Warrior sPvP | Hot Join Greatsword, Rifle | Roamer Sniper Burst Warrior

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Summary

In my opinion, the highest damaging single target burst build. More than the standard GS/Axe warrior. Most damage comes from the rifle Kill Shot, so don't be afraid if your GS isn't out all the time. Switch often! This build is about mobility, don't stay in one spot to long. Kill and move on. If you get pinned down by a group, it's hard to survive. I use this build for grinding rank points. I'm not concerning about winning, I go solely for points. With that in mind, know when to disengage and use that GS to get the hell out.


I. Weapons and Skills

PvP Greatsword
  • Weapon Strength: 1095-1210
PvP
  • Weapon Strength: -
PvP Rifle
  • Weapon Strength: 986-1205
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
  • Arcing Slice¾
    Burst. Strike your foe with an uppercut and gain fury.
    Damage: 480Level 1 adrenaline: 3 sLevel 2 adrenaline: 6 sLevel 3 adrenaline: 9 sRange: 150
  • Greatsword Swing½
    Slash your foe.
    Damage: 259Vulnerability: 8 sRange: 130
    • Greatsword Slice½
      Slice your foe.
      Damage: 259Vulnerability: 8 sRange: 130
    • Brutal Strike½
      Hit your foe with a final brutal strike.
      Damage: 333Range: 130
  • Hundred Blades8
    Repeatedly strike multiple foes. The last strike does extra damage.
    Damage (8x): 1,624Final strike damage: 406Range: 130
    • 0
    • 0
  • Whirlwind Attack¼ 10
    Whirl in a target's direction, slashing foes along your path.
    Damage: 259Combo Finisher: WhirlRange: 450
    • 0
    • 0
  • Bladetrail¾ 15
    Throw your greatsword at your foe so that it returns to you, crippling foes along the way.
    Damage: 277Crippled: 4 sCombo Finisher: ProjectileRange: 900
    • 0
    • 0
  • Rush2 20
    Charge and strike your foe.
    Damage: 628Range: 1,200
    • 0
    • 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
  • Throw Bolas ½ 20
    Physical. Throw bolas to immobilize your foe.
    Immobilized: 4 sDamage: 61Combo Finisher: ProjectileRange: 900
    • 0
  • Frenzy60
    Stance. Frenzy to gain quickness and might.
    Quickness: 6 sx5Might: 6 sBreaks stun
    • 0
  • "Fear Me!"60
    Shout. Induce fear in your foes.
    40'-100': 1 s15'-40': 2 s0'-15': 3 s
    • 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

Kill Shot - Highest damage burst in build. Routinely crits zerker casters and thieves for 12-16k. Even bunkers will take nearly 8k damage. My record is 23k on an unlucky thief.

 

Healing Surge - Use this prior to combat, preferably 15-20 secs out if you can predict a fight. This way, your heal will be available soon after combat begins.

 

Throw Bolas - Used to secure a 100b burst or Kill Shot.

 

Fear Me - Used to stop enemy bursts, secured stomps/res, and get a burst skill rotation off described below.


II. Traits

Adept Master Grandmaster

Trait Details

Arms (VII) - nice for lined up foes, such as those stomping/ressing, especially nice for dealing massive multi-target damage with Kill Shot and Volley

 

Discipline (VII) - great trait if your playing w friends. Also makes you a god underwater since you can rally off of sharks. Easily allows you to take on 3 foes.

 

(XII) - Personal preference. since the patch, I have been experimenting between this and Berserker's Power to see which yields better results. One reason I like this trait slightly more is the fact that the extra 10% condition gained from going 30 points in strength is useless. Whereas the 10% extra crit and burst recharge are much more valuable. A little unfortunate the 30% burst damage got changed to burst recharge, but oh well.


III. Stat Specifics & Effects

Primary Stats

  • Health 19212 (+0)
  • Vitality 916 (+0)
  • Armor 2127 (+0)
  • Toughness 916 (+0)
  • Attack 3526 (+1510)
  • Power 2316 (+1400)
  • Critical Hit 61% (+61%)
  • Precision 2191 (+1275)

Secondary Stats

  • Bleeding Duration 50% (+50%)
  • Burst Recharge 30% (+30%)
  • Condition Damage 200 (+200)
  • Condition Duration 20% (+20%)
  • Critical Damage 86% (+86%)
  • Damage 1210 (+10%)
  • Defense 1211 (+0)
  • Ferocity 1300 (+1300)

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 Eagle
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +6% damage against targets with less than 50% health.
PvP Rune of the Eagle
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +6% damage against targets with less than 50% health.
PvP Rune of the Eagle
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +6% damage against targets with less than 50% health.
PvP Rune of the Eagle
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +6% damage against targets with less than 50% health.
PvP Rune of the Eagle
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +6% damage against targets with less than 50% health.
PvP Rune of the Eagle
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +6% damage against targets with less than 50% health.

Rune Stat Totals

  • Precision 175
  • Ferocity 100

Rune Bonuses

PvP Rune of the Eagle
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +6% damage against targets with less than 50% health.

Accessories & Jewels

Berserker's Amulet
  • Power: 1200
  • Precision: 900
  • Ferocity: 900
delete
  • Power: 0
  • Precision: 0
  • Ferocity: 0
  • Vitality: 0

Accessory Totals

  • Power:1200
  • Precision:900
  • Ferocity:900
  • Vitality:0

Weapon Set Sigils

PvP Greatsword
  • Weapon Strength: 1095-1210
PvP
  • Weapon Strength: -
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Weapon Set I

Sigil of Superior Bloodlust

You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

PvP Rifle
  • Weapon Strength: 986-1205
PvP
  • Weapon Strength: -
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

Weapon Set II

Sigil of Superior Battle

You gain 2 stacks of might for 20s when you swap to this weapon while in combat.

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

Water Weapon I

Water Weapon II

Upgrade Item Details

I roll with 2 greatswords. Once my bloodlust sigil is full, you can swap to another GS. My second one has the battle sigil on it, making your might stack easily.


V. Basic Gameplay

This build excels at roaming with high mobility and extremely fast ranged burst damage. I would say over 50% of my damage in this build comes to my rifle. I'm using Kill Shot to initiate fights and as often as full adren allows.

 

If you have the option when entering combat, observe and seek out a zerker class first. This build excels at killing any thief, so I also drop them first. Once you have a target, your next move goes to one of the 2 burst rotations below.

 

1) If your target is unaware you are targeting them, open with the Kill Shot rotation.

 

2) If they are aware, move to the GS rotation to lock them down.

 

3) For especially slippery targets, go with the 3rd rotation. You shouldn't be using this for every burst, only on occasions you need it to get a pesky thief or mesmer.

 

Once your target is down, if it is a thief or mesmer, just beat the shit out of them w 100b. Once the mesmer reappears, you can stomp if you want (if you're low health, be careful of the mesmer's downed phantasm, it hurts).

 

If a teammate goes down, always go for damage on their target trying to stomp them. You have a much higher success rate saving your teammate by downing the stationary stomper w 100b or Kill Shot than wasting time ressing. Don't forget about rifle butt in this situation for the knockback. I won't usually waste Fear Me to res unless its a valuable friend who can help turn a fight. For pugs, don't waste your CD. Disengage and move on if you have to.


Main Skill Rotation

"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
Kill Shot
Burst. Fire a powerful shot. Damage increases with adrenaline level.
Level 1 damage: 548Level 2 damage: 670Level 3 damage: 792Combo Finisher: ProjectileRange: 1,500
Volley10
Fire a volley of shots at your foe.
Damage (5x): 1,160Combo Finisher: Projectile (20% chance)Range: 1,200
Rush2 20
Charge and strike your foe.
Damage: 628Range: 1,200

I use this burst on unsuspecting targets at the beginning of a fight. Kill Shot and Volley combined do over 20k damage on most zerkers. After firing away, I'll rush in with the GS to finish off whatever's left. If they still have reasonable health left, I'll move to the GS burst below.


Throw Bolas ½ 20
Physical. Throw bolas to immobilize your foe.
Immobilized: 4 sDamage: 61Combo Finisher: ProjectileRange: 900
Frenzy60
Stance. Frenzy to gain quickness and might.
Quickness: 6 sx5Might: 6 sBreaks stun
Hundred Blades8
Repeatedly strike multiple foes. The last strike does extra damage.
Damage (8x): 1,624Final strike damage: 406Range: 130
Whirlwind Attack¼ 10
Whirl in a target's direction, slashing foes along your path.
Damage: 259Combo Finisher: WhirlRange: 450
Kill Shot
Burst. Fire a powerful shot. Damage increases with adrenaline level.
Level 1 damage: 548Level 2 damage: 670Level 3 damage: 792Combo Finisher: ProjectileRange: 1,500
Volley10
Fire a volley of shots at your foe.
Damage (5x): 1,160Combo Finisher: Projectile (20% chance)Range: 1,200

I use this burst if in a 1v1 or if my target knows I'm targeting him in a multi person fight. There won't be much left if your facing a non-bunker class.


"Fear Me!"60
Shout. Induce fear in your foes.
40'-100': 1 s15'-40': 2 s0'-15': 3 s
Throw Bolas ½ 20
Physical. Throw bolas to immobilize your foe.
Immobilized: 4 sDamage: 61Combo Finisher: ProjectileRange: 900
Frenzy60
Stance. Frenzy to gain quickness and might.
Quickness: 6 sx5Might: 6 sBreaks stun
Hundred Blades8
Repeatedly strike multiple foes. The last strike does extra damage.
Damage (8x): 1,624Final strike damage: 406Range: 130
Whirlwind Attack¼ 10
Whirl in a target's direction, slashing foes along your path.
Damage: 259Combo Finisher: WhirlRange: 450

The Fear Me burst is for quickly an safely dropping slippery thieves and mesmers. I'll use my GS if I don't have enough adren for Kill Shot.


"Fear Me!"60
Shout. Induce fear in your foes.
40'-100': 1 s15'-40': 2 s0'-15': 3 s
Kill Shot
Burst. Fire a powerful shot. Damage increases with adrenaline level.
Level 1 damage: 548Level 2 damage: 670Level 3 damage: 792Combo Finisher: ProjectileRange: 1,500
Volley10
Fire a volley of shots at your foe.
Damage (5x): 1,160Combo Finisher: Projectile (20% chance)Range: 1,200

If I have the adren, I'll use this variant since it does more damage than the GS burst in a shorter amount of time.


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