Warrior WvW | Fun Hammer, Greatsword | Roamer Shin's HAMtastic Build

by Last Updated:
74% (16) Approval 34 Votes - 65118 Views

Summary

The HAMtastic build is a heavily-offensive control and damage setup designed for quick and efficient disposal of opponents in both solo and small-team roaming situations. For prolonged fights, the build has enough damage evasion and sustain to stay in the fight.

 

Video guide:


I. Weapons and Skills

Berserker's Hammer
  • Weapon Strength: 985-1111
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Berserker's Greatsword
  • Weapon Strength: 1095-1210
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
  • Weapon Strength: -
  • 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
  • Healing Signet20
    Signet Passive: Grants regeneration.
    Signet Active: Heal yourself and gain resistance.
    Healing: 3,320Resistance: 6 s
    • 0
  • Balanced Stance40
    Stance. You gain stability and swiftness.
    x5Stability: 8 sSwiftness: 8 sBreaks stunVigor: 8 s
    • 0
  • Endure Pain60
    Stance. Take no damage from attacks.
    Duration: 5Breaks stunVigor: 8 s
    • 0
  • Bull's Charge 1 40
    Physical. Charge your foe and knock down fleeing foes.
    Damage: 183Knockdown: 2 sCombo Finisher: LeapRange: 600
    • 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

  • The hammer is the primary source of damage for this build, with the greatsword being used for both damage and utility.

     

  • Healing Signet is the primary source of sustain for prolonged fights.

     

  • Balanced Stance and Endure Pain act as defensive cooldowns when they are needed. Additonally, both skills provide Vigor from traits for additional damage mitigation. When necessary, Endure Pain can be swapped to Berserker's Stance.

     

  • Bull's Charge is used as an opener, a mid-combat control option, or a disengage skill.

     

  • Signet of Rage is used for adrenaline generation from the passive effect, a damage boost from Might and Fury, and for both gap-closing and travel using Swiftness.


II. Traits

Adept Master Grandmaster

Trait Details

The Strength line is used for boosting the offensive capabilities of the build.

  • Baseline, it provides more damage on all skills through a passive boost to power. Additionally, it lengthens the duration of snares and other conditions on opponents through the passive condition duration boost.
  • Great Fortitude provides an increased health pool to allow the warrior to stay in the fight for longer and to have a bit more time to react under pressure.
  • Slashing Power and Berserker's Power provide yet more damage to the build, increasing its effectiveness dramatically.

 

The Defense line is used for a number of defensive aspects of the HAMtastic build.

  • Baseline, it provides a boost to durability and sustain through the extra toughness and healing power.
  • Dogged March provides additional sustain through regeneration and assists in preventing snares when combined with the build's consumables and runes.
  • Cleansing Ire provides adrenaline generation to fuel Earthshakers and a tool for clearing conditions.

 

The Discipline line contains a number of damage and utility boosts for the build.

  • Baseline, it provides more damage and faster turnaround on Earthshaker usage.
  • Vigorous Focus provides the aforementioned Vigor when using Balanced Stance and Endure Pain. This Vigor provides additional dodges for damage mitigation in prolonged fights.
  • Warrior's Sprint provides the mobility necessary to stay in melee and avoid being kited.


III. Stat Specifics & Effects

Primary Stats

  • Health 21762 (+2550)
  • Vitality 1171 (+255)
  • Armor 2502 (+375)
  • Toughness 1291 (+375)
  • Attack 3379 (+1352)
  • Power 2268 (+1352)
  • Critical Hit 30% (+30%)
  • Precision 1553 (+637)

Secondary Stats

  • Burst Recharge 20% (+20%)
  • Condition Duration 30% (+30%)
  • Condition Duration (self) -65% (+-65%)
  • Critical Damage 55% (+55%)
  • Damage 1111 (+0%)
  • Defense 1211 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 837 (+837)
  • Healing Power 200 (+200)
  • Movement Speed 25% (+25%)
  • Stun Duration (self) -25% (+-25%)

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

  • The build's bias towards offensive stats, when combined with its heavy control uptime, is the main source of its damage capability.

     

  • The low defense of this build's stats is mitigated by aggressive play, offensive and defensive utility usage, and Vigor uptime from stances. This build relies heavily on player skill to be effective.

     

  • In team situations, this build provides a number of options for combo finishers, the most powerful of these being Earthshaker's blast finisher (for water-field-combo healing, for example).


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Lemongrass Poultry Soup
Duration: 30min
Condition Duration (self): -40%
Vitality: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration (self): -40%
  • Vitality: 70
  • Experience from Kills: 10%

Utility Nourishment

Superior Sharpening Stone
Duration: 30min
Gain power equal to 6% of your toughness
Gain power equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain power equal to 6% of your toughness
  • Gain power equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Flame Legion Helm
  • Defense: 121
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Flame Legion Pauldrons
  • Defense: 121
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Flame Legion Breastplate
  • Defense: 363
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Flame Legion Gauntlets
  • Defense: 182
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Flame Legion Legguards
  • Defense: 242
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Flame Legion Greaves
  • Defense: 182
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration

Armor Stat Totals

  • Defense 1211
  • Toughness 175
  • Vitality 35
  • Condition Duration (self) -25%
  • Stun Duration (self) -25%

Rune Bonuses

Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration

Accessories & Jewels

Distinguished Circle of LogicUtility Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Book of SecretsDefensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
(Infused)
Ring of Red DeathOffensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Crystalline BandDefensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74

Accessory Totals

  • Power:692
  • Precision:466
  • Ferocity:466

Weapon Set Sigils

Berserker's Hammer
  • Weapon Strength: 985-1111
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Superior Sigil of Impact
+10% damage vs stunned or knocked down foes.
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 I

Superior Sigil of Impact

+10% damage vs stunned or knocked down foes.

Berserker's Greatsword
  • Weapon Strength: 1095-1210
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Sigil of Superior Air
50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
Sigil of Superior Hydromancy
You freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set II

Sigil of Superior Air

50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

  • Sigil of Impact on the hammer provides additional damage when a target is controlled, further boosting damage from the Merciless Hammer trait and offensive stats.
  • Sigil of Doom adds poison to the hammer's first attack after swapping, providing a useful tool for reducing any healing effects on a target for a few moments.

     

  • Sigil of Air on the greatsword provides yet more spike damage to the build.
  • Sigil of Hydromancy provides AoE damage, an AoE snare for 2 seconds, and a blind clear every time the greatsword is swapped to.


V. Basic Gameplay

The idea behind the build is to be extremely aggressive with control options and to exploit every opportunity possible to shut down an opponent.

 

The greatsword is used as a secondary source of damage for when hammer skills are on cooldown and Earthshaker is not available. Additionally, Whirling Attack and Rush can be used to evade damage and close/create gaps in combat as needed, allowing for offensive and defensive options when they are needed.

 

Balanced Stance and Endure Pain are best used only when needed, although Balanced Stance can be used proactively when a target is likely to use a control skill. The Vigor gained from both stances allows for more dodges, giving more opportunity for damage avoidance. Bull's Charge, as mentioned earlier, can be used to close and create games, as well as to act as a mid-combat control skill to open up combo opportunity for the hammer.

 

Healing Signet is best left unactivated unless it is absolutely necessary. In cases where Healing Signet does need to be activated, create as large a gap as possible with Rush, Whirlwind Attack, Bull's Charge, or any combination possible, and attempt to have as close to full adrenaline levels as possible to allow Adrenal Health to take effect while the Signet cools down.

 

Signet of Rage should only be activated in situations where an immediate damage increase is necessary. Otherwise, it's best to keep the Signet on passive status to generate adrenaline more quickly for the Berserker's Power bonus.


Main Skill Rotation

While there is no set rotation for this build, it's best to use every hammer skill possible before switching to the greatsword. Backbreaker, Staggering Blow, and Earthshaker are used to create lockdown windows, while Hammer Shock is used to snare a target with a cripple to keep them in melee range. Fierce Blow is used for more damage and Weakness application.

 

The greatsword should be used as the situation allows (e.g. Hundred Blades when target can be hit, Whirlwind Attack for evasion, etc). Additionally, the greatsword can and should be used to clear blinds with the Hydromancy sigil when necessary, as well as be used to deal additional damage with Arcing Slice when a target is below 50% health.

 

Do not underestimate the power of the auto-attack chains.


Comments

Post a Comment
@ 04:25 PM, Wed February 19 2014 Reply
Hi mate! ;) Good job for the build! Is that possible to contact u ingame for some advanced tips? Would be so usefull ;)
Shinryuku_ku @ 04:34 PM, Thu February 20 2014 Reply
Sure! My account name is Arajal.5438. Alternatively, feel free to stop by my stream at twitch.tv/shinryuku_ku
@ 04:48 AM, Sun March 02 2014 Reply
Hey I like the build it sounds pretty good. I'll have to try it out when I get my GW2 game. I have made a few on here to try out when I do. If you have the time I would appreciate your oppinion on a couple of them. Also, big fan of your stream. Been watching it through the twitch app on xbox.
Shinryuku_ku @ 02:10 AM, Mon March 03 2014 Reply
I would be more than happy to weigh-in on some of your builds! Feel free to send me a PM on this site and I can give you some feedback.
@ 01:15 AM, Sat March 22 2014 Reply
I love you shin
@ 05:06 PM, Sun April 20 2014 Reply
Great build, I was just wondering is it worth going for the Melandru runes over the Lyssa?
Shinryuku_ku @ 05:45 PM, Tue April 22 2014 Reply
In WvW, yes; in sPvP, no.
@ 07:10 PM, Tue April 29 2014 Reply
Hey I watch your stream a lot and love when you use this build. Was wondering if it is effective in dungeons due to the fact that I don't want more than one gear set.
@ 07:11 PM, Tue April 29 2014 Reply
sorry dungeons and PVE?
@ 05:06 AM, Sat August 30 2014 Reply
Hi mate,Im really impressed and interested at ur build but i wan to ask can i use sigil of hydromancy and geomancy together in the greatsword
@ 03:20 PM, Sat September 06 2014 Reply
I love the fact that I've been using a build very similar to this, with only a few differences, and seeing other people that are well known and very good players using it as well. I run Knight's armor for gear, and instead of Distracting Strikes I usually tend to run Slashing Power or Short Temper.

It's comforting to know I've been on the right path for a Warrior build.
@ 10:12 AM, Thu October 30 2014 Reply
Yes.