Warrior sPvP | Tournament Sword/Axe, Mace/Shield | Team fighter The Finisher

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Summary

The build is made in the same spirit as Meditation Guardians or Fresh Air Elementalists, by maintaining a balance between:

  • High damage level, with a strong focus on targets with less than 50% HP. It also embeds might-stacking capabilities, resulting in regular double-digit damage figures.
  • Good active defense, with many blocks, soft and hard control, decent condition cleansing and good mobility.
It is best used in roaming, dueling and group fighting (make sure targets are called). It is selfish and auto-sufficient, so may not fit each team composition.


I. Weapons and Skills

PvP Sword
  • Weapon Strength: 905-1000
PvP Axe
  • Weapon Strength: 857-1048
PvP Mace
  • Weapon Strength: 895-1010
PvP Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
PvP
  • Weapon Strength: -
PvP
  • 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 12
      Cripple your foe with a precise slash.
      Crippled: 1 sDamage: 252Range: 130
  • Savage Leap¾
    Lunge at your foe and strike them with your sword.
    Damage: 252Crippled: 3 sCombo Finisher: LeapRange: 600
    • 0
    • 0
  • Final Thrust½ 12
    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
  • Dual Strike½ 12
    Strike your foe with both weapons. Gain fury with each hit.
    Damage (2x): 404x2Fury: 2 sRange: 130
    • 0
    • 0
  • Whirling Axe20
    Spin and attack nearby foes. You can move while spinning.
    Damage (15x): 2,010Combo Finisher: WhirlRange: 1,200
    • 0
    • 0
  • Healing Signet16
    Signet Passive: Grants regeneration.
    Signet Active: Heal yourself and gain resistance.
    Healing: 3,320Resistance: 6 s
    • 0
  • Balanced Stance40
    Stance. You gain stability and swiftness.
    x5Stability: 8 sSwiftness: 8 sBreaks stun
    • 0
  • Berserker Stance60
    Stance. Gain adrenaline for a short time. Conditions cannot be applied to you.
    Duration: 8
    • 0
  • Endure Pain60
    Stance. Take no damage from attacks.
    Duration: 5Breaks 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

Sword/Axe is the damage set:

  • F1 lets you immobilize opponents, as a preparation for bursts.
  • #1 is moderately interesting. However, it is fast and can build significant damage when you are under Quickness. The third strike cripples, making the target stay close.
  • #2 is used firstly for mobility. Make sure auto-targeting is off. It also cripples, which can be useful as a setup for bursts.
  • #3 is our finisher move, deadly when the target is under 50%. Hitting up to 12k.
  • #4 is used mainly to gain Fury. Make sure you have Fury (either with #4 or the Signet of Rage) before unleashing #5.
  • #5 is used for damage (up to 14k), and utilitity. It hits 15 times, thus is very helpful to build adrenaline. It is also a Whirl finisher, so if possible perform it while standing on a combo field. Best used when the target is crippled, immobilized or stunned (all status effects brought by the build). Beware of Retaliation, though.

 

Mace/Shield is the defense set:

  • F1 is a long stun. Use it either to setup a burst, or prior to disengaging (making sure the enemy cannot disable you and follow you when you run away).
  • #1 is a decent damage chain, but should be performed only if the opponent is stunned.
  • #2 is a block, with a decent damage riposte (5k).
  • #3 is used circumstantially, to interrupt skills with tells (heals...) or revivers.
  • #4 is used to interrupt an opponent, or initiates a Stun Chain. Usually followed by Mace F1.
  • #5 is a strong block. Particularly shines against thieves using the stolen Whirling Axe (as each blocked hit provides might). Beware Unblockable Attacks, though (get familiar with them).

 

Utilities:

  • The Healing Signet is optimized with Signet Mastery. Don't hesitate to use the active, which grants Resistance, either when you're condi-bombed, or want to safely escape (thus nullifying cripple, immobilize and chill).
  • Balanced Stance is traited with Rousing Resilience. Each time it activates, Rousing Resilience triggers (no need to break from stun - and no, it's not a bug, it has been documentedon the wiki ever since the trait was introduced). Use it aggressively before each burst, to make sure Axe #5 isn't interrupted.
  • Berserker Stance is necessary. Use it to engage, making sure your burst will not be hindered by handicapping conditions or enemy condition bursts. It will give also you plenty of adrenaline, ideal for Mace F1.
  • Endure Pain is used it to mitigate enemy bursts (don't take a burst without using the skill). When you're disabled (stunned...) use it as a stun breaker to trigger Rousing Resilience.
  • The Signet of Rage is optimized with Signet Mastery. The passive gives you adrenaline, useful for your burst skills. The active gives you Fury (useful for Axe #5) and Might (optimized with the Runes of Strength).


Traits

Arms

  • Precise Strikes
    Your critical hits have a 33% chance to inflict 1 stack of bleeding for 4 seconds.
    • Berserker’s Fury
      Gain 2 adrenaline every 3 seconds while in combat. Striking a foe below 25% health grants fury for 5 seconds (can only trigger once every 10 seconds).
    • Signet Mastery
      Reduces recharge on signet skills by 20%. When you activate a signet gain a stacking 100 precision buff for 1 minute (maximum 5 stacks). Striking a foe below 50% health activates Signet of Might.
    • Opportunist
      Immobilizing a target grants fury for 5 seconds (10s ICD).
  • Rending Strikes
    Your critical hits have a 33% chance to inflict 1 stack of vulnerability for 8 seconds.
    • Unuspecting Foe
      Gain 50% increased critical hit chance against stunned foes.
    • Deep Strike
      Fury you apply also gives 150 condition damage.
    • Blademaster
      Reduces recharge on sword skills by 20%. Sword skills have a 20% increased critical hit chance against bleeding foes.
  • Bloodlust
    Deal 5% additional damage to bleeding foes. Bleeding you inflict lasts 33% longer.
    • Burst Precision
      Burst skills have a 100% critical hit chance.
    • Furious
      Gain 1 additional adrenaline when you critical hit. Additionally, you gain 8 seconds of Furious Surge whenever you critical hit which increases condition damage by 10 per stack (maximum 25 stacks).
    • Dual Wielding
      Increases attack speed by 15% while wielding a sword, axe or mace in your offhand.

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.

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.

Trait Details

The build template brings the following synergies:

  • Finisher synergies, with Unblockable from Signet Mastery, Quickness from Heightened Focus and Sword #3 damage – all on targets with HP < 50%.
  • Good adrenaline generation, thanks to Axe #5 hitting 15 times, Berserker’s Stance and Versatile Rage. Fueling Adrenal Health, and permitting frequent “utility” weapon F1s.
  • Decent condition management with the Berserker Stance, the Resistance of the Healing Signet (optimized with Signet Mastery), and Brawler’s Recovery.
  • Improved critical chance with Signet Mastery (precision stacks) and Swordmaster. Fury with Signet of Rage (optimized) and Axe #4. Using Air/Fire to take advantage of this, Axe #4 hits twice, Axe #15 hits 15 times, maximizing the chance for triggers.
  • 5% additional damage, with Precise Strikes, sword AA bleed and improved critical chance, working with Bloodlust.
  • 5% additional damage, with the Runes of Strength. Might sources include Signet of Rage (optimized with Signet Mastery), Versatile Power and Shield Mastery (applicable to Mace / Shield blocks).
  • X% additional damage, with Rending Strikes. Likely to jump high with Axe #5 hitting a lot in a reduced timeframe (ideal continuation is Sword #3).
  • Improved blocks, now reflect and gain might, Shield #5 optimized.
  • Improved damage application rate with Dual Wielding and Heightened Focus, working well with our damage Sword/Axe set.
  • Improved Retaliation of Spiked Armor, with Rousing Resilience allowing to take more hits. Retaliation can be further optimized with the Armored Attack variation (see below).
  • Improved Armor with Rousing Resilience (RR), working with the two stun breakers. Also note RR continues to trigger with Balanced Stance without the need to break stun, thus providing a protection-like effect for 8s every 40s.
  • Improved Mobility with Warrior’s Sprint (working with both weapon sets), Sword #2 and Shield #4 synergizing with “Mobile Strikes”, and Blademaster optimizing Sword #2.

 

Possible variations are exposed thereafter. They're not bad, but still inferior to the original template:

  • Substitute Rousing Resilience by Cleansing Ire, and Balanced Stance by the Dolyak Signet. The build has enough adrenaline as it is though, and might be too fragile to successfully “Embrace the Pain” anyway. Also, Cleansing Ire would not be optimized with Burst Mastery.
  • Substitute Defy Pain by Armored Attack or Sundering Mace, depending on your preferences. Since the build is focused on finishing opponents, I believe that Defy Pain is still best.
  • Substitute Blademaster by Unsuspecting Foe (UF). However, the critical chance is already so high that it makes this variation questionable (UF seems more fitting with gear having less precision than berserker).


III. Stat Specifics & Effects

Primary Stats

  • Health 19212 (+0)
  • Vitality 1000 (+0)
  • Armor 2211 (+0)
  • Toughness 1000 (+0)
  • Attack 3399 (+1375)
  • Power 2375 (+1375)
  • Critical Hit 47% (+47%)
  • Precision 1900 (+900)

Secondary Stats

  • Critical Damage 60% (+60%)
  • Damage 1024 (+0%)
  • Defense 1211 (+0)
  • Ferocity 900 (+900)
  • Might Duration 45% (+45%)

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

The build has:

  • Hard Control: Mace F1, Mace #3, Shield #4.
  • Soft Control: Sword autoattack, Sword #2, Sword burst.
  • Bleed: Sword autoattack. Not useful per se, but helps proc Bloodlust (5% additional damage).
  • Fury: Signet of Rage and Axe #4. Base berserker has near 50% critical chance, Fury brings it to 70%. Precision stacks give 2x5%, and Blademaster provides an additional 20%. We reach 100% critical chance with the build, when the damage set is equipped.
  • Might: Gain might with the Signet of Rage, when swapping weapons and when blocking. Might is optimized with the Runes of Strength.
  • Stability: with Balanced Stance. Balanced Stance is further optimized with Rousing Resilience.
  • Swiftness: with the Signet of Rage and the Balanced Stance, both optimized.
  • Retaliation: with Spiked Armor.
  • Quickness: with Heightened Focus.


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

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

Accessory Totals

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

Weapon Set Sigils

PvP Sword
  • Weapon Strength: 905-1000
PvP Axe
  • Weapon Strength: 857-1048
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)

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)

PvP Mace
  • Weapon Strength: 895-1010
PvP Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
Sigil of Superior Paralyzation
+30% stun duration.
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 II

Sigil of Superior Paralyzation

+30% stun duration.

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: -
PvP
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

Berserker gear is needed. It is fragile, but the build has lots of active defense, to help you survive combats. Also, the strong finisher capabilities of the build should help you down the opponent in matters of seconds (just escape if you cannot).

 

The Runes of Strength optimize the various might sources that we have built. We don't need additional precision (we already have 100%), so the Pack Runes would be wasted. Ogre Runes could be considered as a viable alternative, though.

 

The high precision means we do not need any Intelligence sigil for sword #3, so we use Air/Fire on the damage set, to maximize the damage. Axe #4 hits twice, Axe #5 hits 15 times, so the sigils are sure to proc.

 

The sigil of Paralyzation optimizes both Mace F1 and Shield #4.

 

The sigil of Energy is necessary, considerably helping the active defense when you switch to the defense weapon set.


V. Basic Gameplay

Swap weapons frequently, taking advantage from Fast Hands, to optimize Versatile Rage, Brawler’s Recovery, Versatile Power and the sigil of Energy. You alternate attacking with the damage set, and defending with the defense set.

 

Make sure to use soft/hard control, as well as the Balanced Stance and the Berserker Stance, prior to executing your burst chain.

 

When in group fights, don't melee blindlessly, take your time and pick up your targets (with health less than 50%), as thieves, mesmers or rangers would do. The finisher damage, along with Quickness and Unblockable, is real.


Main Skill Rotation

Balanced Stance40
Stance. You gain stability and swiftness.
x5Stability: 8 sSwiftness: 8 sBreaks stun
Berserker Stance60
Stance. Gain adrenaline for a short time. Conditions cannot be applied to you.
Duration: 8
Savage Leap¾
Lunge at your foe and strike them with your sword.
Damage: 252Crippled: 3 sCombo Finisher: LeapRange: 600
Whirling Axe20
Spin and attack nearby foes. You can move while spinning.
Damage (15x): 2,010Combo Finisher: WhirlRange: 1,200

This is the main opening rotation. It will surprise the opponent, and inflict excellent starting damage. Note that Sword #2 cripples, making sure that most hits of the Axe will hit (or force the opponent to dodge, teleport or block - not all people do that, as the combo is pretty fast).


Whirling Axe20
Spin and attack nearby foes. You can move while spinning.
Damage (15x): 2,010Combo Finisher: WhirlRange: 1,200
Final Thrust½ 12
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

This is the finishing combo. Axe #5 often helps you to bring the opponent under 50% health, so you immediately get Quickness and Unblockable, ideal for Sword #3.


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
Final Thrust½ 12
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

A safe way to Final Thrust. Sheathe weapon after Flurry.


Skull Crack½
Burst. Stun your foe with a skull crack. Effect increases with adrenaline level.
Damage: 366Level 1 stun: 1 sLevel 2 stun: 2 sLevel 3 stun: 3 sRange: 130
Final Thrust½ 12
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

Another safe way to Final Thrust.


Shield Bash½ 16
Bash your foe with your shield and stun them.
Damage: 302Stun: 2 sCombo Finisher: LeapRange: 300
Skull Crack½
Burst. Stun your foe with a skull crack. Effect increases with adrenaline level.
Damage: 366Level 1 stun: 1 sLevel 2 stun: 2 sLevel 3 stun: 3 sRange: 130

The basic stun chain. Can be followed by the Mace autoattack, or by switching weapon and performing Axe #5 and Sword #3.


Skull Crack½
Burst. Stun your foe with a skull crack. Effect increases with adrenaline level.
Damage: 366Level 1 stun: 1 sLevel 2 stun: 2 sLevel 3 stun: 3 sRange: 130
Healing Signet16
Signet Passive: Grants regeneration.
Signet Active: Heal yourself and gain resistance.
Healing: 3,320Resistance: 6 s
Savage Leap¾
Lunge at your foe and strike them with your sword.
Damage: 252Crippled: 3 sCombo Finisher: LeapRange: 600

Running away with Resistance, after disabling the opponent (so that he cannot follow you or incapacitate you).


VI. Video Demo


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