Warrior WvW | Fun Sword/Sword, Hammer | Roamer The Tormentor
Table of Contents
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
- Weapon Strength: 950-1050
- Condition Damage: 125
- Precision: 90
- Toughness: 90
- Weapon Strength: 950-1050
- Condition Damage: 125
- Precision: 90
- Toughness: 90
- Weapon Strength: 1034-1166
- Condition Damage: 251
- Precision: 179
- Toughness: 179
- Weapon Strength: -
- Gash½Bleed your foe with a gash.Damage: 202Bleeding: 8 s (340 damage)Range: 130
- Hamstring¼ 12Cripple your foe with a precise slash.Crippled: 1 sDamage: 252Range: 130
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- Rip¾ ¾Rip your sword from your foe for extra damage.Damage: 643Range: 130
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- Adrenaline RushStop blocking and gain adrenaline.
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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.
- #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 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.
Arms
- Precise StrikesYour critical hits have a 33% chance to inflict 1 stack of bleeding for 4 seconds.
- Berserker’s FuryGain 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 MasteryReduces 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.
- OpportunistImmobilizing a target grants fury for 5 seconds (10s ICD).
- Rending StrikesYour critical hits have a 33% chance to inflict 1 stack of vulnerability for 8 seconds.
- Unuspecting FoeGain 50% increased critical hit chance against stunned foes.
- Deep StrikeFury you apply also gives 150 condition damage.
- BlademasterReduces recharge on sword skills by 20%. Sword skills have a 20% increased critical hit chance against bleeding foes.
- BloodlustDeal 5% additional damage to bleeding foes. Bleeding you inflict lasts 33% longer.
- Burst PrecisionBurst skills have a 100% critical hit chance.
- FuriousGain 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 WieldingIncreases attack speed by 15% while wielding a sword, axe or mace in your offhand.
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
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
Conditions
Control
Fields & Finishers
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
- (30min)
- Condition Duration: 40%
- Condition Damage: 70
- Experience from Kills: 10%
Utility Nourishment
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
- Defense: 127
- Condition Damage: 63
- Precision: 45
- Toughness: 45
- Condition Damage: 25
- Confusion Duration: 10%
- Condition Damage: 50
- 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
- Condition Damage: 100
- +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
- Defense: 127
- Condition Damage: 47
- Precision: 34
- Toughness: 34
- Condition Damage: 25
- Confusion Duration: 10%
- Condition Damage: 50
- 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
- Condition Damage: 100
- +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
- Defense: 381
- Condition Damage: 141
- Precision: 101
- Toughness: 101
- Condition Damage: 25
- Confusion Duration: 10%
- Condition Damage: 50
- 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
- Condition Damage: 100
- +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
- Defense: 191
- Condition Damage: 47
- Precision: 34
- Toughness: 34
- Condition Damage: 25
- Confusion Duration: 10%
- Condition Damage: 50
- 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
- Condition Damage: 100
- +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
- Defense: 254
- Condition Damage: 94
- Precision: 67
- Toughness: 67
- Condition Damage: 25
- Confusion Duration: 10%
- Condition Damage: 50
- 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
- Condition Damage: 100
- +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
- Defense: 191
- Condition Damage: 47
- Precision: 34
- Toughness: 34
- Condition Damage: 25
- Confusion Duration: 10%
- Condition Damage: 50
- 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
- Condition Damage: 100
- +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- Condition Damage: 25
- Confusion Duration: 10%
- Condition Damage: 50
- 25% chance when struck to inflict 3 stacks of confusion for 5 seconds. (Cooldown: 25 seconds)
- Condition Damage: 100
- +20% Confusion Duration; when you interrupt a foe, inflict 5 stacks of confusion for 8 seconds. (Cooldown: 15 seconds)
Accessories & Jewels
Accessory Totals
- Precision:466
- Toughness:466
- Condition Damage:692
Weapon Set Sigils
- Weapon Strength: 950-1050
- Condition Damage: 125
- Precision: 90
- Toughness: 90
- Weapon Strength: 950-1050
- Condition Damage: 125
- Precision: 90
- Toughness: 90