Warrior sPvP | Tournament Greatsword, Sword/Shield | Team fighter JMA's Loud, Pointy Teamfighter
Table of Contents
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
- Greatsword Slice½Slice your foe.Damage: 259Vulnerability: 8 sRange: 130
- Brutal Strike½Hit your foe with a final brutal strike.Damage: 333Range: 130
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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
Strength
Arms
Defense
Tactics
Discipline
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
Conditions
Control
Fields & Finishers
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
- Vitality: 25
- Toughness: 35
- Vitality: 50
- Toughness: 65
- Vitality: 100
- Shouts remove a condition from each affected ally.
- Vitality: 25
- Toughness: 35
- Vitality: 50
- Toughness: 65
- Vitality: 100
- Shouts remove a condition from each affected ally.
- Vitality: 25
- Toughness: 35
- Vitality: 50
- Toughness: 65
- Vitality: 100
- Shouts remove a condition from each affected ally.
- Vitality: 25
- Toughness: 35
- Vitality: 50
- Toughness: 65
- Vitality: 100
- Shouts remove a condition from each affected ally.
- Vitality: 25
- Toughness: 35
- Vitality: 50
- Toughness: 65
- Vitality: 100
- Shouts remove a condition from each affected ally.
- Vitality: 25
- Toughness: 35
- Vitality: 50
- Toughness: 65
- Vitality: 100
- Shouts remove a condition from each affected ally.
Rune Stat Totals
- Vitality 175
- Toughness 100
Rune Bonuses
PvP Rune of the Soldier- Vitality: 25
- Toughness: 35
- Vitality: 50
- Toughness: 65
- Vitality: 100
- Shouts remove a condition from each affected ally.
Accessories & Jewels
- Power: 0
- Precision: 0
- Ferocity: 0
- Vitality: 0
Accessory Totals
- Power:1200
- Vitality:900
- Ferocity:900
- Precision:0
Weapon Set Sigils
- Weapon Strength: 995-1100
- Weapon Strength: -
Weapon Set I
Sigil of Superior BattleYou gain 2 stacks of might for 20s when you swap to this weapon while in combat.
- Weapon Strength: 905-1000
- Weapon Strength: 806-909
Weapon Defense: 61
Weapon Set II
Sigil of Superior BattleYou gain 2 stacks of might for 20s when you swap to this weapon while in combat.
Sigil of Superior Accuracy+7% crit chance.
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!
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