Warrior PvE | Dungeon Longbow, Axe/Warhorn | Damage DPS Might Stacker Bannerman
Table of Contents
Summary
The Main Objective of this build is for you to run a DPS warrior without compromising on support by giving Full banner Benefits and Might Stack to the party.
I. Weapons and Skills
Weapon and Skill Details
Axe is supported by the Strength and Discipline Traits. The faster you build your adrenaline the more Eviscerate damage you can inflict.
War Horn is for your mobility (skill 4) and blasting (skill 5)
Long Bow provides the Fire Field for Might Stacking at the start of every fight.
II. Traits
Strength
Arms
Defense
Tactics
Discipline
Trait Details
Strength
III Great Fortitude - Bonus Vitality for survibability
X Axe Mastery - More damage
XI - Adrenaline builds of easily giving you increasing damage every change in adrenaline stage and giving more damage on full adrenaline bar for Eviscerate
Tactics
V Inspiring Banners - 20% Faster Recharge on Banners, giving your party an almost 100% uptime. Be sure to ask your party members to carry the banners after every fight if it was just casted recently.
VIII Empower Allies - who does not love a 150 points in power bonus
Discipline
II Thrill of the Kill - Extra adrenaline, you can swap III for extra mobility depending on your preference
IX Sharpened Axes - Adrenaline on Axe hit Critical and quick 20% reduction in skil recharge
Note: I initially went with Inspiring Battle Standard (Tactics XI) although it felt that the getting the extra 10 on Strength is more beneficial rather than having a small regen buff for the party. Guards and Eles are better of giving healing or regen buff to the party.
III. Stat Specifics & Effects
Primary Stats
- Health 22942 (+3730)
- Vitality 1289 (+373)
- Armor 2127 (+0)
- Toughness 916 (+0)
- Attack 3502 (+1506)
- Power 2422 (+1506)
- Critical Hit 36% (+36%)
- Precision 1680 (+764)
Secondary Stats
- Agony Resistance 45 (+45)
- Boon Duration 20% (+20%)
- Burst Recharge 20% (+20%)
- Condition Duration 30% (+30%)
- Critical Damage 67% (+67%)
- Damage 1080 (+0%)
- Defense 1211 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 1007 (+1007)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
"SUCH MIGHT!"
IV. Food, Armor, Trinkets & Upgrade Items
Food Nourishment
Power: 100
Ferocity: 70
Experience from Kills: 10%
- (1hr)
- Power: 100
- Ferocity: 70
- Experience from Kills: 10%
Utility Nourishment
Gain precision equal to 6% of your toughness
Gain precision equal to 4% of your vitality
Experience from Kills: 10%
- (30min)
- Gain precision equal to 6% of your toughness
- Gain precision equal to 4% of your vitality
- Experience from Kills: 10%
Armor & Runes
- Defense: 121
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Defense: 121
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Defense: 363
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Defense: 182
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Defense: 242
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
- Defense: 182
- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
Armor Stat Totals
- Defense 1211
- Power 175
- Ferocity 100
Rune Bonuses
Superior Rune of the Scholar- Power: 25
- Ferocity: 35
- Power: 50
- Ferocity: 65
- Power: 100
- +10% damage while health is above 90%.
Accessories & Jewels
- Precision: 5
- Agony Resistance: 5
- Precision: 5
- Agony Resistance: 5
- Precision: 5
- Agony Resistance: 5
- Vitality: 5
- Agony Resistance: 5
- Vitality: 5
- Agony Resistance: 5
- Precision: 5
- Agony Resistance: 5
Accessory Totals
- Power:692
- Precision:486
- Ferocity:466
- Agony Resistance:45
- Vitality:10
Weapon Set Sigils
- Weapon Strength: 920-1080
- Power: 239
- Precision: 171
- Ferocity: 171
- 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: 857-1048
- Power: 120
- Precision: 85
- Ferocity: 85
- Weapon Strength: 814-900
- Power: 120
- Precision: 85
- Ferocity: 85
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 Force+5% damage.
- Weapon Strength: 905-1000
- Power: 120
- Precision: 85
- Ferocity: 85
- Weapon Strength: 905-1000
- Power: 120
- Precision: 85
- Ferocity: 85
Water Weapon I
Sigil of Superior Force+5% damage.
Water Weapon II
Sigil of Superior Force+5% damage.
V. Basic Gameplay
Start of with the initial skill rotation described below. On combat swap to Axe spam skill 1 and 2, build up adrenaline for eviscerate. Learn also to time your heal since it also builds up adrenaline, if you can hold of a bit until you've used your Eviscerate then you can benefit from the heal and adrenaline buff at the same time.
I do also switch to Bow from time to time, drop the fire field blast it and switch and warhorn 5 blast for more might.
Main Skill Rotation
This will be your main skil rotation at the start of every might, if you will can do this quickly you wil have about 16 to 18 stacks of might for the party before the fight.
You can also ask part members to pick the banner and use skill 5 on it since it is also a blast combo.
Timing is essential because stacking might early will result in less effectiveness during combat. Stacking late will result in you casting banners when others are already engaged in combat.
I do also cast Battle Standard before or right after engaging if i see that the we have higher survibability or that another warrior in the party is reserving for resurection.