Warrior WvW | Fun Rifle, Greatsword | Roamer KS MAH (fill in blank here) 2.0 EXPENSIVE version
Table of Contents
Summary
Hey guys I'm back with yet another build. Now this one is the finished version of my last KS build. This one is going to be SUPER expensive if you don't have luck like me and get ascended chests so SAVE yo money ppl!
I. Weapons and Skills
Weapon and Skill Details
So the skill setup for my build is the defensive full stance setup rather than a full glass. The weapons your going to be using are obviously Rifle, and GS.Your heal is going to be the traditional healing signet for the passive regen on health (sometimes your gonna have to pull out of a fight to get some health back. So our utility skills are gonna be Berserker Stance (I stand against the condi kingdom no matter what), Balanced Stance for the stability (you could use Dolyak Signet incase you get into a 1vX), Endure Pain (if your bout to go down better go down easy and painless, a course fight till the end as well but you know what I mean XD), and last but CERTAINLY not least Signet of Rage (extra damage is always needed in a fight, don't use that excuse if you use Rampage).
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.
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.
Defense
- Thick SkinGain 120 toughness while you are above 90% health.
- Shield MasterReduces 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 MarchChill, 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 WeakDeal 5% more damage to weakened foes. Striking a foe without weakness that is below 25% health inflicts weakness on them for 3 seconds.
- Adrenal HealthHeal every 3 seconds based on your current adrenaline level.
- Defy PainCast Endure Pain if you take damage while below 25% health. This trait benefits from the duration bonus provided by Last Stand
- Armored AttackGain power equal to 10% of your toughness.
- Sundering MaceReduces 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 ArmorGain 150 toughness while you have retaliation. Suffering a critical hit grants you retaliation for 5 seconds (15s ICD)
- Last StandGain 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 IreGain 1 adrenaline whenever you are hit. Remove 1 condition per bar of adrenaline spent when activating a burst skill.
- Rousing ResilienceGain 1000 toughness for 8 seconds and heal yourself whenever you break out of a stun.
Trait Details
Alright for traits we have Strength, Discipline, and Defense.
Strength:
1)Death From Above:Only way to run from a zerg is jumping off something high? Then lucky you kept this trait around.
2) Forceful Greatsword:You will always need more power why not add some recharge reduction too?
3)Berserker's Power: The more POWA the betta especially if you miss a few bursts.
Discipline:
1) Crack Shot: O'l Besty still needed more improvements even though she's ascended now.
2) Brawler's Recovery: I don't need dat condi in mah LOIFE!!
3) Burst Mastery: The builds called a KILLSHOT for a reason ppl its all about dat headshot damage.
Defense:
1) Dogged March: nothing stops me from killing the enemy, not even Cripple, Chill, or Immobilize.
2) Defy Pain: Back to back pain endurance, hell why not (you can go armored attack for the more damage as well).
3) Cleansing Ire: ...wait for it.....WASH DA CONDI AWAYYY!!!!
III. Stat Specifics & Effects
Primary Stats
- Health 19212 (+0)
- Vitality 1000 (+0)
- Armor 2271 (+0)
- Toughness 1000 (+0)
- Attack 3957 (+1692)
- Power 2692 (+1692)
- Critical Hit 56% (+56%)
- Precision 2095 (+1095)
Secondary Stats
- Agony Resistance 60 (+60)
- Condition Duration (self) -20% (+-20%)
- Critical Damage 68% (+68%)
- DMG Taken from Guards and Lords -1% (+-1%)
- DMG to Guards and Lords 1% (+1%)
- Damage 1265 (+0%)
- Defense 1271 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 1030 (+1030)
- Might Duration 10% (+10%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
Your boons are based on keeping you mobile along with giving you even more damage. Your Condi is based on slowing and wearing down your enemy.
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Power: 100
Ferocity: 70
Experience from Kills: 10%
- (1hr)
- Power: 100
- Ferocity: 70
- Experience from Kills: 10%
Utility Nourishment
Gain precision equal to 6% of your toughness
Gain precision equal to 4% of your vitality
Experience from Kills: 10%
- (30min)
- Gain precision equal to 6% of your toughness
- Gain precision equal to 4% of your vitality
- Experience from Kills: 10%
Armor & Runes
- Defense: 127
- Power: 63
- Precision: 45
- Ferocity: 45
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Precision: 5
- Agony Resistance: 5
- Defense: 127
- Power: 47
- Precision: 34
- Ferocity: 34
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Precision: 5
- Agony Resistance: 5
- Defense: 381
- Power: 141
- Precision: 101
- Ferocity: 101
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Precision: 5
- Agony Resistance: 5
- Defense: 191
- Power: 47
- Precision: 34
- Ferocity: 34
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Precision: 5
- Agony Resistance: 5
- Defense: 254
- Power: 94
- Precision: 67
- Ferocity: 67
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Precision: 5
- Agony Resistance: 5
- Defense: 191
- Power: 47
- Precision: 34
- Ferocity: 34
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Precision: 5
- Agony Resistance: 5
Armor Stat Totals
- Defense 1271
- Power 614
- Might Duration 10%
- Condition Duration (self) -20%
- Precision 345
- Ferocity 315
- Agony Resistance 30
Rune Bonuses
Superior Rune of Hoelbrak- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
Accessories & Jewels
- Power: 5
- Agony Resistance: 5
- Power: 5
- Agony Resistance: 5
- Power: 5
- Agony Resistance: 5
- Power: 5
- Agony Resistance: 5
- Power: 5
- Agony Resistance: 5
- Power: 5
- Agony Resistance: 5
Accessory Totals
- Power:722
- Precision:466
- Ferocity:466
- Agony Resistance:30
Weapon Set Sigils
- Weapon Strength: 1035-1265
- Power: 251
- Precision: 179
- Ferocity: 179
- Weapon Strength: -
- Precision: 5
- DMG Taken from Guards and Lords: -1%
- Power: 5
- DMG to Guards and Lords: 1%
Weapon Set I
Sigil of Rage10% chance on critical hit to apply quickness for 3 seconds. (This effect cannot trigger more than once every 30s)
- Weapon Strength: 1045-1155
- Power: 251
- Precision: 179
- Ferocity: 179
- Weapon Strength: -
- Power: 5
- DMG to Guards and Lords: 1%
- Precision: 5
- DMG Taken from Guards and Lords: -1%
Weapon Set II
Sigil of Superior HydromancyYou freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Upgrade Item Details
Since we are full ascended zerker weapons/armor, lets boost our damage even more with the sigils I that I chose.
Rifle:
1) Sigil of Rage: your enemy is actually pretty good and he's dodged a few KS's in this long drawn out fight, but you just got quickness and you noticed he/she can't dodge moves with quickness. You aim at him/her and the bullet flies so fast your enemy is on the ground before he/she can even think of what just happened. You finally one that long fight and its all because of the Sigil of Rage.
2) Sigil of Superior Leeching: You're on a sliver of health left, you see the enemy is really low as well. Then you notice you have the Sigil of Superior Leeching ready to be used, the enemy charges at you but your fine with it cause as soon as he gets close you hit him/her once and he/she is down. You took some heavy damage in that moment but thanks to the Sigil of Superior Leeching you survived.
GS:
1) Sigil of Superior Hydromancy: Again another enemy decides to finish you off but you have your weapon swap ready to explode the power of Sigil of Superior Hydromancy. Just when she/he is about to hit you, you weapon swap and an explosion of ice comes and downs the enemy.
2) Sigil or Superior Air: The enemy is running from you and only your GS skill 4 will reach, but might not do enough damage. You throw it anyways and as soon as you throw it at him/her you realize that the Superior Sigil of Air will end him/her if your sword doesn't. The sword hits gets the enemy on a sliver of health then the Air Sigil blast him/her with thunder knocking her straight to the ground.
V. Basic Gameplay
WHAT PEW PEW DO U NOT UNDERSTAND . Jk, you want to start off by engaging the enemy with your Rifle. After using all of your rifle skills, swap to your GS and charge your opponent. Make sure you keep him/her on the move, constantly trying to kite and dodge. If you find yourself being pushed back then GS skill 5 or three away and open on them with your Rifle.
Main Skill Rotation
I don't have a basic rotation for this build you just wanna start the fight using your rifle and then switch often from ranged to melee in the fight, along with using your GS to gain some distance before you try to KS your enemy.