Warrior WvW | Large Group Sword/Warhorn, Hammer | Assaulter WvW Stun Break Frontline
Table of Contents
Summary
A triple stance (with heal) frontline warrior with high stability, high CC pressure, heavy hitting, Rampage on 120sec CD, and three stun breaks. This warrior has a low health pool but has strong survivability due to high toughness, double endure pain, and a heal that syncs well with necro bomb CDs that will restore 100% health if used correctly.
I. Weapons and Skills
- Gash½Bleed your foe with a gash.Damage: 202Bleeding: 8 s (340 damage)Range: 130
- Hamstring¼ 15Cripple your foe with a precise slash.Crippled: 1 sDamage: 252Range: 130
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Weapon and Skill Details
Giver's weapons and malice sigil increase immobilize duration 30%, countering some of the condi duration reduction common in most WvW builds, allowing Flurry to be more effective. All three of your utilies provide stunbreaks, and your warhorn + Shake It Off allow you to escape many immobs. 120sec CD Rampage is excellent for extra CC pressure, mobility, and punishing rallies while having 20% damage reduction.
Traits
Strength
- Reckless DodgeDeal damage to foes at the end of your dodge roll.
- Death from AboveFalling damage reduced by 50%. When you take falling damage launch foes away from your point of impact.
- Restorative StrengthGain 5 stacks of might for 6 seconds when you use a healing skill.
- Peak PerformanceReduces the recharge of Physical skills by 20%. Physical skills deal 10% more damage for each bar of adrenaline you have accrued.
- Building MomentumBurst skills restore 15 endurance if they hit.
- Body BlowStuns, dazes, knockbacks and knockdowns inflict weakness for 3 seconds and 2 stacks of bleeding for 6 seconds.
- Forceful GreatswordReduces the recharge of Greatsword and spear skills by 20% and increases damage of greatsword and spear skills by 10%. Additionally when you land a critical hit with these weapons you gain 1 stack of might for 5 seconds.
- Great FortitudeGain vitality equal to 10% of your power.
- Stick and MoveDeal 10% more damage while your endurance is not full. Adept
- Berserker’s PowerGain a 10/15/20% damage boost for 8 seconds after using a burst skill based on how much adrenaline was spent.
- Distracting StrikesInterrupts inflict 4 stacks of confusion for 8 seconds.
- Axe MasteryRecharge on axe skills is reduced by 20% and gain 150 ferocity for each axe you are wielding. When you critical hit with an axe you gain 2 additional adrenaline.
Defense
- Thick SkinGain 120 toughness while you are above 90% health.
- Shield MasterReduces 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 MarchChill, 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 WeakDeal 5% more damage to weakened foes. Striking a foe without weakness that is below 25% health inflicts weakness on them for 3 seconds.
- Adrenal HealthHeal every 3 seconds based on your current adrenaline level.
- Defy PainCast Endure Pain if you take damage while below 25% health. This trait benefits from the duration bonus provided by Last Stand
- Armored AttackGain power equal to 10% of your toughness.
- Sundering MaceReduces 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 ArmorGain 150 toughness while you have retaliation. Suffering a critical hit grants you retaliation for 5 seconds (15s ICD)
- Last StandGain 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 IreGain 1 adrenaline whenever you are hit. Remove 1 condition per bar of adrenaline spent when activating a burst skill.
- Rousing ResilienceGain 1000 toughness for 8 seconds and heal yourself whenever you break out of a stun.
Discipline
- Versatile RageGain 5 adrenaline when you swap weapons.
- Crack ShotReduces recharge of rifle and harpoon gun weapon skills by 20%. Rifle and harpoon gun shots pierce.
- Warrior’s SprintMove 25% faster while wielding melee weapons. Using a movement skill removes the immobilize condition.
- Vengeful ReturnThe 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 HandsReduces recharge of weapon swap by 5 seconds.
- Inspiring Battle StandardBanners apply regeneration for 3 seconds every 3 seconds to allies in their radius while they are active.
- Destruction of the EmpoweredDeal 3% additional damage to foes for each boon they have on them.
- Brawler’s RecoveryRemove 1 condition whenever you swap weapons (combat only).
- Versatile PowerGain 2 stacks of might for 10 seconds whenever you swap weapons (combat only). Burst skill recharge is reduced by 15%.
- Merciless HammerReduces recharge of hammer weapon skills by 20%. Hammer skills deal 20% more damage to stunned, dazed, knocked down, or launched foes.
- Heightened FocusStriking a foe below 50% health grants quickness for 4 seconds (15s ICD).
- Burst MasteryBurst skills deal 7% more damage. Regain 3/7/10 adrenaline when using a burst skill based on the amount of adrenaline spent.
Trait Details
While Tactics provides 3 excellent traits in Quick Breathing, Shrug It Off, and Vigorous Shouts for frontline play, Peak Performance + Rampage are centerpieces of this CC machine build.
Body Blow's bleeding is insignificant other than giving another condition that must be cleared, but spamming weakness on CCs is very effective at reducing both enemy survivability and damage. Great Fortitude is a solid alternative to Body Blows to increase health pool.
Defense and Discipline traits are fairly stright forward, focusing on getting the most out of stances. Atmored Attack, Cleansing Ire, and Burst Mastery are all solid alternatives to what was chosen here.
III. Stat Specifics & Effects
Primary Stats
- Health 23562 (+4350)
- Vitality 1435 (+435)
- Armor 3107 (+836)
- Toughness 1836 (+836)
- Attack 3113 (+1163)
- Power 2163 (+1163)
- Critical Hit 42% (+42%)
- Precision 1805 (+805)
Secondary Stats
- Agony Resistance 5 (+5)
- Condition Duration 250% (+250%)
- Condition Duration (self) -60% (+-60%)
- Critical Damage 24% (+24%)
- DMG Taken from Guards and Lords -6% (+-6%)
- DMG to Guards and Lords 6% (+6%)
- Damage 950 (+0%)
- Defense 1271 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 373 (+373)
- Might Duration 10% (+10%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
More power trinity stats (power, precision, & ferocity) trinkets can be added into this build if willing to sacrifice toughness. I keep a full set of Knight's and Zerk ascended armor with Hoelbrak's which I swap around often, as well as having many alternative trinket combinations I use to glass up (and on rare occasion tank up) as needed.
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Condition Duration (self): -40%
Vitality: 70
Experience from Kills: 10%
- (30min)
- Condition Duration (self): -40%
- Vitality: 70
- Experience from Kills: 10%
Utility Nourishment
Toughness: 100
Ferocity: 10
Experience from Kills: 10%
- (30min)
- Toughness: 100
- Ferocity: 10
- Experience from Kills: 10%
Armor & Runes
- Defense: 127
- Toughness: 63
- Power: 45
- Precision: 45
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
- Defense: 127
- Toughness: 47
- Power: 34
- Precision: 34
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
- Defense: 381
- Toughness: 141
- Power: 101
- Precision: 101
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
- Defense: 191
- Toughness: 47
- Power: 34
- Precision: 34
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
- Defense: 254
- Toughness: 94
- Power: 67
- Precision: 67
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
- Defense: 191
- Toughness: 47
- Power: 34
- Precision: 34
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Toughness: 5
- DMG Taken from Guards and Lords: -1%
Armor Stat Totals
- Defense 1271
- Power 490
- Might Duration 10%
- Condition Duration (self) -20%
- Toughness 469
- Precision 315
- DMG Taken from Guards and Lords -6%
Rune Bonuses
Superior Rune of Hoelbrak- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
Accessories & Jewels
- Power: 5
- DMG to Guards and Lords: 1%
- Power: 5
- DMG to Guards and Lords: 1%
- Power: 5
- DMG to Guards and Lords: 1%
- Power: 5
- DMG to Guards and Lords: 1%
- Power: 5
- DMG to Guards and Lords: 1%
- Power: 5
- DMG to Guards and Lords: 1%
Accessory Totals
- Power:673
- Precision:320
- Toughness:267
- Ferocity:199
- Agony Resistance:5
- Vitality:195
- DMG to Guards and Lords:6%
Weapon Set Sigils
- Weapon Strength: 905-1000
- Condition Duration: 120%
- Precision: 85
- Vitality: 85
- Weapon Strength: 814-900
- Condition Duration: 120%
- Precision: 85
- Vitality: 85
Weapon Set I
Superior Sigil of Malice+10% Condition Duration
Sigil of Superior EnergyYou gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
- Weapon Strength: 1034-1166
- Power: 251
- Precision: 179
- Ferocity: 179
- Weapon Strength: -
- Power: 5
- DMG to Guards and Lords: 1%
- Power: 5
- DMG to Guards and Lords: 1%
Weapon Set II
Sigil of Superior Fire50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
- Weapon Strength: 950-1050
- Power: 125
- Precision: 90
- Ferocity: 90
- Weapon Strength: 950-1050
- Power: 125
- Precision: 90
- Ferocity: 90
- Power: 5
- DMG to Guards and Lords: 1%
- Power: 5
- DMG to Guards and Lords: 1%
- Power: 5
- DMG to Guards and Lords: 1%
- Power: 5
- DMG to Guards and Lords: 1%
Water Weapon I
Sigil of Superior HydromancyYou freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Water Weapon II
Sigil of Superior BloodlustYou gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Upgrade Item Details
Bloodlust and energy can be swapped from one weapon set to the other depending on your skill rotation and when you want energy to provide endurance. Sigil of fire can be changed to many other options, but with 60% + crit chance the flame blast will proc nearly on CD.
V. Basic Gameplay
All gameplay is situational, but the basics of using dodges and positioning correctly, clearing movement effects with your warhorn and breaking ally's stuns with shake it off as you are able to are major priorities.
While in Rampage, you can afford to push ahead of pin to harass rallies if you know the pin is about to push, but only if you are able to avoid being killed and also maintain enough health to join the main push when it comes immediately after your rampage push.
Main Skill Rotation
Rotations are always highly situational, but savage leap > flurry is usually a really solid opening. Final Thrust into low health groups and swap to hammer to cripple and immediately build adrenaline back up as quickly as possible to Earthshaker either out of a bomb (try to focus on landing hits on stragglers while staying close to the pin if pulling back) or to maintain pressure on routing enemy.
For shorter dives, Earthshaker is also a solid opening, but you need to get off effective hammer skills as quickly as possible and swap to sword gap close using leap (if necessary) and flurry as quickly as possible with as much adrenaline as possible.