Warrior sPvP | Tournament Rifle, Greatsword | Roamer Competitive Killshot
Table of Contents
Summary
A lot of people have been asking me for the build since the first Tournament of Legends. It really is a simple glass build with stances for survival, so I'll try to add some other information to make the guide more useful.
-Princess Olrun
I. Weapons and Skills
Weapon and Skill Details
Greatsword:
Hundred Blades: Generally people aren't going to stand in a full Hundred Blades, and the damage is backloaded to the last hit, so it's generally a good idea to synchronize it with a downed body to cleave (so they can't move) or Frenzy (so they have less time to move).
Whirlwind Attack: This attack is a massive burst of damage. It can hit the same target up to 4 times if you do it against a wall or while Immobilized. It's also great mobility for roaming between points and positioning yourself mid-fight. Distance traveled is increased by swiftness.
Bladetrail: Does good damage, especially if it hits both going out and coming back. It's also really good for chasing targets because it cripples.
Rush: Rush can hit as hard as a killshot sometimes, but it's really buggy around terrain. It's also an amazing mobility skill for roaming between points. Distance traveled is increased by swiftness.
Arcing Slice: Generally I try to avoid using this, since it's mostly a waste of adrenaline. However, I do sometimes use it to finish someone off if it will do the last bit of damage. The fury just generally isn't needed because of Signet of Rage.
Rifle:
Aimed Shot: Great when chasing or kiting to cripple without having to switch to Greatsword.
Volley: You want to use this one on cooldown, especially if you proc the Intelligence sigil and don't think you can get off a killshot.
Brutal Shot: Eight vulnerability stacks isn't anything to laugh at, but it's still probably the least useful of all the rifle skills.
Rifle Butt: Rifle butt is really your only hope if someone closes on you and your stances are down. It does great damage. It's also really nice to knock rezzers off a downed body before you start cleaving with greatsword.
Kill Shot: This skill does absolutely insane damage, even without Burst Mastery and Air or Fire procs. It can hit up to around 16k, but tends to hit 8-9k. Use it with Intelligence as much as possible. Use Frenzy to vary the long channel time to make it harder to dodge.
Utilities:
Healing Signet: I like using Healing Signet because I'm generally in and out of fights taking some damage, but making it away with my greatsword, so the sustain helps. If you find yourself against a bursty comp, or just dying too fast in general, something like Defiant Stance or Healing Surge could be more useful.
Endure Pain: Try to time this to negate burst, possibly when they try to burst you while you channel Kill Shot, but mainly when you're standing at melee range to cleave a downed body. It synergizes well with Frenzy because it negates the 25% damage increase associated with the skill.
Berserker Stance: This is your only hope against conditions. You have ZERO condition removal, so stay away from necromancers and engineers if you don't have this up. Keep in mind, it also brings up your adrenaline, increasing your damage due to Berserker's Power and Heightened Focus, as well as allowing you to keep those Kill Shots coming.
Frenzy: This skill lets you vary Kill Shot channel times to catch even people who are prepared off guard. It also helps you land a full Hundred Blades.
Signet of Rage: This skill keeps your swiftness uptime high for increased mobility in and out of fights, as well as giving you high uptime on fury and might for increased damage. There really isn't another good option for an elite.
II. Traits
Strength
Arms
Defense
Tactics
Discipline
Trait Details
Strength:
Reckless Dodge: This trait actually hits really hard. Most of the dodge rolls hit about 1-2k, but I've had it hit 5k on stealthed thieves.
Great Fortitude: 1,600 extra health is pretty significant.
Building Momentum: Since you have one burst skill you shouldn't use much and one that has a long channel time, this trait isn't all too useful.
Slashing Power: Pretty self explanatory. You're using a greatsword. This makes that deal considerably more damage.
Stick and Move: 3% damage boost.
Berserker's Power: This trait makes your killshots hit harder, as well as your greatsword cleave. If you use Hundred Blades on a downed body with one or two rezzers, you'll have full adrenaline and an enormous damage boost quite quickly.
Arms:
Precise Strikes: Very short bleeds, only last 3 seconds.
Crack Shot: You can't really run a killshot build without Crack Shot. It gives some nice cooldown reduction on your rifle skills (including Kill Shot). However, the main thing is that it allows your attacks to pierce, so your Kill Shot and other attacks won't be blocked by some random spirit or minion. I can't overemphasize how important this trait is.
Discipline:
Versatile Rage: Keep this adrenaline gain in mind when you're thinking about swapping from greatsword back to rifle. You don't quit need that last bit of adrenaline; this trait will take care of it for you.
Signet Mastery: This is mostly for Signet of Rage, but there have been times where I've used Healing Signet to survive, and this brings it up faster.
Fast Hands: A very strong trait that allows you to swap back and forth much quicker. Keep in mind the effect this has on sigil procs if you decide to alter the build to better suit you.
Destruction of the Empowered: This trait is REALLY nice for when you hit that perfect killshot on a bunker guardian, but just all around increases your damage.
Versatile Power: This one definitely doesn't hurt, but don't worry yourself trying to maximize might stacks with this.
Heightened Focus: This is the one place where I really deviate from other killshot builds. Here's my thought process behind this. Kill Shot is a very gimmicky skill. It's absolutely fantastic when they don't see you, but it's easily avoidable when they do. However, despite the name, most of your damage isn't coming from Kill Shot. Greatsword does an absolutely insane amount of damage, and I'm willing to give up Burst Mastery to get a 15% increased critical-hit chance while I'm cleaving downed bodies and the like. It's MUCH more likely to make the difference between the downed body getting up than Burst Mastery is to get the kill. Sure, the extra adrenaline from Burst Mastery is nice too, but I really do prefer Heightened Focus. Many people might disagree.
III. Stat Specifics & Effects
Primary Stats
- Health 21022 (+1810)
- Vitality 1097 (+181)
- Armor 2127 (+0)
- Toughness 916 (+0)
- Attack 3844 (+1723)
- Power 2591 (+1675)
- Critical Hit 48% (+48%)
- Precision 1916 (+1000)
Secondary Stats
- Burst Recharge 30% (+30%)
- Condition Damage 100 (+100)
- Condition Duration 30% (+30%)
- Critical Damage 82% (+82%)
- Damage 1253 (+4%)
- Defense 1211 (+0)
- Ferocity 1235 (+1235)
Boons
Conditions
Control
Fields & Finishers
IV. Runes, Sigils, Accessories & Jewels
Armor & Runes
- Power: 25
- Ferocity: 35
- Power: 50
- 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
- Power: 100
- Damage: 4%
- Power: 25
- Ferocity: 35
- Power: 50
- 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
- Power: 100
- Damage: 4%
- Power: 25
- Ferocity: 35
- Power: 50
- 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
- Power: 100
- Damage: 4%
- Power: 25
- Ferocity: 35
- Power: 50
- 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
- Power: 100
- Damage: 4%
- Power: 25
- Ferocity: 35
- Power: 50
- 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
- Power: 100
- Damage: 4%
- Power: 25
- Ferocity: 35
- Power: 50
- 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
- Power: 100
- Damage: 4%
Rune Stat Totals
- Power 175
- Ferocity 35
- Damage 4%
Rune Bonuses
PvP Rune of the Ogre- Power: 25
- Ferocity: 35
- Power: 50
- 25% chance when struck to summon a rock dog. (Cooldown: 90 seconds)
- Power: 100
- Damage: 4%
Accessories & Jewels
- Power: 0
- Precision: 0
- Ferocity: 0
- Vitality: 0
Accessory Totals
- Power:1200
- Precision:900
- Ferocity:900
- Vitality:0
Weapon Set Sigils
- Weapon Strength: 986-1205
- Weapon Strength: -
Weapon Set I
Sigil of Superior Air50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
- Weapon Strength: 1095-1210
- Weapon Strength: -
Weapon Set II
Sigil of Superior Air50% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 3 seconds)
Upgrade Item Details
Runes:
Ogre runes are probably the best all around, but you have a few other options. Strength runes are nice because of the constant might from Signet of Rage and Versatile Power and Scholar is great for your first burst in a team fight, but the one people don't expect is the Vampirisim runes. I really like them, they're just a bit tricky to work with. It's hilarious to get a mist stomp as a warrior, but you also don't want to get stopped in the middle of your Kill Shot by your own damn runes. Another thing to keep in mind is that Healing Signet is NOT active while you're in mist form, so it could also end up hurting you that way if you have conditions on you. At the moment, however, I'm frequently playing with Pirate runes. Parrot OP.
Amulet:
You could try something other than Berserker if you wanted to, but I don't really see the point. This build really only shines at finishing fights quickly and then roaming fast, much like a thief. Toning that down with a tankier amulet really just means you should run a different build. It's not worth the trade off.
Sigils:
Rifle: I use Intelligence on my rifle for the guaranteed Kill Shot crit, as well as the nice damage boost to Volley. The Air sigil just brings that little bit extra damage. You could use fire, but you aren't generally firing at groups with your rifle.
Greatsword: Air and Fire sigils for maximum burst with your Hundred Blades and Whirlwind Attacks. It really helps against thieves, since good ones aren't going to let you hit them too many times, so you might as well chunk them good when you do nail em.
V. Basic Gameplay
This is an incredibly high single target (rifle) and multi-target (greatsword) warrior build. For that reason, it can be pretty easy to die with it, despite your stances. For that reason, positioning is incredibly important, and your greatsword is integral to keeping you moving. If you aren't moving, you're dead.
Team Fights:
For the most part you want to stay back in rifle until you're about to down someone, then close in with greatsword, pop your stances, and make sure they all go down around him.
Roaming:
Greatsword gives you incredible mobility. Because of this, you should generally be the first one to go help in a fight. You get there fast, you finish the fight fast, and then you can go help the other fights. Once again, keep in mind that swiftness does affect the distance traveled by your greatswords mobility skills.
Duels:
In duels, you rely on your stances. If you can't mostly finish them off during your stances, you're going to have a rough time. Without Berserker Stance building up your adrenaline, you're going to have to go to melee range to build it back up with any speed. However, that puts you at much greater risk, so it's generally better to just avoid dueling people without your stances up. You should be rotating to help fights, not 1v1 people. It can be really risky, because you're absolutely boned if a second person comes in, unlike other warrior builds that can sustain until help arrives.
Main Skill Rotation
The main thing here is trying to burst someone down from afar, then Rushing in and popping stances to cleave it and the rezzers. Don't pop Endure Pain or Berserker Stance if there isn't any enemy power or condi cleave to deal with. Save it.