Warrior WvW | Large Group Sword/Warhorn, Hammer | Assaulter First Warrior WvW Guide

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Summary

This is MY WAY of playing warrior. My personal preference of damage and tank and playstyle, it's not much different from meta but there are a few subtle changes and also I have tried my best to justify each decision I have made. I hope you all enjoy this guide. Stay classy folks! :D

 


I. Weapons and Skills

Zojja's Blade
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Zojja's Herald
  • Weapon Strength: 855-945
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Zojja's Warhammer
  • Weapon Strength: 1034-1166
  • Power: 251
  • Precision: 179
  • Ferocity: 179
  • Weapon Strength: -
Zojja's Harpoon Gun
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Zojja's Impaler
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90
  • 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
  • "To the Limit!"1 24
    Shout. Heals based on current adrenaline level and then grants 25 endurance to yourself and nearby allies.
    Adrenaline: 10Stage 1 heal: 5,880Stage 2 heal: 6,840Stage 3 heal: 8,440
    • 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
  • Endure Pain60
    Stance. Take no damage from attacks.
    Duration: 5Breaks stun
    • 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

Weapon and Skill Details

Weapons:
First and foremost, the core of your warrior build, sword and warhorn. This is what you will stay in until you go in, try to use the "Leap Finisher" on elementalists ice fields as you will get Ice Aura which chills foes that strike you (only once per second for each attacker); incoming damage is reduced by 10% (which is phenomenal). When using your sword F1 burst skill, try and make it so that you ensnare 3 backliners as chances are you won't be getting through enemy frontline stability. It's also worth noting that you can chain cc a lot easier if you cancel the animation and follow up with hammer stuns.

 

Use your warhorn 4 whenever due to it's low cd (12s) which is 2 seconds of swiftness downtime (on top of guard symbols), however you should take note that this is a CC cleanser of cripple, chills and immobs ontop of the fact it also removes an additional condition because of the "Quick Breathing" trait (Tactics II).
Warhorn 5 is vital to zerg fights, this is your only reliable blast finisher this gives vigor which is good to have before engaging but it isn't worth using in a fight as you will potentially miss water reset blasts.
Latest change to this build:
Charge(Warhorn 4) - Decreased the number of targets from 10 to 5.

 

Hammer is the CC and damage in a fight. Your F1 is a burst ability which is a potential blast finisher and a stun. Don't use 2 unless it is all you can do, the animation is too long and the pay off isn't worth it.

 

Heal:
"To the Limit!" is an additional shout as a opposed to healing signet for extra party healing and more adrenaline so that you can use your hammer burst to remove more condi.

 

Utilities:
"Shake It Off!" is used when in a fight and need heals and condi clears, its short cd relative to your heal ability makes for a utility if your guardians drop your stab.
"For Great Justice!" is good for engaging, fury and might and already a bar of adrenaline, with which you can use hammer burst to condi clear and get early stuns in and early regen.
Endure Pain is almost always worth it, stability is given to you by guards and not only is this a stun break but 4 seconds of invulnerability but still susceptible to condi however that is almost irrelevant as you have a decent amount of condi clear (warhorn 4, 5, "Shake It Off!") your survivability is increased ten fold, however it's perfectly fine to run balanced stance if your guards are not up to scratch.

 

Elite:
When commander drops, use. If someone asks for banner, use. Banner is love, banner is life. Although Rampage is not recommended, it ca be useful as an engage or disengage the perma-stability, infinite stuns and parkour mobility, Rampage can most definately come in handy, should the situation arise, Warning!: By running rampage there is a very high chance your commander will get mad at you since you aren't running banner, keep that in mind when taking the more "selfish" option.

 

Most of your abilities indirectly assist your condi clear so a good rotation will keep you condi free and relatively good health upkeep. There is really no other frontline option when it comes to weapons, except maybe sword shield, however you lose a lot of condi cleanse and mobility.


Traits

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.

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.

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

Defense:
-Thick Skin - 120 Toughness on engage, if you keep your health up it will stay that way, this is about halfway between an extra legging (90) and chestplate (134) worth of toughness.
-II Dogged March - Tenacity when faced with a ton of CC and bombs is vital on top of your warhorn 4, so its almost impossible for you to be seriously affected by these.
-Adrenal Health - A lot of your abilities give you adrenaline (due mostly to Vigorous Shouts) which works wonders with this, despite its low health return, it will eventually add up.
-IV Defy Pain - All the reasons to run Endure Pain except this doesn't affect the utility so you get 8 seconds potentially of invulnerability, more survivability is always worth it.
Potential change
-V Armored Attack - If you have a damage based play-style.
-Spiked Armor - Very strong when hit by a critical, the retal is amazing and so is the additional toughness.
-VIII Cleansing Ire - Adrenaline gain on hit coincides with the fact that the use of adrenaline gives condi cleanse with hammer burst.

 

Tactics:
-Determined Revival - Essentially useless, unless commander calls for hard res and the enemy jump you, but you will most probably never take effect.
-II Quick Breathing - This gives so much condi cleanse and the cd reduction is very helpful.
Potential change
-I Leg Specialist - As you run hammer if you are against a pug group as their boon uptime is almost negligible and the immob potential on 5 people for a follow up is huge.
-III Empowered - Very good when you are having a particularly organized night because you can have swiftness, might, fury, vigor and potentially retaliation as well as the boons your allies apply such as quickness, stab, regen, aegis and protection which is 10% damage increase, more than most damage multipliers in the game.
-Reviver's Might - Same as Determined Revival. 99% useless.
-"Shrug it off" - A free condi cleanse, heal and adrenaline and has no correlation to the utility so you get 2 "Shake It Off!"'s.
Potential change
-Empower Allies - Most parties like you having this but I don't extra survivability is almost always better than the equivalent in damage.
-Inspiring Presence works well with "For Great Justice!" although it is only Healing Power, so you most probably wont see a difference
-VIII Vigorous Shouts - Hands down the most important trait in this build, it's the reason shouts are so effective. Healing on 3 shouts, cd reduction plus the condi clear and boons provided by them make it one of if not the strongest warrior trait.

 

Discipline:
-Versatile Rage - Make use of its free adrenaline for early regen and burst/blast potential.
-II Warrior's Sprint - Mobility in combat is essential, I feel, in most games, Guild wars 2 is no exception. Immob remove on sword 2 and hammer F1 is even more mobility on top. The other 2 traits are not relevant anyway.
-Fast Hands - With a lot of the build relying on weapon swaps, its vital you learn when and where to swap weapons. Essentially, you want hammer in a fight and sword/warhorn when repositioning or setting up.
-VI Brawler's Recovery - As aforementioned, knowing when to weapon is crucial and is nonetheless important even when learning. Condi cleanse on weapon swap reduces the dependency on your warhorn and utility shouts.
Potential change
-Destruction of the Empowered - This is useful in situations where the enemy zerg has high boon up time, such as guild groups, all they need is 4 simple boons and you will deal +12% damage which can stack to insane amounts of damage multipliers.
-Versatile Power - This trait further reinforces the idea of weapon swaps as a ore mechanic of my shout warrior
-VII Merciless Hammer - Even if we were to ignore the massive damage buff, it gives 20% cd reduction meaning more stuns, more cripples and more knockbacks.
Potential change
Both traits are perfectly viable however Heightened Focus is a lot more focused on dealing damage which isn't your priority as a frontliner. Despite the adrenaline restore one Burst Mastery, that is still a little too focused on damage which is what I believe you have a backline for.


III. Stat Specifics & Effects

Primary Stats

  • Health 25162 (+5950)
  • Vitality 1595 (+595)
  • Armor 2721 (+450)
  • Toughness 1450 (+450)
  • Attack 3527 (+1529)
  • Power 2529 (+1529)
  • Critical Hit 35% (+35%)
  • Precision 1646 (+646)

Secondary Stats

  • Agony Resistance 85 (+85)
  • Condition Duration (self) -40% (+-40%)
  • Critical Damage 43% (+43%)
  • Damage 998 (+0%)
  • Defense 1271 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 646 (+646)

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

Might, vigor and swiftness (especially) should all have relatively high up time and are relatively easy to keep steady with either another Warrior or Guardian.
Your sword auto attacks apply bleeding so you can always leap in, get an auto attack or two off on some enemies, force them to use condi cleanse and then following up with your hammer cripples. Immob comes from sword F1 burst skill, 3 players, and weakness from hammer 2 and warhorn 5.


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

Ahamid's Visor
  • Defense: 127
  • Power: 63
  • Toughness: 45
  • Vitality: 45
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Versatile Resilient InfusionOmni Infusion
  • Toughness: 5
  • Agony Resistance: 5
Ahamid's Pauldrons
  • Defense: 127
  • Power: 47
  • Toughness: 34
  • Vitality: 34
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Versatile Resilient InfusionOmni Infusion
  • Toughness: 5
  • Agony Resistance: 5
Ahamid's Breastplate
  • Defense: 381
  • Power: 141
  • Toughness: 101
  • Vitality: 101
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Versatile Resilient InfusionOmni Infusion
  • Toughness: 5
  • Agony Resistance: 5
Ahamid's Warfists
  • Defense: 191
  • Power: 47
  • Toughness: 34
  • Vitality: 34
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Versatile Resilient InfusionOmni Infusion
  • Toughness: 5
  • Agony Resistance: 5
Ahamid's Tassets
  • Defense: 254
  • Power: 94
  • Toughness: 67
  • Vitality: 67
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Versatile Resilient InfusionOmni Infusion
  • Toughness: 5
  • Agony Resistance: 5
Ahamid's Greaves
  • Defense: 191
  • Power: 47
  • Toughness: 34
  • Vitality: 34
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Versatile Resilient InfusionOmni Infusion
  • Toughness: 5
  • Agony Resistance: 5

Armor Stat Totals

  • Defense 1271
  • Vitality 490
  • Toughness 445
  • Power 439
  • Agony Resistance 30

Rune Bonuses

Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.

Accessories & Jewels

Distinguished Circle of LogicUtility Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5
Berserker's Back (Infused)Offensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
  • Agony Resistance: 5
(Infused)
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5
Ring of Red Death (Infused)Offensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
  • Agony Resistance: 5
(Infused)
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5
Crystalline Band (Infused)Defensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
  • Agony Resistance: 5
(Infused)
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5

Accessory Totals

  • Power:692
  • Precision:466
  • Ferocity:466
  • Agony Resistance:45
  • Vitality:30

Weapon Set Sigils

Zojja's Blade
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Zojja's Herald
  • Weapon Strength: 855-945
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Superior Sigil of Renewal
Heal Nearby Allies on Weapon Swap
Versatile Vital InfusionOmni Infusion
  • Vitality: 5
  • Agony Resistance: 5
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)
Versatile Resilient InfusionOmni Infusion
  • Toughness: 5
  • Agony Resistance: 5

Weapon Set I

Superior Sigil of Renewal

Heal Nearby Allies on Weapon Swap

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)

Zojja's Warhammer
  • Weapon Strength: 1034-1166
  • Power: 251
  • Precision: 179
  • Ferocity: 179
  • Weapon Strength: -
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)
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5
Versatile Precise InfusionOmni Infusion
  • Precision: 5
  • Agony Resistance: 5
Sigil of Superior Force
+5% damage.

Weapon Set II

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)

Zojja's Harpoon Gun
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90
Zojja's Impaler
  • Weapon Strength: 950-1050
  • Power: 125
  • Precision: 90
  • Ferocity: 90

Water Weapon I

Water Weapon II

Upgrade Item Details

Armor:
Soldiers armor has all the tank you need as a frontliner and the power to stay relevant when you hit. Rune of the Trooper(Soldier) is the best choice you have, not only do you get more tank, but the extra condi cleanse on shout is incredible due to the amount of shouts you put out.

 

Accessories:
Full Beserkers, you need damage somewhat, here it is.

 

Weapons:
Berserkers

 

8x +5 Toughness and 8x +5 Vitality on any armor, accessory or weapon it doesn't matter. The reason I run these is due to the fact that you gain power based on Toughness and Vitality from your Utility Food.


V. Basic Gameplay

STICK ON TAG!!! The most important part is that you, and your party members stay on tag and within range other wise you are giving condi cleanses to pugs or heals to wrong people and it gets messy. You should be sitting on top of tag no matter what, even still there are a few basics.

Decision making:

There is no right way to go about it but there are certainly pointers to follow. While fighting in a zerg you need to pay attention to both the tag and the cooldowns of abilities and at the same time not spamming them all as soon as cooldown drops. Sometimes you need to make the decision such as "Do I use shake it off for the heal or to the limit?", "If I use to the limit now, that's a 7.5k heal I don't have available for 24 seconds, will the enemy attack in that time?" and some simple ones if your zerg isn't responding "Is now a good time to drop banner?(Battle Standard)".

 

Don't mash:
Contrary to popular belief, warriors are not "press one to win" bots, and when used effectively, have the potential to negate a ton of condition stacks and using the rest of the build to it's maximum effectiveness. This doesn't mean, use all shouts at the same time and warhorn skills to get rid of poison and bleed stacks, no, this is inefficient and ineffective, there should be some common sense applied.
Do you need health and a condi clear? Shake it off.
Do you need condi clear but not health? Warhorn 4/5.
Do you need health and no condi clear? To the Limit.
I have 5 conditions on me, what's my best option? If you have health, use warhorn 4 and 5 and if you still need to, shake it off is available. Instead of going "oh shit, necro wells *warhorn 4, 5, heal, all utilities" then having nothing left when commander says go in.

 

Have your squads back:
Always check your party UI, if you see a party member have more conditions than you think they can handle, don't be scared to use your abilities, they have a shortish cooldown so you should aim to always have one open. If you see a party member down there is no reason not to insta-banner. One person can make a helluva difference, it could be that extra might stack that rallies you next push, or the regen that keeps you on 14hp. Your team is your number one priority.

 

Have situational awareness:
Make sure you carry a greatsword on you at all times, there will be times, trust me, where you will need to rush to a cap to stop a T3 garrison from flipping and you get in on the last tick then get hailed a hero when your 50 man follows up with a wipe and more bags than Paris Hilton. You need to take the initiative to run ahead of the commander and get in there, even if he doesn't call it. If you see swords on the keep your all running to and there is 1 minute left on "Repel Invaders" then you know there's someone doing work, you need to hustle and get in there. Little things like this, I find myself doing myself all the time that go mostly unnoticed, but you shouldn't need the glory.

 

So these are just some basics that I play my Warrior around, you may think otherwise so take these with a grain of salt.


Main Skill Rotation

Charge½ 16
Grant swiftness to yourself and allies, while curing chilled, crippled, and immobilized.
Swiftness: 10 sCures crippledCures immobilizedCures chilledRange: 1,200
Call to Arms½ 16
Grant vigor to yourself and allies, while weakening nearby foes.
Vigor: 10 sWeakness: 6 sCombo Finisher: BlastRadius: 600
Savage Leap¾ 8
Lunge at your foe and strike them with your sword.
Damage: 252Crippled: 3 sCombo Finisher: LeapRange: 600
Sever Artery
Bleed your foe with a slash.
Bleeding: 8 s (340 damage)Damage: 202Range: 130
"For Great Justice!"20
Shout. Grant fury and might to yourself and allies.
Fury: 8 sx3Might: 25 sRadius: 600
Hammer Shock½
Smash the ground and send out a crippling wave.
Damage: 259Crippled: 7 sRange: 600
Staggering Blow¾ 16
Push back nearby foes with a staggering blow.
Damage: 481Knockback: 180Combo Finisher: WhirlRange: 130
Backbreaker1 24
Knock down your foe.
Damage: 554Knockdown: 2 sRange: 130

Both warhorn skills preemptively before leaping in and tagging someone popping your fury and might from "For Great Justice!". If you aren't in combat when you hit "For Great Justice!" it will be a waste, and the endurance will drop instantly.
Once you have your boons as you follow the tag, they will call "bombs" or "damage on my tag" and this is when you lay down your CC. It's easy to get distracted and stick to a few people and chain stun them but it's vital you stick on tag. Your only "cleave" is hammer 3 which has a relatively short cd in comparison to other hammer abilities.

 

Try and fit your shouts in there when you need to as mentioned prior, but your main focus is to keep yourself alive and your fellow party members.

 

There are too many variables to take into account for there to be one single way of doing it, but that's not fun, there's no longer creation of combos, no progression, everyone does the same thing without batting an eye. You should be always trying to improve not only your skills as a Warrior, but your game knowledge, someone who knows some of everything is potentially a lot stronger than someone who knows a lot bout one thing but not a lot about anything else.


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