Warrior PvE | Fun Sword/Sword, Rifle | Damage Warrior Rifle/2xSw 1st try condi&crit

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Summary

Rifle and double sword warrior with high bleeding damage, just trying to see if I can make it work.


I. Weapons and Skills

Sinister Sword
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Precision: 85
Sinister Sword
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Precision: 85
Sinister Rifle
  • Weapon Strength: 986-1205
  • Condition Damage: 239
  • Power: 171
  • Precision: 171
  • Weapon Strength: -
Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • 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
  • "To the Limit!"1 30
    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!"25
    Shout. Cure a condition on yourself and nearby allies. Also breaks stuns.
    Radius: 600Breaks stun
    • 0
  • Stomp ¾ 36
    Physical. Launch nearby foes into the air with a powerful stomp.
    Damage: 183Blowout: 450Radius: 240Combo Finisher: BlastBreaks stunStability: 1 s
    • 0
  • Signet of Fury¼ 30
    Signet Passive: Improves precision.
    Signet Active: Gain adrenaline.
    Passive effect: 180 precisionAdrenaline: 30
    • 0
  • Signet of Rage1 60
    Signet Passive: Grants adrenaline.
    Signet Active: Gain fury, might, and swiftness.
    x5Might: 30 sFury: 30 sSwiftness: 30 s
    • 0

Weapon and Skill Details

- rifle for bleeding and cripple at range
- swords for bleeding and cripple in melee
- signets for adrenaline boost
- weapons loaded with flame blast and torment sigils to add AoE


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

- STRENGTH: for more damage, better use of adrenaline and endurance recharge
- ARMS: for sword boost, critical chance, bleeding boost and adrenaline recharge
- DISCIPLINE: for rifle boost, adrenaline recharge and better burst skills


III. Stat Specifics & Effects

Primary Stats

  • Health 21342 (+2130)
  • Vitality 1213 (+213)
  • Armor 2311 (+100)
  • Toughness 1100 (+100)
  • Attack 3134 (+1134)
  • Power 2134 (+1134)
  • Critical Hit 55% (+55%)
  • Precision 2079 (+1079)

Secondary Stats

  • Condition Damage 1139 (+1139)
  • Critical Damage 6% (+6%)
  • Damage 1000 (+0%)
  • Defense 1211 (+0)
  • Ferocity 90 (+90)

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

- solid health
- critical chance over 50%
- solid power
- high conditional damage


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Duration:

Utility Nourishment

Duration:

Armor & Runes

Sinister Draconic Helm
  • Defense: 121
  • Condition Damage: 60
  • Power: 43
  • Precision: 43
Superior Rune of the Fighter
  1. Power: 25
  2. Toughness: 35
  3. Power: 50
  4. Toughness: 65
  5. Power: 100
  6. When you use a heal skill, you gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)
Sinister Draconic Pauldrons
  • Defense: 121
  • Condition Damage: 45
  • Power: 32
  • Precision: 32
Superior Rune of the Fighter
  1. Power: 25
  2. Toughness: 35
  3. Power: 50
  4. Toughness: 65
  5. Power: 100
  6. When you use a heal skill, you gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)
Sinister Draconic Coat
  • Defense: 363
  • Condition Damage: 134
  • Power: 96
  • Precision: 96
Superior Rune of the Fighter
  1. Power: 25
  2. Toughness: 35
  3. Power: 50
  4. Toughness: 65
  5. Power: 100
  6. When you use a heal skill, you gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)
Sinister Draconic Gauntlets
  • Defense: 182
  • Condition Damage: 45
  • Power: 32
  • Precision: 32
Superior Rune of the Fighter
  1. Power: 25
  2. Toughness: 35
  3. Power: 50
  4. Toughness: 65
  5. Power: 100
  6. When you use a heal skill, you gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)
Sinister Draconic Legs
  • Defense: 242
  • Condition Damage: 90
  • Power: 64
  • Precision: 64
Superior Rune of the Fighter
  1. Power: 25
  2. Toughness: 35
  3. Power: 50
  4. Toughness: 65
  5. Power: 100
  6. When you use a heal skill, you gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)
Sinister Draconic Boots
  • Defense: 182
  • Condition Damage: 45
  • Power: 32
  • Precision: 32
Superior Rune of the Fighter
  1. Power: 25
  2. Toughness: 35
  3. Power: 50
  4. Toughness: 65
  5. Power: 100
  6. When you use a heal skill, you gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)

Armor Stat Totals

  • Defense 1211
  • Power 474
  • Toughness 100
  • Condition Damage 419
  • Precision 299

Rune Bonuses

Superior Rune of the Fighter
  1. Power: 25
  2. Toughness: 35
  3. Power: 50
  4. Toughness: 65
  5. Power: 100
  6. When you use a heal skill, you gain 3 stacks of might for 10 seconds. (Cooldown: 10 seconds)

Accessories & Jewels

Sinister Amulet
  • Condition Damage: 120
  • Power: 85
  • Precision: 85
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Sinister Back
  • Condition Damage: 30
  • Power: 21
  • Precision: 21
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Sinister Ring
  • Condition Damage: 90
  • Power: 64
  • Precision: 64
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Sinister Ring
  • Condition Damage: 90
  • Power: 64
  • Precision: 64
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Sinister Earring
  • Condition Damage: 75
  • Power: 53
  • Precision: 53
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Sinister Earring
  • Condition Damage: 75
  • Power: 53
  • Precision: 53
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15

Accessory Totals

  • Power:490
  • Precision:430
  • Condition Damage:480
  • Ferocity:90

Weapon Set Sigils

Sinister Sword
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Precision: 85
Sinister Sword
  • Weapon Strength: 905-1000
  • Condition Damage: 120
  • Power: 85
  • Precision: 85
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)
Superior Sigil of Torment
50% chance on critical hit: Apply AoE torment (5 seconds, 180 radius). (Cooldown: 5 Seconds)

Weapon Set I

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)

Superior Sigil of Torment

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

Sinister Rifle
  • Weapon Strength: 986-1205
  • Condition Damage: 239
  • Power: 171
  • Precision: 171
  • Weapon Strength: -
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)
Superior Sigil of Torment
50% chance on critical hit: Apply AoE torment (5 seconds, 180 radius). (Cooldown: 5 Seconds)

Weapon Set II

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)

Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
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)
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)

Water Weapon I

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)

Water Weapon II

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)

Upgrade Item Details

- all armor sinister for conditional damage, power and precision
- all runes for power and a bit toughness
- all jewels for power, a bit of precision and ferocity


V. Basic Gameplay

Don't know yet, will se how it goes.


Main Skill Rotation


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