Warrior sPvP | Tournament Hammer, Axe/Shield | Team fighter Shouting Signets

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Summary

This warrior build has a lot of burst heal to get back into fights, as opposed to being slowly whittled down with no hope of recovery.

 

It also takes advantage of guaranteed crits, to make up for its lack of precision, which can still be built up over time via signet use.


I. Weapons and Skills

PvP Hammer
  • Weapon Strength: 985-1111
PvP
  • Weapon Strength: -
PvP Axe
  • Weapon Strength: 857-1048
PvP Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
  • Earthshaker¾
    Burst. Jump to the targeted location and slam your hammer down, damaging and stunning foes.
    Damage: 244Level 1 stun: 1 sLevel 2 stun: 1½ sLevel 3 stun: 2 sCombo Finisher: BlastRadius: 240Range: 600
  • Hammer Swing½
    Bash your foe.
    Damage: 333Range: 130
    • Hammer Bash½
      Bash your foe again.
      Damage: 333Range: 130
    • Hammer Smash½
      Smash the ground and damage nearby foes.
      Damage: 444Range: 130
  • Fierce Blow¾ 12
    Weaken your foe with a fierce blow.
    Damage: 518Weakness: 8 sRange: 150
    • 0
    • 0
  • Hammer Shock½ 12
    Smash the ground and send out a crippling wave.
    Damage: 259Crippled: 7 sRange: 600
    • 0
    • 0
  • Staggering Blow¾ 20
    Push back nearby foes with a staggering blow.
    Damage: 481Knockback: 180Combo Finisher: WhirlRange: 130
    • 0
    • 0
  • Backbreaker1 30
    Knock down your foe.
    Damage: 554Knockdown: 2 sRange: 130
    • 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
  • "For Great Justice!"20
    Shout. Grant fury and might to yourself and allies.
    Fury: 8 sx3Might: 25 sRadius: 600
    • 0
  • "Shake It Off!"20
    Shout. Cure a condition on yourself and nearby allies. Also breaks stuns.
    Radius: 600Breaks stun
    • 0
  • Signet of Stamina¼ 36
    Signet Passive: Grants faster endurance regeneration.
    Signet Active: Cure all conditions.
    • 0
  • Signet of Rage1 48
    Signet Passive: Grants adrenaline.
    Signet Active: Gain fury, might, and swiftness.
    x5Might: 30 sFury: 30 sSwiftness: 30 s
    • 0

Weapon and Skill Details

Hammer: Great team fight weapon with lots of cc effects, including a traited AOE-immobilize on skill 3.

 

Axe-Shield: Eviscerate is your damages bread and butter, and Shield buys you time with a few blocks, if you just need a few more seconds for your shouts to recharge.

 

To The Limit!: Approximately 10k Heal. That's half your health you just got back, as well as a full adrenaline bar, and a condi cleanse.

 

For Grape Justice!: Justice for Grapes! Eh low, cd shout heal, gives fury and might, condi cleanse. It's Okay.

 

Shake It Off: Great skill. 20s Stun breaker, heal AOE condi cleanse x2.

 

Dolyak Signet: When being overloaded by condis.


Traits

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.

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.

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.

Trait Details

Discipline:
II: Melee Weapons 25% mobility helps a good amount. 3 mobility skills to break immobilizes.
VI: Condi Cleanse every 5 seconds.
IX: More burst skill usage opportunities.

 

Arms:
II: Signets on a lower cd. Some precision gain overtime.
IV: No other option is better... maybe condi with fury.
VII: Eviscerate!

 

Tactics:
In a previous iteration this line was actually the defense specialization. However I found warrior to generally be too tied to its passive defenses on long cds, and once those have been expended that warrior is a dead warrior. With Shout heals, the warrior can comeback into the fight fresh and ready to smash some heads. Losing Cleansing Ire is also not as big of a loss with soldier runes.
I: Immobilize gets added to your weapon 3 skills.
IV: Condi Cleanses and Heals.
VIII: HEALS.


III. Stat Specifics & Effects

Primary Stats

  • Health 20962 (+1750)
  • Vitality 1175 (+175)
  • Armor 3211 (+1000)
  • Toughness 2000 (+1000)
  • Attack 3011 (+900)
  • Power 1900 (+900)
  • Critical Hit 4% (+4%)
  • Precision 1000 (+0)

Secondary Stats

  • Damage 1111 (+0%)
  • Defense 1211 (+0)
  • Healing Power 1200 (+1200)

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. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP 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.
PvP 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.
PvP 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.
PvP 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.
PvP 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.
PvP 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.

Rune Stat Totals

  • Vitality 175
  • Toughness 100

Rune Bonuses

PvP 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

Cleric's Amulet
  • Power: 900
  • Toughness: 900
  • Healing Power: 1200

Accessory Totals

  • Power:900
  • Toughness:900
  • Healing Power:1200

Weapon Set Sigils

PvP Hammer
  • Weapon Strength: 985-1111
PvP
  • Weapon Strength: -
Sigil of Superior Doom
You deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.
Sigil of Intelligence
Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.

Weapon Set I

Sigil of Superior Doom

You deal poison on your next attack for 8 seconds after you swap to this weapon while in combat.

PvP Axe
  • Weapon Strength: 857-1048
PvP Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
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)
Sigil of Superior Leeching
Your next attack after swapping to this weapon while in combat steals some health.

Weapon Set II

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)

Sigil of Superior Leeching

Your next attack after swapping to this weapon while in combat steals some health.

PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

Clerics Amulet: Shout Heal operates on a 1.0 healing power to heal coefficient. Build crafters know to abuse these whenever possible! (guardian dodge roll before nerf to 0.5 in pvp).

 

Rune: Condition Cleanse.

 

Sigils:
With 5 second weapon swaps, warrior is a class that can take advantage of FOUR weapon swaps.
Doom: Down Body Pressure.
Intelligence: Hammers hit hard and slow. Make your hits count.
Energy: Free dodge roll.
Leeching: More Sustain and Damage.


V. Basic Gameplay

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