volley. The Air sigil just brings that little bit extra damage. You could use fire, but you aren't generally firing at groups with your rifle.

 

Greatsword: Air and Fire sigils for maximum burst with your Hundred Blades and Whirlwind Attacks. It really helps against thieves, since good ones aren't going to let you hit them too many times, so you might as well chunk them good when you do nail em.


V. Basic Gameplay

This is an incredibly high single target (rifle) and multi-target (greatsword) warrior build. For that reason, it can be pretty easy to die with it, despite your stances. For that reason, positioning is incredibly important, and your greatsword is integral to keeping you moving. If you aren't moving, you're dead.

 

Team Fights:
For the most part you want to stay back in rifle until you're about to down someone, then close in with greatsword, pop your stances, and make sure they all go down around him.

 

Roaming:
Greatsword gives you incredible mobility. Because of this, you should generally be the first one to go help in a fight. You get there fast, you finish the fight fast, and then you can go help the other fights. Once again, keep in mind that swiftness does affect the distance traveled by your greatswords mobility skills.

 

Duels:
In duels, you rely on your stances. If you can't mostly finish them off during your stances, you're going to have a rough time. Without Berserker Stance building up your adrenaline, you're going to have to go to melee range to build it back up with any speed. However, that puts you at much greater risk, so it's generally better to just avoid dueling people without your stances up. You should be rotating to help fights, not 1v1 people. It can be really risky, because you're absolutely boned if a second person comes in, unlike other warrior builds that can sustain until help arrives.


Main Skill Rotation

Volley8
Fire a volley of shots at your foe.
Damage (5x): 1,160Combo Finisher: Projectile (20% chance)Range: 1,200
Kill Shot
Burst. Fire a powerful shot. Damage increases with adrenaline level.
Level 1 damage: 548Level 2 damage: 670Level 3 damage: 792Combo Finisher: ProjectileRange: 1,500
Rush2 20
Charge and strike your foe.
Damage: 628Range: 1,200
Frenzy60
Stance. Frenzy to gain quickness and might.
Quickness: 6 sx5Might: 6 sBreaks stun
Berserker Stance60
Stance. Gain adrenaline for a short time. Conditions cannot be applied to you.
Duration: 8
Endure Pain60
Stance. Take no damage from attacks.
Duration: 5Breaks stun
Hundred Blades8
Repeatedly strike multiple foes. The last strike does extra damage.
Damage (8x): 1,624Final strike damage: 406Range: 130
Whirlwind Attack¼ 10
Whirl in a target's direction, slashing foes along your path.
Damage: 259Combo Finisher: WhirlRange: 450

The main thing here is trying to burst someone down from afar, then Rushing in and popping stances to cleave it and the rezzers. Don't pop Endure Pain or Berserker Stance if there isn't any enemy power or condi cleave to deal with. Save it.


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