Warrior sPvP | Tournament Greatsword, Mace/Warhorn | Roamer Caughdraps GS/MaceWarhorn highrisk/highreward counterplay

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Summary

“Are you bored of Flavor of the Year HAM/BOW? Are you tired of spamming F1 on your axe/shield cuz... Fuck Axe. Yeah, that's right. If that's you it's time to throw away your pre-teen deodorant and get on your big boy pants with fucking Old Swag Spice AKA YOUNG GS/MACEWARHORN.
TLDR; 2 brain cell warrior spec (instead of 1) sustained damage & setting up burst with situational utility and big outplay potential.”


I. Weapons and Skills

PvP Greatsword
  • Weapon Strength: 1095-1210
PvP
  • Weapon Strength: -
PvP Mace
  • Weapon Strength: 895-1010
PvP Warhorn
  • Weapon Strength: 814-900
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
  • 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 Signet20
    Signet Passive: Grants regeneration.
    Signet Active: Heal yourself and gain resistance.
    Healing: 3,320Resistance: 6 s
    • 0
  • Throw Bolas ½ 20
    Physical. Throw bolas to immobilize your foe.
    Immobilized: 4 sDamage: 61Combo Finisher: ProjectileRange: 900
    • 0
  • Berserker Stance60
    Stance. Gain adrenaline for a short time. Conditions cannot be applied to you.
    Duration: 8
    • 0
  • Signet of Stamina¼ 45
    Signet Passive: Grants faster endurance regeneration.
    Signet Active: Cure all conditions.
    • 0
  • Signet of Rage1 60
    Signet Passive: Grants adrenaline.
    Signet Active: Gain fury, might, and swiftness.
    x5Might: 30 sFury: 30 sSwiftness: 30 s
    • 0

Weapon and Skill Details

Weapon Skills:
The focus of this spec centers around GS for big burst and Mace/Warhorn for setting up for GS opportunities and providing you with the survivability/outplay potential during the downtime. Hundred blades is your big burst followed by Whirlwind after getting a solid 3 sec Mace stun or Bolas. If used correctly, you should have plenty of opportunities. Survivability is primarily provided to you by Weakness uptime (Mace auto and Warhorn 5), well timed dodge rolls (Signet of Stamina & Vigor from war horn 5), and your high health (Condi survival). Mace 3 is a daze and can be used to interrupt heals and resurrections if you are set on going ESPORTS. Mace 2 With traits is a reflect which you can use against lich necro/Pindown/Magnet pulls/etc (bcuz again, esports).

 

Utility choices:
Obviously, as you are zerker you won't be as tanky as Ham/Bow or Axe/Shield and you have no endure pain (because its a boring play style and your presumably a hipster or 'fuck the meta' rebel). However, you have a good amount of condi removal and survivability. Stability will be provided in traits although you can get rid of Signet of Stamina for Dolyak. You can also go signet of Power (if you're feeling really manly and want to see engi's/guardians shit themselves). Bola’s to set up damage. Berserker Stance because its too good to lose. 8 Seconds of condi immunity will really free you up when setting up your burst.

 

General PlayStyle:
Generally in all fights you want to hold onto your cool downs and wait for the enemy to use their random dodge rolls because no one knows how to play against mace and they are probably expecting you to whip out your hammer or do some random burst. Just stroll up with your mace autos, try to apply weakness use war horn 5 if they decide to fight you. Save Signet of Rage until after your pack runes are proc'ed as this will help you with generating adrenaline and you aren't going to burst yet. Pack runes will also bait out any boon strip or boon removal.

 

Weaknesses:
- Lack of Range but you should be fine with GS mobility, Swiftness uptime and Bolas.
- Hambow warrior will shit on you. However, you make up for this with your high mobility and roaming potential with GS.

 

Strengths:
- Cuz Fuck D/D Cele Ele meta
- Cuz Fuck Cele Rifle Engi meta
- Cuz Fuck double endure pain
- Cuz ESPORTS


II. Traits

Adept Master Grandmaster

Trait Details

Reckless Dodge: Dodge roll damages
Great Fortitude: High Health pool to counter condi
Building Momentum: Not really important
Slashing Power: More Burst Damage
Thick Skin: Extra Toughness because.
Missile Deflection: Mace 2 outplay potential. Can switch this for Dogged March which I find underwhelming
Adrenal Health: Sustain
Last Stand: To make up for lack of Stability. Cleansing Ire also usable though I find that you don’t make the most of it in this build.
Determined Revival: Can help with reviving
Empowered: Generally you will get a 3-4% Damage increase with Signet of Rage & Pack Runes. Tactics Tree Skills are somewhat underwhelming but the raw stats are what make it worth it as Vital is great in this build.
Versatile Rage: More adren when switch back from GS to Mace/Warhorn
Warrior’s Sprint: Invaluable Movement Speed
Fast Hands: Core Trait skill for Warrior PVP in general. Lack of class abilities made up for with frequent weapon swaps. Can set up GS burst much more frequently
Destruction of the Empowered: Raw damage - you will generally be doing 9-12% Extra damage. Against Ele’s and Engi’s you will be doing close to 20% extra damage on top of the 3-4% on Empowered and Slashing Power’s 10% extra damage and your 3.4k flat attack power.


III. Stat Specifics & Effects

Primary Stats

  • Health 21952 (+2740)
  • Vitality 1190 (+274)
  • Armor 2327 (+200)
  • Toughness 1116 (+200)
  • Attack 3701 (+1685)
  • Power 2491 (+1575)
  • Critical Hit 49% (+49%)
  • Precision 1941 (+1025)

Secondary Stats

  • Boon Duration 10% (+10%)
  • Burst Recharge 20% (+20%)
  • Condition Duration 20% (+20%)
  • Critical Damage 73% (+73%)
  • Damage 1210 (+10%)
  • Defense 1211 (+0)
  • Ferocity 1100 (+1100)
  • Healing Power 200 (+200)
  • Movement Speed 25% (+25%)
  • Swiftness Duration 30% (+30%)

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

Strengths
~25k hp
~34k Power without might
~Good Crit/Crit Damage

 

Weaknesses
~Low Toughness; Make up for this with weapon skills and well timed dodge rolls

 


IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision
PvP Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision
PvP Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision
PvP Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision
PvP Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision
PvP Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision

Rune Stat Totals

  • Power 175
  • Swiftness Duration 30%
  • Precision 125

Rune Bonuses

PvP Rune of the Pack
  1. Power: 25
  2. Swiftness Duration: 10%
  3. Power: 50
  4. 25% chance when struck to grant nearby allies might, fury, and swiftness for 10 seconds. (Cooldown: 20 seconds)
  5. Power: 100
  6. +20% Swiftness Duration; +125 Precision

Accessories & Jewels

Berserker's Amulet
  • Power: 1200
  • Precision: 900
  • Ferocity: 900

Accessory Totals

  • Power:1200
  • Precision:900
  • Ferocity:900

Weapon Set Sigils

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 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 Mace
  • Weapon Strength: 895-1010
PvP Warhorn
  • Weapon Strength: 814-900
Sigil of Superior Doom
You deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Weapon Set II

Sigil of Superior Doom

You deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.

Sigil of Superior Battle

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

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

Water Weapon I

Water Weapon II

Upgrade Item Details

Rune of the Pack for baiting out boon strips and saving your Signet of Rage. Good raw stats. Also useful for your teammates and to give more mobility against ranged with Swiftness uptime.
Berserker Amulet for big damage. Soldier’s doesn’t work well with GS in my experience. 6-7k no crits to easy 10k with high ferocity/crit.
Rune of Fire/Air for most damage output during your burst.
Rune of Battle and Doom for damage and poison against engi/ele sustain.


V. Basic Gameplay

Be Patient and respond to what your enemy does. This is a more skillful way to play warrior so be aware of this and play smartly. High Risk/High Reward. Amazing for +1-ing on points or for 1v1s. Warhorn provides swiftness when the gates open.
Set up burst and get enemy to waste dodge rolls. Bola or Mace stun then switch to GS for big damage. Make sure you keep Fury/Might/Swiftness up before bursting for maximum damage.

 

ROAM ROAM AND ROAM. TAKE ADVANTAGE OF GS MOBILITY


Main Skill Rotation

Mace autos set up Weakness -> Warhorn 4/5 -> Bola's/Mace Stun -> GS Hundred Blades -> Whirlwind attack -> switch to Mace and prepare for counter play/setting up next burst.


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