Warrior sPvP | Tournament Hammer, Axe/Axe | Roamer Is Rly Good's Warrior Build

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Summary

This is a Warrior build which I have made and fallen in love with.

 

This build utilizes the High Adrenaline gain and damage of Dual Axes with the High CC capability of Hammer to punish squishy targets and put large amounts of pressure on almost every class/spec.

 

As this is a Warrior build, it may take some getting used to, as your attacks are highly telegraphed. But fear not, with your insane amount of sustain, almost nothing can last long against you without help.

 

Note: This build is flexible in that you can be a Roamer, Team Fighter, Far Point Assaulter, and can Sub for your Home Point Defender if he/she is dead/away/having a tea party, but it should not be your dedicated Home Point Defender.

 

Here are some Strengths and Weaknesses of this build.
Strengths:
High Sustain
Support for Allies in the form of Peeling
High Single Target Damage
Counters current Meta Specs (Spirit Rangers/Terromancers)
AoE Ressurect
Good CC
Good Cleave
Very Resistant to Conditions

 

Weaknesses:
No Condition Pressure
Susceptible to combined burst
No Ranged options
Weak against Thieves in 1v1 situations

 

THIS BUILD IS OLD AS SHIT AND I DON'T PLAY GW2 ANYMORE SO DON'T USE IT.


I. Weapons and Skills

PvP Hammer
  • Weapon Strength: 985-1111
PvP
  • Weapon Strength: 0-0
PvP Axe
  • Weapon Strength: 857-1048
PvP Axe
  • Weapon Strength: 857-1048
PvP
  • Weapon Strength: 0-0
PvP
  • Weapon Strength: 0-0
  • Earthshaker¾ 5
    Burst. Jump to the targeted location and slam your hammer down, damaging and stunning foes.
    Damage: 268Level 1 stun: 1 sLevel 2 stun: 1½ sLevel 3 stun: 2 sCombo Finisher: BlastRadius: 240Range: 600
  • Hammer Swing½
    Bash your foe.
    Damage: 333Range: 130
    • Hammer Bash½
      Bash your foe again.
      Damage: 333Range: 130
    • Hammer Smash½
      Smash the ground and damage nearby foes.
      Damage: 444Range: 130
  • Fierce Blow¾
    Weaken your foe with a fierce blow.
    Damage: 518Weakness: 8 sRange: 150
    • 0
    • 0
  • Hammer Shock½
    Smash the ground and send out a crippling wave.
    Damage: 259Crippled: 7 sRange: 600
    • 0
    • 0
  • Staggering Blow¾ 16
    Push back nearby foes with a staggering blow.
    Damage: 481Knockback: 180Combo Finisher: WhirlRange: 130
    • 0
    • 0
  • Backbreaker1 24
    Knock down your foe.
    Damage: 554Knockdown: 2 sRange: 130
    • 0
    • 0
  • Healing Signet20
    Signet Passive: Grants regeneration.
    Signet Active: Heal yourself and gain resistance.
    Healing: 3,320Resistance: 6 s
    • 0
  • Dolyak Signet¼ 60
    Signet Passive: Reduces incoming damage.
    Signet Active: Gain stability.
    x10Stability: 8 sBreak Stun
    • 0
  • Berserker Stance60
    Stance. Gain adrenaline for a short time. Conditions cannot be applied to you.
    Duration: 10
    • 0
  • Balanced Stance40
    Stance. You gain stability and swiftness.
    x5Stability: 8 sSwiftness: 8 sBreaks stun
    • 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

Hammer - Hammer is one of the Warrior's main CC weapons. It contains three disables (Stun, Knockdown, and Knockback), decent AoE attacks, cripple, weakness, and good damage to make a very solid weapon.

 

Auto Attack - Slow, hits for a little bit more per hit than axe, and has an AoE at the end of the chain. I very rarely use this.
Fierce Blow - Good damage, and with the Merciless Hammer Trait, allows you to have almost 100% uptime of weakness on a single target.
Hammer Shock - A cone-shaped-forward-moving AoE cripple with 600 range and low damage. Very nice for priming targets at range for Earthshaker.
Staggering Blow - An AoE Knockback, Whirl Finisher with medium damage. Fantastic for stopping people from resurrecting their teammates or stomping yours, or priming a target for Eviscerate.
Backbreaker - High Damage, Single Target knockdown that excels at being an interrupt. I use this to disable enemies, priming them for Fierce Blow/Eviscerate, interrupting heals/elites, and keeping people off points.
Earthshaker - An AoE, medium damage, ranged 2 1/2 stun. You'll be using this skill a lot. Great for disorienting a large group of enemies, can be used as a gap closer, and can be used like Backbreaker (interrupt, etc.) Oh, did I mention it also can clear 3 conditions off of you?

 

Axe/Axe - Dual Axes are high hitting, crit based weapons that you'll be using a lot. With high adrenaline gain, short recharge times, fury, and cleave, this weapon set excels at dishing out large amounts of damage.

 

Auto Attack - The auto attack of MH Axe is far superior to Hammer, so I use this skill for its good damage, cleave, and high adrenaline gain. If you are able to, I would try to hit with the final attack in the chain, as I've hit over 2k with it.
Cyclone Axe - Low damage, spin attack that inflicts 4 stacks of Vulnerability. With it's short recharge, and the fact that it hits all enemies around you twice, this skill excels at gaining Adrenaline.
Throw Axe - Low damage, medium/far range cripple, and a projectile finisher. This skills is alright at best. Good for crippling ranged targets so you can get to them without using a gap closer.
Dual Strike - Medium Damage, Cleaves, and grants fury, and looks cool, what's not to love? Because you won't be taking Signet of Rage, this is your main source of Fury. Under ideal circumstances, this will grant you 30 seconds of Fury on one use.
Whirling Axe - High damage, circular AoE skill. Great for building Adrenaline, and cleaving downed targets. With the recent buff to damage of this skill, it has essentially become a mini Hundred Blades. But there are 3, very important things you should know. First, this hits all targets around. Second, you can move while using it. Third, because this hits 15 times, Retaliation will destroy you. A great skill, but only if used at the correct time.
Eviscerate - Incredibly High Damage, Single Target, Leap finisher. This skill is very powerful if used correctly. You shouldn't use this skill too freely, as it is highly telegraphed and easily dodgeable. Instead, you should attempt to disable your target first, wear down their dodges so they can't avoid it, or use it on a distracted target, such as someone resurrecting their teammate, healing, or not paying attention to you.

 

Utilities

 

Healing Signet - Passive Regeneration. With the recent buff to this skill, it has become stupidly powerful. Combined with your passive Adrenaline heal, you'll be regenerating 530 HP/sec on average. I do not recommend using the active ability unless it's an absolute emergency.
Dolyak Signet - Grants 180 toughness when not being used, is a stun break, and grants stability. A very nice skill that increases your general survivability. Use this after Balanced Stance.
Berserker's Stance - A staple skill in my opinion. With the recent Necro-Apocalypse, this skill has become incredibly powerful. It will make you almost completely invulnerable to any condition spec for 10 seconds, while giving you more Adrenaline than you can handle. This skill is handy for stomping Necromancers.
Balanced Stance - 8 Second Stability and Swiftness. Your go to stun breaker. Use this first to break stuns, as it's recharge time is lower than Dolyak Signet, and you don't lose toughness upon using it, that being said, it is very useful for stomping.
Battle Standard - One of the Warriors greatest support abilities. Resurrects downed allies and then gives them Fury, Might, and Swiftness for 65 seconds. If you pick this up, you are able to grant all nearby allies Swiftness, and 2 seconds of Stability. I mainly use this skill for resurrecting, as it has a 4-minute cooldown, and you wouldn't want to waste such a good skill.

 


 


II. Traits

Adept Master Grandmaster

Trait Details

Defense - Boosts Toughness and Healing power, and like its name states, is focused on defense.

 

Sure-Footed - Makes your stances better. Not much else to say. Can be swapped out for Dog's March if you find Movement Debuffs get you down.
Cleansing Ire - A fantastic trait in this current Meta. With this, your condition removal is only beaten by an Empathetic Bond Ranger. Be wary though, as it will only remove conditions if you hit with your Burst skill, and expend Adrenaline.
Merciless Hammer - With lower recharge times on Hammer, you are able to flow much better with Axe/Axe. With the the damage boost, you can hit very high with Hammer, if you time your skills correctly.

Tactics - Improves Vitality and Boon Duration. Doesn't make you better as a Tactician though.

 

Desperate Power - You gain a significant damage boost while below 50% health. Very good for 1v1's. This trait can be swapped out for Dual Wielding in Strength if you prefer the constant damage boost, but you lose 400 Toughness while reviving.

 

Discipline - Improves Critical Hit damage and lowers your burst skills recharge time, which makes this trait line a must for this build.

 

Warrior's Sprint - As you don't have a lot of mobility with this build, this helps make up for that. Grants a flat 25% speed increase at all times.
Sharpened Axes - This trait is fantastic, it allows better flow with Hammer, and much faster Adrenaline gain while in Axe/Axe.
Burst Mastery - Very nice trait for this build. This trait makes your burst skills consume 1 less bar of Adrenaline, and makes them deal roughly 10% more damage. Can be swapped out for Destruction of the Empowered.

 


III. Stat Specifics & Effects

Primary Stats

  • Health 20292 (+1080)
  • Vitality 1024 (+108)
  • Armor 2615 (+488)
  • Toughness 1404 (+488)
  • Attack 3235 (+1208)
  • Power 2124 (+1208)
  • Critical Hit 52% (+52%)
  • Precision 1999 (+1083)

Secondary Stats

  • Boon Duration 10% (+10%)
  • Burst Recharge 30% (+30%)
  • Condition Damage 8 (+8)
  • Critical Damage 87% (+87%)
  • Damage 1111 (+0%)
  • Defense 1211 (+0)
  • Ferocity 1308 (+1308)
  • Healing Power 308 (+308)
  • Movement Speed 25% (+25%)
  • Stance Duration 25% (+25%)
  • Stun Duration 30% (+30%)

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

Control Abilites will be a boon to you in any situation. As you don't have any combo fields, you'll want to effectively use you finishers to benefit you and your team, or hinder the enemy team.


IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of the Ranger
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +7% damage while you have an active companion.
PvP Rune of the Ranger
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +7% damage while you have an active companion.
PvP Rune of the Ranger
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +7% damage while you have an active companion.
PvP Rune of the Ranger
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +7% damage while you have an active companion.
PvP Rune of the Ranger
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
  6. +7% damage while you have an active companion.
PvP Rune of Divinity
  1. +8 to all stats
  2. +10 to all stats
  3. +12 to all stats
  4. +14 to all stats
  5. +16 to all stats
  6. +18 to all stats

Rune Stat Totals

  • Precision 183
  • Ferocity 108
  • Power 8
  • Toughness 8
  • Vitality 8
  • Condition Damage 8
  • Healing Power 8

Rune Bonuses

PvP Rune of the Ranger
  1. Precision: 25
  2. Ferocity: 35
  3. Precision: 50
  4. Ferocity: 65
  5. Precision: 100
PvP Rune of Divinity
  1. +8 to all stats

Accessories & Jewels

Berserker's Amulet
  • Power: 1200
  • Precision: 900
  • Ferocity: 900
delete
  • Power: 0
  • Toughness: 0
  • Ferocity: 0
  • Healing Power: 0

Accessory Totals

  • Power:1200
  • Precision:900
  • Ferocity:900
  • Toughness:0
  • Healing Power:0

Weapon Set Sigils

PvP Hammer
  • Weapon Strength: 985-1111
PvP
  • Weapon Strength: 0-0
Sigil of Superior Paralyzation
+30% stun duration.

Weapon Set I

Sigil of Superior Paralyzation

+30% stun duration.

PvP Axe
  • Weapon Strength: 857-1048
PvP Axe
  • Weapon Strength: 857-1048
Sigil of Superior Fire
50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set II

Sigil of Superior Fire

50% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

Sigil of Superior Accuracy

+7% crit chance.

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

Water Weapon I

Water Weapon II

Upgrade Item Details

Amulet - Berserker's Amulet is a high damage amulet that fits this build perfectly. With the addition of Valkyrie's Jewel, you have extra toughness and healing power, while not taking away from crit damage or power.

 

Runes - 5 Runes of the Ranger are essentially the same thing as 5 Runes of the Eagle. They help you get a higher critical chance while also giving you more damage.

 

Sigils - Sigil of Fire adds a nice AoE Damage boost to Axe/Axe while Sigil of Accuracy helps raise your critical chance to 44%. Sigil of Paralyzation increases your Earthshakers Stun by .25 Seconds, which I find helps quite a bit.


V. Basic Gameplay

This build requires you to be highly aggressive, but patient at the same time. You should never use your Burst Skills unless you have full Adrenaline, unless necessary (An example of this is interrupting a heal/rez/stomp with Earthshaker). You should target squishy, high priority targets (Necros, Spirit Rangers, etc.) and put as much pressure on them as possible. With Berkserker's Stance, they can't do anything against you. Here's some basic strategy against Meta-Specs:

 

Vs. Terrormancer - Most Terrormancers don't run any stunbreaks, so they are highly susceptible to Hammer. Berserker's Stance makes them almost unable to damage you for 10 seconds, allowing you to get many hits off. If one goes into Death Shroud to survive and stop your damage, wait until they either go out of it, or are very low in it, to use Eviscerate, the damage will bleed through to their normal health pool. If one goes Plague Form in a team fight, you've done your job for the moment, as their DPS is lowered considerably for the short time their in it. However, keep your eyes on him with a Disable ready, as most of the time they will attempt to heal as soon as their out of Plague. Another thing to watch out for it they will almost always gain 8 seconds of Protection at 50% HP, along with gaining crazy amounts of Life Force.

 

Vs. Spirit Ranger - Spirit Rangers are next to useless against you. Whirling Axe allows you to kill all of their spirits very easily, and they rarely run stuns breaks, making them susceptible to stun-lock. Their two biggest "strengths" against you is their Elite Spirit, which can take many more hits than their normal spirits, and their ability to dodge often. If they use their Elite Spirit (Spirit of Nature's Renewal) KILL IT ASAP. It will give them regeneration that rivals yours, and the ability to resurrect themselves.

 

Vs. Dual Kit Engineers (Teldo/God's) - A good Engineer can be a tough customer. With their ability to spam Blind and Confusion, they can spell trouble for you if you're caught off guard. When fighting one, using your Berseker's Stance doesn't always get a kill, due to their CC and ability to dodge often. Pay attention to your conditions. If you have confusion on you and neither of your burst skills are available, dodge their attacks till one is up, or don't attack till it's gone. Be wary of blinds, one missed burst skill can spell doom for you. Good skills to safely remove blinds are Hammer Shock and Throw Axe. Always attempt to CC one before using Eviscerate. With that said, most Engineers don't run stunbreakers or only one, so it is very easy to stunlock them.

 

I've roughly covered your three main targets in a team fight, other specs that your strong against are Shatter Mesmers, and S/D Burst Elementalists, but I have not seen these two classes often because Shatter Mesmers are weak to Conditions, and S/D Burst Elementalists are hard to run and somewhat squshy. Thieves are tough to take out (blinds and evades). You shouldn't go for a Bunker Guardian by yourself, as it would take too long to solo one. Most Warriors won't have an advantage or disadvantage towards you.


Main Skill Rotation

Berserker Stance60
Stance. Gain adrenaline for a short time. Conditions cannot be applied to you.
Duration: 10
Throw Axe¼ 10
Throw an axe that cripples foes.
Damage: 225Crippled: 4 sCombo Finisher: ProjectileRange: 900
Dual Strike½ 12
Strike your foe with both weapons. Gain fury with each hit.
Damage (2x): 404x2Fury: 2 sRange: 130
Cyclone Axe½ 6
Spin around and attack all nearby foes.
Damage (2x): 236x4Vulnerability: 8 sCombo Finisher: WhirlRange: 130
Earthshaker¾ 5
Burst. Jump to the targeted location and slam your hammer down, damaging and stunning foes.
Damage: 268Level 1 stun: 1 sLevel 2 stun: 1½ sLevel 3 stun: 2 sCombo Finisher: BlastRadius: 240Range: 600
Fierce Blow¾
Weaken your foe with a fierce blow.
Damage: 518Weakness: 8 sRange: 150
Backbreaker1 24
Knock down your foe.
Damage: 554Knockdown: 2 sRange: 130
Hammer Shock½
Smash the ground and send out a crippling wave.
Damage: 259Crippled: 7 sRange: 600
Staggering Blow¾ 16
Push back nearby foes with a staggering blow.
Damage: 481Knockback: 180Combo Finisher: WhirlRange: 130
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

Can very easily take out any target with out a stun breaker. Time your stuns so that you have enough time to swap back to Axe/Axe in time, but not so slow that they are able to counter you.


VI. Closing...

I find this build to be incredibly fun and viable, but it took some practice for me to get good at it. I wouldn't say it's as difficult to run as Teldo's Build or Cruuk's Build, but don't expect to faceroll people with it right after you pick it up. Also, those rotations aren't set in stone, I didn't think them up per se, I just noticed myself using them during fights. I hope you like the build, and thank you for checking it out! If you have any questions, feel free to message me in game (Is Rly Good)>


Comments

Post a Comment
@ 05:16 PM, Thu August 22 2013 Reply
Being an experienced pvper from other games, I just recently began playing gw2. This guide is great for learning warrior and crushing skulls in pvp. Closing statement was very accurate also, especially about rotations and the build taking practice to be good with.
@ 05:12 AM, Sat September 21 2013 Reply
Excellent build :D. It took me a while to get good at it as you said, and also it's very funny, my friends are like: "Get it off from me, get if off from me!".

Things i changed that you can consider:

- Changed the off hand axe for a mace for more stun and vulnerability.
- Changed the 10 tactics points for 10 points in strength using the trait skill "Dual Wielding" for more damage output.
- Changed the Sigil of Fire for a Sigil of Strength for more might stacking.
- Changed the elite to "Sigil of Rage".

Your build is kind of awesome. You should try this changes i made, my survivability it's still incredible, have one more skill to interrupt with mace, and have a little bit more of damage output, more adrenaline gain and more!.

Thanks.
@ 02:08 PM, Sat September 21 2013 Reply
PD: It's Sigil of Battle, not Sigil of Strength!
@ 11:36 AM, Wed December 18 2013 Reply
I'll be sure to give these changes a try. Signet of Rage with Lyssa Runes is actually pretty OP.
@ 02:08 PM, Wed December 11 2013 Reply
Thank you so much for the build I am really enjoying it! The extra information you provided was really useful in my case. Do you think that this spec needs an update after the 10th of December patch??
@ 11:35 AM, Wed December 18 2013 Reply
Glad you like it! It definitely does need an update, which I am working on right now.
@ 04:44 AM, Thu December 26 2013 Reply
Thank you for your reply...Honestly, I am too busy with work to start figuring out the changes needed. In case you can share the new build I will greatly appreciate it... Merry Christmas!!!!!