Warrior WvW | Fun Hammer, Greatsword | Defender WvW Keep Defense/Zerg Disruptor Warrior
Table of Contents
Summary
A fun build for disrupting and harassing the barbarians at the gate with multiple AoE Blowouts and Stuns - Death From Above, Stomp, and Earthshaker. Virtually un-cc'able.
I. Weapons and Skills
- Hammer Bash½Bash your foe again.Damage: 333Range: 130
- Hammer Smash½Smash the ground and damage nearby foes.Damage: 444Range: 130
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Weapon and Skill Details
Hammer: Required for Earthshakers. Rapid Adrenaline recharge, plus reduced cooldown Earthshaker, plus Stomp, plus Death From Above are the core of the build. Earthshaker also counts as a movement skill for Mobile Strikes, making it a CC-breaker.
Greatsword: Use for escapes. With Mobile Strikes, Whirl, and Rush, GS gives you two CC escapes.
Sword/Warhorn: Another offset option if you prefer, also provides two CC escapes.
Balanced Stance, Stomp, and Endure Pain provide 3x stun breaks, 2x Stability, 1x Invulnerability, and 1x AoE Blowout.
Stun Breaks: Balanced Stance, Stomp, Endure Pain.
CC-breaks: Earthshaker, Whirl, Rush (or Savage Leap, Charge with S/WH).
Choice of utilities, weapons, and traits specifically designed for jumping into middle of enemy zerg, whether from a wall or in open field, disrupting, surviving, and escaping. Multiple stun and CC breaks, invuln, Stability, and movement abilities.
II. Traits
Strength
Arms
Defense
Tactics
Discipline
Trait Details
Reduced Cooldown Earthshaker: 30pts in Discipline for 7.75s Earthshaker cd. Grandmaster trait is player's preference, I go with Heightened Focus since this build has very low base Crit Chance.
Rapid Adrenaline Recharge: Cleansing Ire. 3-bar Earthshakers every 7.75s in combat, with 15% increaased Crit Chance.
Counter-CC: Warrior's Sprint, Mobile Strikes, Dogged March
Condition Duration Reduction: Dogged March, Melandru Runes, Lemongrass Poultry Soup = -65% condition duration, or -98% Immobilize/Chill/Cripple duration.
Condition Removal: Cleansing Ire = 3 conditions removed every 7.75s.
AoE CC: Death From Above, Physical Training
III. Stat Specifics & Effects
Primary Stats
- Health 24962 (+5750)
- Vitality 1491 (+575)
- Armor 3194 (+1067)
- Toughness 1983 (+1067)
- Attack 3557 (+1530)
- Power 2446 (+1530)
- Precision 916 (+0)
Secondary Stats
- Agony Resistance 30 (+30)
- Burst Recharge 30% (+30%)
- Condition Duration 20% (+20%)
- Condition Duration (self) -65% (+-65%)
- Critical Damage 82% (+82%)
- Damage 1111 (+0%)
- Defense 1211 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 1236 (+1236)
- Healing Power 200 (+200)
- Movement Speed 25% (+25%)
- Stun Duration 30% (+30%)
- Stun Duration (self) -25% (+-25%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
Stat Goals:
Health: 25,000
Armor: 2800
Crit Chance: anything
Power: 2000 minimum
Remainder of stats into Power and Crit Damage %. Get Crit Chance from Fury (Signet of Rage), and Heightened Focus.
With current gear options it is difficult to get 25,000 Health and 3000 Armor, unless you sacrifice some Crit Damage pieces (Valkyrie/Cavalier) for non-crit damage pieces (Soldiers/Sentinels/Knights/etc).
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Condition Duration (self): -40%
Vitality: 70
Experience from Kills: 10%
- (30min)
- Condition Duration (self): -40%
- Vitality: 70
- Experience from Kills: 10%
Utility Nourishment
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
- Defense: 121
- Power: 60
- Vitality: 43
- Ferocity: 43
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 121
- Power: 45
- Vitality: 32
- Ferocity: 32
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 363
- Power: 134
- Vitality: 96
- Ferocity: 96
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 182
- Power: 45
- Vitality: 32
- Ferocity: 32
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 242
- Power: 90
- Vitality: 64
- Ferocity: 64
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
- Defense: 182
- Power: 45
- Vitality: 32
- Ferocity: 32
- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
Armor Stat Totals
- Defense 1211
- Toughness 175
- Vitality 334
- Condition Duration (self) -25%
- Stun Duration (self) -25%
- Power 419
- Ferocity 299
Rune Bonuses
Superior Rune of Melandru- Toughness: 25
- Vitality: 35
- Toughness: 50
- -10% Incoming Condition Duration; -10% Incoming Stun Duration
- Toughness: 100
- -15% condition duration and -15% stun duration
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:496
- Toughness:692
- Ferocity:466
- Agony Resistance:30
Weapon Set Sigils
- Weapon Strength: 985-1111
- Power: 239
- Vitality: 171
- Ferocity: 171
- Weapon Strength: 0-0
Weapon Set I
Sigil of Superior Paralyzation+30% stun duration.
- Weapon Strength: 995-1100
- Power: 239
- Vitality: 171
- Ferocity: 171
- Weapon Strength: 0-0
Weapon Set II
Sigil of Superior EnergyYou gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
- Weapon Strength: 905-1000
- Power: 120
- Vitality: 85
- Ferocity: 85
- Weapon Strength: 905-1000
- Power: 120
- Vitality: 85
- Ferocity: 85
Water Weapon I
Sigil of Superior EnergyYou gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Water Weapon II
Sigil of Superior EnergyYou gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Upgrade Item Details
Actual gear pieces don't matter, this is just one example. Rather, focus on getting as close to the stats above as possible, using whatever gear is most easily available you. You may need to sacrifice some Crit Damage for Vitality or Toughness.
V. Basic Gameplay
Harassment: Harass and delay a zerg attacking your gate by jumping off the wall into the middle of them. If they don't see you coming and pop AoE Stability, they go flying. Run back inside, repeat. Use Stomp and Earthshaker too when available. Break CC with weapon movement skills and utilities.
Also in some cases, if any enemy breaks through a keep wall but gets bottlenecked in the entrance, Death From Above can be used to great effect to disrupt their push through the gap.
Disruption: Disrupt enemy zerg in open field fighting with Earthshaker and Stomp. Identify your zerg's AoE killzone, then Earthshaker -> Stomp into it. Use CC-breaking movement skills to get back to your Commander/zergball.
Main Skill Rotation
In zerg battles, the bread and butter is Earthshaker, Stomp, Hammer Shock, Whirlwind, Rush, Blade Trail. Weapon swap every 5s to use them all on cd.