Warrior WvW | Fun Sword/Sword, Hammer | Roamer The Tormentor

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Summary

This is a condition build, intended for solo roaming. It should perform reasonably well in duels and 1v2 situations.

 

It deviates from standard condition builds, in that it favors control and interrupts, using a hammer rather than a longbow, optimizing confusion. The resulting play style should be more dynamic, and hopefully more enjoyable.

 

The build has a bit of passive defense, but little active defense, and no ranged options. It should be weak against heavy condition builds or kiting classes.

 

Video Demo:


I. Weapons and Skills

Grizzlemouth's Blade
  • Weapon Strength: 950-1050
  • Condition Damage: 125
  • Precision: 90
  • Toughness: 90
Grizzlemouth's Blade
  • Weapon Strength: 950-1050
  • Condition Damage: 125
  • Precision: 90
  • Toughness: 90
Grizzlemouth's Warhammer
  • Weapon Strength: 1034-1166
  • Condition Damage: 251
  • Precision: 179
  • Toughness: 179
  • 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 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
  • Impale½ 12
    Throw your sword at your foe and apply multiple stacks of torment over time
    Damage: 184x2Torment: 5 sCombo Finisher: ProjectileRange: 900
    • Rip¾ ¾
      Rip your sword from your foe for extra damage.
      Damage: 643Range: 130
    • 0
  • Riposte12
    Block the next incoming attack. Riposte and bleed your foe if you block a melee attack. Gain adrenaline if you are not attacked.
    Damage: 168x4Bleeding: 12 s (2040 damage)
    • Adrenaline Rush
      Stop blocking and gain adrenaline.
    • 0
  • Healing Signet16
    Signet Passive: Grants regeneration.
    Signet Active: Heal yourself and gain resistance.
    Healing: 3,320Resistance: 6 s
    • 0
  • Dolyak Signet¼ 48
    Signet Passive: Reduces incoming damage.
    Signet Active: Gain stability.
    x10Stability: 8 sBreak Stun
    • 0
  • Berserker Stance60
    Stance. Gain adrenaline for a short time. Conditions cannot be applied to you.
    Duration: 8
    • 0
  • Bull's Charge 1 32
    Physical. Charge your foe and knock down fleeing foes.
    Damage: 183Knockdown: 2 sCombo Finisher: LeapRange: 600
    • 0
  • Rampage 1 144
    Physical. Take the form of a massive juggernaut.
    x3Stability: 3 s (per pulse)Swiftness: 20 sDuration: 15
    • 0

Weapon and Skill Details

This is a melee build, dual swords and hammer. It has many crippling skills, to let you catch up kiting opponents. Each time you hard-control an opponent, you inflict weakness and bleeding; each time you interrupt an opponent, you inflict confusion.

 

Swords:

  • #1 has bleeding on autoattack - use abundantly.
  • #2 is used for mobility, either to engage or disengage. Make sure to disable auto-targeting in your game options.
  • #3 is not used.
  • #4 is used as often as possible, and can deal significant damage against players not having condition cleansing available. Do not use Rip, though.
  • #5 is a block/riposte. Use in melee if possible, to benefit from the riposte.
  • F1 is a bleed burst. Use as often as possible.
Hammer:
  • #1 is not used.
  • #2 might be used to inflict weakness, but this is not a major skill for our build.
  • #3 is a ranged cripple, used to engage a target more easily.
  • #4 is knockback. Traited with Body Blow, it will also inflict weakness and bleeding. Traited with Distracting Strikes and the Runes of Perplexity, it might inflict up to 9 stacks of confusion on interrupt. Use it as often as possible, interrupting when you can, but not waiting for a potential interruption.
  • #5 is a knockdown. Same as #4.
  • F1 is an AoE stun. Same as #4 and #5. You may also use F1 for mobility (i.e. disengage quickly).

 

You should use your burst skill (F1) as often as possible, as soon as you have one bar of adrenaline available. Waiting for three bars is not necessary in this build, because the effects we're interested in manifest as soon as one bar is available. Also, the more you burst, the more endurance you get, thanks to Building Momemtum.

 

In terms of utilities, the build optimizes both signets and physical skills. I use Dolyak Signet, Berserker's Stance, Bull's Charge and Rampage - but you may use whatever you like. If you don't use signets, change Signet Mastery to Berserker's Fury. If you don't use physical skills, change Peak Performance to Death From Above (jumping down inflict Launch).


Traits

Strength

  • Reckless Dodge
    Deal damage to foes at the end of your dodge roll.
    • Death from Above
      Falling damage reduced by 50%. When you take falling damage launch foes away from your point of impact.
    • Restorative Strength
      Gain 5 stacks of might for 6 seconds when you use a healing skill.
    • Peak Performance
      Reduces the recharge of Physical skills by 20%. Physical skills deal 10% more damage for each bar of adrenaline you have accrued.
  • Building Momentum
    Burst skills restore 15 endurance if they hit.
    • Body Blow
      Stuns, dazes, knockbacks and knockdowns inflict weakness for 3 seconds and 2 stacks of bleeding for 6 seconds.
    • Forceful Greatsword
      Reduces 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 Fortitude
      Gain vitality equal to 10% of your power.
  • Stick and Move
    Deal 10% more damage while your endurance is not full. Adept
    • Berserker’s Power
      Gain a 10/15/20% damage boost for 8 seconds after using a burst skill based on how much adrenaline was spent.
    • Distracting Strikes
      Interrupts inflict 4 stacks of confusion for 8 seconds.
    • Axe Mastery
      Recharge 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.

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.

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 main theme of the build is hard control and interrupts. Body Blow will inflict weakness and bleeding each time you use a control skill, and Distracting Strikes will inflict confusion each time you interrupt a foe.

 

Aside from Confusion, optimized by the Runes of Perplexity, the build also optimizes Bleeding. It has high Precision, thus favoring the trigger of Precise Strikes and Rending Strikes. Bloodlust increases the base duration for Bleeding. Weapons use on-crit sigils to further benefit from the high Precision.

 

The rest of the traits should be pretty straightforward, optimizing CDs on weapons, adrenaline, mobility, and condition cleansing.

 

The build does not have the Defense Line. The high passive toughness, along with the high Weakness output, can help mitigate physical attacks.


III. Stat Specifics & Effects

Primary Stats

  • Health 19212 (+0)
  • Vitality 1000 (+0)
  • Armor 3412 (+1141)
  • Toughness 2141 (+1141)
  • Attack 2050 (+0)
  • Power 1000 (+0)
  • Critical Hit 50% (+50%)
  • Precision 1961 (+961)

Secondary Stats

  • Condition Damage 1794 (+1794)
  • Condition Duration 40% (+40%)
  • Confusion Duration 30% (+30%)
  • Confusion Duration 30% (+30%)
  • Damage 1050 (+0%)
  • Defense 1271 (+0)
  • Experience from Kills 20% (+20%)

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

Rare Veggie Pizza
Duration: 30min
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration: 40%
  • Condition Damage: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Tuning Crystal
Duration: 30min
Gain Condition damage equal to 6% of your toughness
Gain Condition damage equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain Condition damage equal to 6% of your toughness
  • Gain Condition damage equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Ferratus's Visor
  • Defense: 127
  • Condition Damage: 63
  • Precision: 45
  • Toughness: 45
Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
Ferratus's Pauldrons
  • Defense: 127
  • Condition Damage: 47
  • Precision: 34
  • Toughness: 34
Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
Ferratus's Breastplate
  • Defense: 381
  • Condition Damage: 141
  • Precision: 101
  • Toughness: 101
Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
Ferratus's Warfists
  • Defense: 191
  • Condition Damage: 47
  • Precision: 34
  • Toughness: 34
Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
Ferratus's Tassets
  • Defense: 254
  • Condition Damage: 94
  • Precision: 67
  • Toughness: 67
Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
Ferratus's Greaves
  • Defense: 191
  • Condition Damage: 47
  • Precision: 34
  • Toughness: 34
Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)

Armor Stat Totals

  • Defense 1271
  • Condition Damage 614
  • Confusion Duration 30%
  • Precision 315
  • Toughness 315

Rune Bonuses

Superior Rune of Perplexity
  1. Condition Damage: 25
  2. Confusion Duration: 10%
  3. Condition Damage: 50
  4. 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
  5. Condition Damage: 100
  6. +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)

Accessories & Jewels

The Sleeping SeedDefensive Slot
  • Condition Damage: 157
  • Precision: 108
  • Toughness: 108
Rabid BackOffensive Slot
  • Condition Damage: 63
  • Precision: 40
  • Toughness: 40
(Infused)
Ouroboros LoopDefensive Slot
  • Condition Damage: 126
  • Precision: 85
  • Toughness: 85
(Infused)
Khilbron's PhylacteryOffensive Slot
  • Condition Damage: 126
  • Precision: 85
  • Toughness: 85
(Infused)
Fierceshot's ArrowheadOffensive Slot
  • Condition Damage: 110
  • Precision: 74
  • Toughness: 74
Marriner's FlaskDefensive Slot
  • Condition Damage: 110
  • Precision: 74
  • Toughness: 74

Accessory Totals

  • Precision:466
  • Toughness:466
  • Condition Damage:692

Weapon Set Sigils

Grizzlemouth's Blade
  • Weapon Strength: 950-1050
  • Condition Damage: 125
  • Precision: 90
  • Toughness: 90
Grizzlemouth's Blade
  • Weapon Strength: 950-1050
  • Condition Damage: 125
  • Precision: 90
  • Toughness: 90
Sigil of Minor Corruption
You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)
Superior Sigil of Torment
50% chance on critical hit: Apply AoE torment (5 seconds, 180 radius). (Cooldown: 5 Seconds)

Weapon Set I

Sigil of Minor Corruption

You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down)

Superior Sigil of Torment

50% chance on critical hit: Apply AoE torment (5 seconds, 180 radius). (Cooldown: 5 Seconds)

Grizzlemouth's Warhammer
  • Weapon Strength: 1034-1166
  • Condition Damage: 251
  • Precision: 179
  • Toughness: 179
  • Weapon Strength: -
Sigil of Superior Earth
60% chance to do a 5s bleed on critical.
Sigil of Superior Doom
You deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.

Weapon Set II

Sigil of Superior Earth

60% chance to do a 5s bleed on critical.

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II


V. Basic Gameplay

Use your control skills as often as you can:

  • They will disturb the opponent's rhythm,
  • They do decent condition damage, with 2 stacks of Bleeding,
  • They help you mitigate incoming damage, thanks to Weakness,
  • When they interrupt, they inflict Confusion - high damage on targets still using their skills.

 

Use your burst skills as often as you can; they will do damage, and also restore your endurance. Use them as soon as you have one bar of adrenaline available.

 

Do not seek to interrupt at all cost: controlling does nice damage by itself. But if you're familiar with enemy tells, then interrupting can deal a lot of confusion damage.


Main Skill Rotation


VI. Video


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