Warrior sPvP | Tournament Greatsword, Sword/Shield | Team fighter JMA's Loud, Pointy Teamfighter

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Summary

What's up yall this is JMA.

 

Short background - peak has been top 200 on team and solo Q on NA, and wanted to provide some new ideas for the community after witnessing what I like to call the copy and paste culture.

 

My builds are going to be teamfighting oriented and hopefully encourages people to build as a member of a team, looking to help win matches, not duels.

 

The name comes from the following description: Pointy because you're going to become a master of pointy objects that people will not like being thrust into their backsides repeatedly. Loud because you're gonna be screaming like a drunk dude and trolling your team into doing more damage.

 

Enjoy!


I. Weapons and Skills

PvP Greatsword
  • Weapon Strength: 995-1100
PvP
  • Weapon Strength: -
PvP Sword
  • Weapon Strength: 905-1000
PvP Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
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: 900Immobilized: 1 s
    • 0
    • 0
  • Rush2 20
    Charge and strike your foe.
    Damage: 628Range: 1,200
    • 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 stun
    • 0
  • "Shake It Off!"20
    Shout. Cure a condition on yourself and nearby allies. Also breaks stuns.
    Radius: 600Breaks stun
    • 0
  • "For Great Justice!"20
    Shout. Grant fury and might to yourself and allies.
    Fury: 8 sx3Might: 25 sRadius: 600
    • 0
  • Battle Standard2 240
    Banner. Place a battle standard that revives fallen allies and grants fury, might, and stability to allies.
    Stability: 3 sFury: 3 sMight: 10 sEffective radius: 600Combo Finisher: Blast
    • 0

Weapon and Skill Details

Sword/Shield

 

This weapon set is far more useful than it might appear. The burst skill has a 4 second immob at full adrenaline, which will be easy for you to get because of how accurate you will be in the fight. Your ample cripple applications to trigger Leg Specialist helps set up your burst skill and when they get low you can stab their backside with Final Thrust for your pwning pleasure. You also quickly navigate the battlefield, able to rotate where your team needs more of you and less of the enemy. Your shield can interrupt heals and key skills, like stopping a Spirit res, and block for a good period of time if you're being focused and AoE spammed.

 

Greatsword is one of the best weapons the Warrior has in the right hands. You have to know how to use it if you want this build to work. The auto is bad, as is the burst, but 2 thru 5 are very useful in both 1v1 and team fights.

  • Hundred Blades - everyone's favorite rooted monster attack. You want to use this on immobilized/stunned targets and on downed bodies. The cleave on it is strong enough to really punish would be rezers, and can ensure that Elixir R doesn't res an Engineer. This is your best DPS tool, but knowing when to use it is vital.
  • Whirlwind - use this to do a cone damage line and to evade a key attack, AoE barrage, or to finish off a hundred blades combo that might kill off the target faster than the aftercast-slowed final strike. You can use this to rapidly move forward toward a point as well.
  • Bladetrail is excellent if you can position yourself to land both the outgoing and returning strikes. You will also get an immobilize from the attack, so this weapon skill can set up 100 blades for you, add some more DPS, and immob opponents in teamfights, like a thief or mesmer trying to reset.
  • Rush is a gap closer, travels a very long distance helping rotation, and can add a good punch to your damage if you know you'll land it. It doesn't have to be used exclusively as a gap closer, in melee range it's an effective addition to your assault.

 

Healing Signet is there because it's too cool for school. Actually, it's one of the most infuriating skills in the game and a balance joke, but hey, when in Rome... Set it, forget it, enjoy your massive HPS.

 

Balanced Stance is for stomping, rezing when your elite is down, and getting out of an Earthshaker stun, Fear, etc. You don't want a third shout here, because while you would be adding support through another heal the stability boon is so critical to conquest that it's really dumb not to bring it. Balanced Stance has a 20s faster CD than Dolayk's too so you can use it at least one or two times more in a match.

 

In team fights you want to use your shouts on CD so you are cranking out a steady stream of condi removal, fury, and might. Everybody benefits from more attack, condi damage, heals, and 20% more crit chance, and the radius is almost double the size of a Necro Mark/traied Engi bomb.

 

The elite is the fastest res cast in the game and leaves a residual fury and might buff upon its use that cannot be destroyed so you do your teammate a huge favor, and your team benefits even further from the fury boon.


II. Traits

Adept Master Grandmaster

Trait Details

This is a build that does not benefit much from Burst skil spam so you will not benefit all that much from Cleansing Ire. This is an aggressive build - you aren't there to eat damage you're there to support and do damage.

 

Rending Strikes might be puzzling, but it needs to be said that Vulnerability is one of the better conditions in the game. Shatter and Bomb/Nade Engis have a huge application of the condition and they do incredibly huge damage through its 15 to 20% damage buff. Vulnerability on Hundred blades crits will take the damage further past the threshold into the 10-12k region on squishies and 8-10k on Rabids, and around 4-7k on protection tanky types.

 

Forceful greatsword makes your might stacking go up, a theme of the build you'll notice with the itemization. You also have shorter CDs on your greatsword skills, facilitating more use of the skills. Unfortunately, the minors aren't that great for this build's purpose, but extra bleeds and a little extra damage on Flurry aren't totally worthless.

 

Tactics is there because you res faster, your shouts become more efficient, and your total of three cripple applications on your weapons can become immobilizes on a very short ICD. This makes yours and your teammates attacks more accurate throughout the course of the fight, and doing damage with accuracy in this game is very important.

 

Discipline adds more Crit Damage to further cascade your damage, give you an adrenaline boost from your shouts, and deal more damage to Guardians, other Warriors with Rage Signet, and Engineers who get Alchemy's free Elixir B. Boon hate is important to consider in any aggressive build.


III. Stat Specifics & Effects

Primary Stats

  • Health 32962 (+13750)
  • Vitality 2291 (+1375)
  • Armor 2227 (+100)
  • Toughness 1016 (+100)
  • Attack 3216 (+1200)
  • Power 2116 (+1200)
  • Critical Hit 10% (+10%)
  • Precision 1116 (+200)

Secondary Stats

  • Boon Duration 30% (+30%)
  • Burst Recharge 20% (+20%)
  • Condition Damage 200 (+200)
  • Critical Damage 73% (+73%)
  • Damage 1100 (+0%)
  • Defense 1211 (+0)
  • Ferocity 1100 (+1100)

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 Boon Duration, Crit Damage, and high levels of both attack and armor make you sturdy enough to stay upright while hurting the enemy. The crit rate is low, but when you add the pretty permanent state of fury to the rating you've got 33% crit rate, which is decent enough to keep your DPS relevant. Remember, you're providing support, if you go zerker you're going to be too squishy to keep the heals and boons going for your team.


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

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

Accessory Totals

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

Weapon Set Sigils

PvP Greatsword
  • Weapon Strength: 995-1100
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 I

Sigil of Superior Battle

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

PvP Sword
  • Weapon Strength: 905-1000
PvP Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
Sigil of Superior Battle
You gain 2 stacks of might for 20s when you swap to this weapon while in combat.
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set II

Sigil of Superior Battle

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

Sigil of Superior Accuracy

+7% crit chance.

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

Water Weapon I

Water Weapon II

Upgrade Item Details

Amulet is Valks so you can get a high enough armor rating to be sturdy against ganks, enough healing power to make Healing Signet crank out another roughly 50 HPS, your shout heals boosted a little bit more, and gives the crit damage and power needed for your damage to be relevant. You'll be quite sturdy, even when focused with appropriate Shield Stance use and dodging.

 

Soldiers runes make your 20s shouts effective condi cleanse for your team. If you have a Shout Guardian on your team too, Engineers and Necros are going to be pretty angry when their condis just go poof and disappear.

 

Battle runes fit perfectly with this build because you have longer duration on boons, and you want to build as much might as possible. They are great for longer fights and get better with time - you can get up to 15 or 20 stacks of might in combination with your shouts if the fight drags on long enough, and rest assured you'll be helping conclude that fight with that much extra Power and Condi Damage. Accuracy on the shield so you can get a little bit more crit chance when in that set.


V. Basic Gameplay

As a team fighter you are not built to stroll up to a point by yourself and roflstomp whoever's there. The build gave up that element in favor of helping your team fight together. Emphasize the word together. You have the ability to rotate very, very quickly to where your team needs.

 

You want to be checking your minimap as often as possible, looking for any opportunity to strike at even or outnumbered situations. If you show up and one of your teammates is low or downed, getting them up with your elite can totally change the flow of the fight and demoralize your opponents. Keep an eye on your teammates' health so you have that game changer ready to rock when the time comes.

 

When in a teamfight your highest priority are the squishies. You're built to trap them in an immob and devastate them enough for them to either have to reset, or risk being focused without dodges to bail them out. While there are skills like Withdraw or Rocket boots to counter immob, your copious application of cripple makes it hard to escape your wrath.

 

Use your shouts on CD when the action starts getting heavy. Every heal and condi cleanse matters, and the offensive boon uptime is a big deal. Save your stab CD for stomps and res if you had to already use your Banner.

 

If you're not being focused stick to GS. If you are use your Sword/Shield and try to make your way to the target doing the most damage to immob/100blades him into getting scared.

 

Psychologically, your goal is to scare your DPS opponents. If they're scared of an immob damage chain, they will play timid and if you harrass them enough they might go make a QQ thread on the forums afer screaming in TS, apparently the first thing for some people to do in this community when they lose.


Main Skill Rotation

There isn't really a rotation so much as an opportunistic mindset. The most effective piece of advice is as soon as you immob someone, switch to GS if you haven't already, and rain dat 100 blades on them. Make them squeal!

 

The most reliable ways are Sword 2 and GS 4 on ranged targets, and getting close to them with Sword and using the burst, canceling the animation by switching to GS and 100 blades followup.

 

Keep using your shouts in team fights, hit their squishies and enjoy!


Comments

Post a Comment
@ 03:41 PM, Sun December 15 2013 Reply
Great Build, makes a lot fun! Thx!
@ 04:37 PM, Mon December 23 2013 Reply
Thanks man, just released another build, this time for Guardian.

It works pretty well with this one and promotes the whole fighting as a team thing :)

http://intothemists.com/guides/2296-jmas_shiny_anti_spam_teamfighter