Warrior sPvP | Tournament Longbow, Axe/Shield | Team fighter Coffeerage's Fire Spike

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Summary

This build is primarily a team fighting build, with a secondary role as a roamer. Adding some much needed AOE potential to the warrior, with quick, hard hitting eviscerates can quickly put the enemy team on the back foot. While falling back behind teammates after your burst is desirable, it is not necessary, as endure pain and some burst condi cleanses can show the enemy team what a true sturdy body can accomplish.

 

Shameless self plug: www.twitch.tv/coffeerage


I. Weapons and Skills

PvP Longbow
  • Weapon Strength: 920-1080
PvP
  • Weapon Strength: 0-0
PvP Axe
  • Weapon Strength: 857-1048
PvP Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
PvP
  • Weapon Strength: 0-0
PvP
  • Weapon Strength: 0-0
  • Combustive Shot¾ 5
    Burst. Ignite target area, burning nearby foes. Effect increases with adrenaline level.
    x3Burning: 5 s (1968 damage)Duration: 4Radius: 240Combo Field: FireRange: 1,200
  • Dual Shot¾
    Shoot a pair of arrows at your foe.
    Damage (2x): 233Combo Finisher: Projectile (20% chance)Range: 1,200
    • 0
    • 0
  • Fan of Fire¼ 6
    Fire a spread of three flaming arrows, burning foes.
    Damage (3x): 423x3Burning: 2 s (1968 damage)Combo Finisher: Physical Projectile (20% chance)Range: 1,200
    • 0
    • 0
  • Arcing Arrow¾ 10
    Shoot a slow, arcing arrow that explodes on impact.
    Damage: 511Combo Finisher: BlastRadius: 240Range: 1,200
    • 0
    • 0
  • Smoldering Arrow¼ 15
    Shoot an arrow that explodes on impact, blinding foes.
    Damage: 71Blind: 5 sCombo Finisher: ProjectileRange: 1,200
    • 0
    • 0
  • Pin Down¾ 25
    Fire an arrow that immobilizes the target foe.
    Damage: 141x6Bleeding: 12 s (3060)Immobilized: 3 sCombo Finisher: ProjectileRange: 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
  • Stomp ¾ 45
    Physical. Launch nearby foes into the air with a powerful stomp.
    Damage: 183Blowout: 450Radius: 240Combo Finisher: BlastBreaks stunStability: 1 s
    • 0
  • Berserker Stance60
    Stance. Gain adrenaline for a short time. Conditions cannot be applied to you.
    Duration: 8
    • 0
  • Endure Pain60
    Stance. Take no damage from attacks.
    Duration: 5Breaks stun
    • 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

Longbow's Combustive Shot deals both condi and direct damage, over a massive area. I have seem my combustive shots direct damage crit for over 1k, which is pretty strong given everything else it does. It also allows for my leaps to also gain a Fire Shield, for extra stacks of might for myself, and inflicting a couple of extra burning stacks on my opponent. Arcing arrow is great for a quick burst. Although not as hard hitting as an eviscerate, it compensates by having a decently sized aoe at range. Fan of Fire is also a nice trick to punish opponents who are close to you. It hits pretty hard if all 3 arrows hit, and it also adds numerous fire stacks which maintains pressure. Smoldering Arrow is nice to have as a blind, and hits in a small AOE. I sometimes use it against thieves by shooting at my feet, to prevent backstabs.

 

Axe: Ah, good old eviscerate. Despite the overall damage reductions over the course of the game, it is still one of the hardest hitting skills in the game, on a great cooldown. By opening with bow, the fire damage makes up for some of the lost dps in axe, and it gives you a fire field for your under appreciated Cyclone Axe to combo with. 4 stacks of vulnerability with 2 stacks of fire on a 6 second cooldown is not to be ignored. Throw axe is also a nice ranged cripple, also potentially combo'ed with the fire field. One gripe i do have with axe, is the axe 1 damage chain. It makes the pressure with it inconsistent, as i really feel you need to crit with that last axe hit to actually have decent dps, otherwise it feels like i lose dps. Overall though, axe is still a good choice, and where most of my damage comes from.

 

Shield: I stun'um, and i block'um. I have trouble understanding warriors that dont use a shield. It allows for so much damage mitigation, both during a fight and on the run, that i find it hard to replace. Also, ANET PLZ change the name of shield stance to Raise Shield. It is no longer a stance. Or perhaps make it a stance once more? <3

 

Healing Surge is an obvious choice, as it pairs very well with Cleasing Ire, and helps you pump out full adrenaline stacks whenever needed. I always pop this at the start of the match, and before battle (preferably 10-15 seconds before i anticipate a fight.) This allows me to open up with a full adrenaline burst skill, and it should be off cooldown in time for when i need it.

 

Stomp is the true wild card in this build, allowing me to prevent both stomps, and resurrections. An added twist is that even if my opponent has stability when manually resurrecting their teammate, i can push the downed opponent away, buying my team more time to finish them off. Stomp also allows me to contest and potentially decap points when paired with Pin Down, making for some rare, but game changing scenarios. An extra stun breaker with 1 second of stability is what really defines this as a great utility skill. I can use this skill in multiple situations and with a reasonable cooldown, its a no-brainer.

 

Berserker's Stance is now a top tier warrior utility choice. My old go-to for condi cleanses was signet of stamina, but now this is almost mandatory in every warrior build. 8 seconds of being immune to condis, with a potential for 10 when paired with sure-footed, gives you a great edge against Necros, Rangers, Thieves, Engis. Make sure to use it right before engaging, and dont be shy in using it. 60s is not a prohibitively long cooldown, so use it whenever you think you will need it.

 

Endure Pain has always had a place on the warrior utility slot. A stun breaker that makes you immune to direct damage while also allowing you to attack your opponent is the definition of the sturdy body. On more than one occasion, when there were only 10 points left in a match, i have popped both this and berserk stance together when on a point to ensure victory. Sometimes this is also necessary when in a pivotal team fight in mid. Dont be shy in using berserker's stance, dont be shy in using endure pain, but use discretion when using both together. Using both in a 1v1 at the same time usually means you are doing something wrong.

 

Signet of Rage is pretty standard, and yet, pretty underwhelming. Most elites are game changers for their class, allowing for an almost guaranteed win in either a 1v1 or a team fight scenario; However, i have buffed it by pairing it with Rune of Lyssa. Now it feels much more like an elite. A burst condi cleanse, that also gives access to protection and stability. I can now use it to guarantee stomps, mitigate damage, prevent backstabs, you name it. I NEVER use it before battle, not even for going from point to point. I wait until i need it for one of the uses described above.


II. Traits

Adept Master Grandmaster

Trait Details

Reckless Dodge is a powerful adept trait, and i have seen it crit for 1.5k+.

 

Restorative Strength gives a slight buff to Healing Surge, and helps out quite a bit as i am not running mobile strikes.

 

Dogged March is also a solid choice, given that i am not running mobile strikes, although the 3 seconds of regen is negligible. It can be placed by missile deflection, or sure-footed, but i still feel like slowing condis are something of a problem in this build and needs to be dealt with as soon as possible.

 

Running Last Stand allows me to free up a place on my utility bar. Sure, it has a longer cooldown than balanced stance or dolyak signet, but if i really need a situational stability, i can always pop my elite w/lyssa.

 

Cleansing Ire is great when paired with massive amounts of adrenaline regen. Due to the nature of the trait, i rarely pop my burst skill to cleanse condis, but at least over the duration of the fight, some condis will be removed. It is not as good at removing slowing effects, since that reduces the range of my eviscerate, making it difficult to clear, but i can always pop my Combustive Shot instead to do so.

 

Warrior's Sprint may seem like an odd choice, but it allows me to be something of a roamer without having to pop my elite, and definitely helps me to close gaps while in melee. Signet mastery is inefficient if im only using 1 signet, and rarely have i ever noticed the 12 second difference in cooldowns. Vigorous Focus is a good choice, but i would have to completely forfeit my chances at going anywhere except for mid or close, or pop my elite early and waste its true potential. Vigorous Focus is dependent on my team composition.

 

Destruction of the empowered is what gives my eviscerates and arcing arrows their punch, as long as one of those boons isn't a protection. I can get away with not running mobile strikes, as i am running longbow. Many warriors run melee on both of their weapon swaps, and because of that almost have to run mobile strikes.

 

Burst Mastery allows my eviscerates and combustive shots to hit harder, because of both the direct damage buff, and the more frequent full bars of adrenaline. If i pop my burst skill with 3 bars of adrenaline, i will have 1 full bar left over. This is what allows me to open with a combustive shot, then quickly follow up with an eviscerate, sometimes with 2 bars of eviscerate, and still be able to get the fire shield before the field dissipates.


III. Stat Specifics & Effects

Primary Stats

  • Health 19212 (+0)
  • Vitality 916 (+0)
  • Armor 2427 (+300)
  • Toughness 1216 (+300)
  • Attack 3296 (+1300)
  • Power 2216 (+1300)
  • Critical Hit 51% (+51%)
  • Precision 1991 (+1075)

Secondary Stats

  • Burst Recharge 30% (+30%)
  • Condition Duration 15% (+15%)
  • Critical Damage 80% (+80%)
  • Damage 1080 (+0%)
  • Defense 1211 (+0)
  • Ferocity 1200 (+1200)
  • Healing Power 300 (+300)

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

With 21k health, and 2500 armor, the direct suitability with this build is solid. My power could be a little higher, but with my ability to generate a decent number of might stacks, this usually isnt a problem. My build really shines with my 50% crit damage, really pushing my ability to spike hard, and with 43% crit chance, i will spike often.


IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
PvP Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
PvP Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
PvP Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
PvP Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
PvP Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)

Rune Stat Totals

  • Precision 175
  • Condition Duration 5%

Rune Bonuses

PvP Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)

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 Longbow
  • Weapon Strength: 920-1080
PvP
  • Weapon Strength: 0-0
Sigil of Intelligence
Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.

Weapon Set I

Sigil of Intelligence

Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.

PvP Axe
  • Weapon Strength: 857-1048
PvP Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
Sigil of Intelligence
Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.
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 II

Sigil of Intelligence

Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.

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
  • Weapon Strength: 0-0
PvP
  • Weapon Strength: 0-0

Water Weapon I

Water Weapon II

Upgrade Item Details

The thing that really helps this build spike often, and reliably are my Sigils of Intelligence. Getting a guaranteed crit on my arcing arrow, followed shortly after by a guaranteed crit eviscerate, really increases the short term damage of this build. Even after the fight is over, i try to quickly swap weapons, to trigger my sigil of intelligence, to ensure that i have it for the start of the next fight.

 

I believe bloodlust is a good choice for this build due to its overall ability to survive. Alternatively, i could run sigil of fire, if the enemy comp is full of burst damage, like double berserk ele or theif.

 

Lyssa is a great overall choice, adding effectiveness to my elite, while adding a modest increase to the duration of my burning, cripple, and immobilize. It is also really nice when my heal gives me protection, although that is unreliable.


V. Basic Gameplay

General guide lines vs classes:

 

Necros: A tough, but winnable match up. I like to dodge once or twice in the opening fight with a necro, to slightly delay my use of berserker's stance. Right after a dodge or two, use Berserker's stance and Throw axe, and chop him to hell. Swap to your bow, then procede with the typical rotation. At this point he should be so far behind that once he gets his rotation back and damages you, you will be too far ahead and win the fight. Save your endure pain for when you run out of stability and he fears you.

 

Mesmer: Pretty straight forward match up, try to ensure u get lots of fire and bleeds on them from your longbow. They really dont have any way of deal with condis, and once you get an eviscerate off on him it should be over. If he catches you with an immobilize, dont be afraid to pop your shield stance.

 

Engis: Fight them in a similar way as a necro, but be aware if they are abusing static discharge. Try to aim your combustive shot near their supply drop to destroy those pesky turrets. You might have to pop your signet of rage a bit early to avoid getting locked down by slick shoes

 

Elementalist: This could be a long fight, or a short fight, depending on how well you dodge their phoenix, and use your endure pain. I would avoid using pin down for a 2nd time until you are sure they are in water and used cleansing wave.

 

Guardian: Fire Fire Fire. If you see protection, you are usually better off just droping another combustive shot instead of using eviscerate unless you believe you can finish them off. It will be a long fight.

 

Thieves: Very tricky fights. Use berserkers stance to be immune to blind and axe them hard in the face. Combustive shot helps, but i would slightly prefer eviscerates in this match up, as their damage will outpace your damage very quickly. If you cant dodge, dont be afraid to use shield stance when they use stealth.

 

Ranger. OMFG OPOPOPOPOP. In all seriousness, this will be your hardest matchup. Dealing with all of their spirits and pets is hell, but it is a good thing you bring the fire. Kill their spirit of nature and stone spirit asap, otherwise their survivability will outpace your damage. This is one of the few circumstances i would say its ok to pop both your berserkers stance and endure pain at the same time, while u kill his important spirits.


Main Skill Rotation

Arcing Arrow¾ 10
Shoot a slow, arcing arrow that explodes on impact.
Damage: 511Combo Finisher: BlastRadius: 240Range: 1,200
Smoldering Arrow¼ 15
Shoot an arrow that explodes on impact, blinding foes.
Damage: 71Blind: 5 sCombo Finisher: ProjectileRange: 1,200
Pin Down¾ 25
Fire an arrow that immobilizes the target foe.
Damage: 141x6Bleeding: 12 s (3060)Immobilized: 3 sCombo Finisher: ProjectileRange: 1,200
Combustive Shot¾ 5
Burst. Ignite target area, burning nearby foes. Effect increases with adrenaline level.
x3Burning: 5 s (1968 damage)Duration: 4Radius: 240Combo Field: FireRange: 1,200
Eviscerate5
Burst. Leap at your foe with a devastating attack. Effect increases with adrenaline level.
Level 1 damage: 536Level 2 damage: 670 Level 3 damage: 804 Combo Finisher: LeapRange: 300

This is my ideal rotation, if i have my sigil of intelligence up. I would crit on my arcing arrow, blind them, then pin down to ensure that my combustive shot will get them in the aoe. This entire time i should be charging at them, getting ready to swap for my eviscerate and gain a fire shield. From here, it really depends on the situation. If they appear almost dead, i would use shield bash to stun their heal, or at least lock them down to finish them off with an axe 1 chain. If they appear to be relatively ok, i continue with cyclone axe, axe 1 chains and offensive dodges to lay on the damage, all ending with a shield bash right before the combustive shot fire field ends, to ensure that i have fire shield even after the fire field has ended.


VI. Variation

With Axe Mastery

 

If i can rely on my teammates clearing condis for me, i can drop cleansing ire for Axe Mastery. This will make me hit harder overall, although having cleansing ire for myself is safer.


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