Warrior WvW | Large Group Sword/Warhorn, Hammer | Support Worker Shouts

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Summary

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I. Weapons and Skills

Giver's Sword
  • Weapon Strength: 905-1000
  • Condition Duration: 120%
  • Precision: 85
  • Vitality: 85
Giver's Warhorn
  • Weapon Strength: 814-900
  • Condition Duration: 120%
  • Precision: 85
  • Vitality: 85
Berserker's Hammer
  • Weapon Strength: 985-1111
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
  • Weapon Strength: -
  • Weapon Strength: -
  • Flurry½
    Burst. Immobilize your foes with a flurry of bleeding strikes. Effect increases with adrenaline level.
    x8Bleeding: 2 s (680 damage)Damage (8x): 256Level 1 immobilize: 2 sLevel 2 immobilize: 3 sLevel 3 immobilize: 4 sRange: 130
  • Sever Artery
    Bleed your foe with a slash.
    Bleeding: 8 s (340 damage)Damage: 202Range: 130
    • Gash½
      Bleed your foe with a gash.
      Damage: 202Bleeding: 8 s (340 damage)Range: 130
    • Hamstring¼ 15
      Cripple your foe with a precise slash.
      Crippled: 1 sDamage: 252Range: 130
  • Savage Leap¾ 8
    Lunge at your foe and strike them with your sword.
    Damage: 252Crippled: 3 sCombo Finisher: LeapRange: 600
    • 0
    • 0
  • Final Thrust½ 15
    Strike your foe with a powerful thrust that does extra damage versus foes whose health is below 50%.
    Damage: 437Damage under 50% hp: 837Range: 130
    • 0
    • 0
  • Charge½ 16
    Grant swiftness to yourself and allies, while curing chilled, crippled, and immobilized.
    Swiftness: 10 sCures crippledCures immobilizedCures chilledRange: 1,200
    • 0
    • 0
  • Call to Arms½ 16
    Grant vigor to yourself and allies, while weakening nearby foes.
    Vigor: 10 sWeakness: 6 sCombo Finisher: BlastRadius: 600
    • 0
    • 0
  • Defiant Stance¼ 30
    Stance. Heal yourself. Absorb all incoming strikes for a period of time.
    Healing: 1,853Defiant Stance(3s): All incoming attacks heal you.
    • 0
  • Dolyak Signet¼ 60
    Signet Passive: Reduces incoming damage.
    Signet Active: Gain stability.
    x10Stability: 8 sBreak Stun
    • 0
  • "Shake It Off!"20
    Shout. Cure a condition on yourself and nearby allies. Also breaks stuns.
    Radius: 600Breaks stun
    • 0
  • "For Great Justice!"20
    Shout. Grant fury and might to yourself and allies.
    Fury: 8 sx3Might: 25 sRadius: 600
    • 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

Traits

Discipline

  • Versatile Rage
    Gain 5 adrenaline when you swap weapons.
    • Crack Shot
      Reduces recharge of rifle and harpoon gun weapon skills by 20%. Rifle and harpoon gun shots pierce.
    • Warrior’s Sprint
      Move 25% faster while wielding melee weapons. Using a movement skill removes the immobilize condition.
    • Vengeful Return
      The Vengeance downed skill has a 100% chance to rally you if you kill a foe while it is active. When you rally you regain 25% additional health and 100 endurance.
  • Fast Hands
    Reduces recharge of weapon swap by 5 seconds.
    • Inspiring Battle Standard
      Banners apply regeneration for 3 seconds every 3 seconds to allies in their radius while they are active.
    • Destruction of the Empowered
      Deal 3% additional damage to foes for each boon they have on them.
    • Brawler’s Recovery
      Remove 1 condition whenever you swap weapons (combat only).
  • Versatile Power
    Gain 2 stacks of might for 10 seconds whenever you swap weapons (combat only). Burst skill recharge is reduced by 15%.
    • Merciless Hammer
      Reduces recharge of hammer weapon skills by 20%. Hammer skills deal 20% more damage to stunned, dazed, knocked down, or launched foes.
    • Heightened Focus
      Striking a foe below 50% health grants quickness for 4 seconds (15s ICD).
    • Burst Mastery
      Burst skills deal 7% more damage. Regain 3/7/10 adrenaline when using a burst skill based on the amount of adrenaline spent.

Tactics

  • Determined Revival
    Gain 400 toughness while reviving an ally.
    • Leg Specialist
      Inflicting cripple on a foe also inflicts immobilize for 1 second (5s ICD)
    • Quick Breathing
      Reduces recharge of warhorn skills by 20% and causes warhorn skills to remove 1 condition on affected allies to a boon.
    • Empowered
      Deal 1% additional damage for each boon on you.
  • Reviver’s Might
    When you successfully revive an ally, nearby allies gain 3 stacks of might for 10 seconds.
    • Shrug it Off
      Cast “Shake it Off!” when you have at least 1 condition on you. This trait benefits from the bonuses provided by Vigorous Shouts.
    • Burning Arrows
      Reduces recharge of longbow skills by 20%. Dual Shot inflicts 2 stacks of burning for 1 second.
    • Empower Allies
      Nearby allies gain 150 power (combat only). Reduced radius of this effect to 300.
  • Inspiring Presence
    Might you apply grants 10 healing power per stack.
    • Powerful Synergy
      Whenever you activate a leap finisher it activates twice.
    • Vigorous Shouts
      Reduces recharge of shout skills by 20%. Shouts heal allies in their radius and grant you 5 adrenaline.
    • Phalanx Strength
      Whenever you give yourself might you also apply 1 stack of might for 6 seconds to nearby allies.

Defense

  • Thick Skin
    Gain 120 toughness while you are above 90% health.
    • Shield Master
      Reduces recharge on shield skills by 20%. Blocking an attack grants 1 stack of might for 8 seconds. If you block a missile attack you reflect it instead.
    • Dogged March
      Chill, cripple and immobilize have their duration reduced by 33% when applied to you. Gain regeneration for 3 seconds whenever one of these conditions is applied to you (10s ICD).
    • Cull the Weak
      Deal 5% more damage to weakened foes. Striking a foe without weakness that is below 25% health inflicts weakness on them for 3 seconds.
  • Adrenal Health
    Heal every 3 seconds based on your current adrenaline level.
    • Defy Pain
      Cast Endure Pain if you take damage while below 25% health. This trait benefits from the duration bonus provided by Last Stand
    • Armored Attack
      Gain power equal to 10% of your toughness.
    • Sundering Mace
      Reduces recharge on mace weapon skills by 20%. Mace skills apply 1 stack of vulnerability for 10 seconds whenever they hit a foe that is dazed, launched, knocked down or stunned.
  • Spiked Armor
    Gain 150 toughness while you have retaliation. Suffering a critical hit grants you retaliation for 5 seconds (15s ICD)
    • Last Stand
      Gain vigor for 6 seconds whenever you activate a stance. Stance durations last 25% longer. If you are affected by a crowd control skill cast Balanced Stance. 45s internal cooldown.
    • Cleansing Ire
      Gain 1 adrenaline whenever you are hit. Remove 1 condition per bar of adrenaline spent when activating a burst skill.
    • Rousing Resilience
      Gain 1000 toughness for 8 seconds and heal yourself whenever you break out of a stun.

III. Stat Specifics & Effects

Primary Stats

  • Health 26082 (+6870)
  • Vitality 1687 (+687)
  • Armor 3008 (+797)
  • Toughness 1797 (+797)
  • Attack 3507 (+1557)
  • Power 2557 (+1557)
  • Critical Hit 31% (+31%)
  • Precision 1570 (+570)

Secondary Stats

  • Condition Duration 240% (+240%)
  • Condition Duration (self) -60% (+-60%)
  • Critical Damage 9% (+9%)
  • Damage 950 (+0%)
  • Defense 1211 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 148 (+148)
  • Might Duration 10% (+10%)

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. 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

Soldier's Draconic Helm
  • Defense: 121
  • Power: 60
  • Toughness: 43
  • Vitality: 43
Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
Soldier's Draconic Pauldrons
  • Defense: 121
  • Power: 45
  • Toughness: 32
  • Vitality: 32
Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
Soldier's Draconic Coat
  • Defense: 363
  • Power: 134
  • Toughness: 96
  • Vitality: 96
Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
Soldier's Draconic Gauntlets
  • Defense: 182
  • Power: 45
  • Toughness: 32
  • Vitality: 32
Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
Soldier's Draconic Legs
  • Defense: 242
  • Power: 90
  • Toughness: 64
  • Vitality: 64
Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
Soldier's Draconic Boots
  • Defense: 182
  • Power: 45
  • Toughness: 32
  • Vitality: 32
Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.

Armor Stat Totals

  • Defense 1211
  • Power 594
  • Might Duration 10%
  • Condition Duration (self) -20%
  • Toughness 299
  • Vitality 299

Rune Bonuses

Superior Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.

Accessories & Jewels

Mark of the Imperial GuardOffensive Slot
  • Power: 157
  • Toughness: 108
  • Vitality: 108
Koss on KossDefensive Slot
  • Power: 63
  • Toughness: 40
  • Vitality: 40
(Infused)
Cirque of ArahOffensive Slot
  • Precision: 126
  • Power: 85
  • Toughness: 85
(Infused)
Band of the BrotherhoodDefensive Slot
  • Precision: 126
  • Power: 85
  • Toughness: 85
(Infused)
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74

Accessory Totals

  • Power:610
  • Toughness:318
  • Vitality:148
  • Precision:400
  • Ferocity:148

Weapon Set Sigils

Giver's Sword
  • Weapon Strength: 905-1000
  • Condition Duration: 120%
  • Precision: 85
  • Vitality: 85
Giver's Warhorn
  • Weapon Strength: 814-900
  • Condition Duration: 120%
  • Precision: 85
  • Vitality: 85
Sigil of Intelligence
Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.
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)

Weapon Set I

Sigil of Intelligence

Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.

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)

Berserker's Hammer
  • Weapon Strength: 985-1111
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
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)
Sigil of Superior Hydromancy
You freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set II

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 Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II


V. Basic Gameplay

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