Warrior WvW | Small Group Axe/Shield, Greatsword | Roamer Eviscerate. Double Burst build.

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Summary

*Sigils have been updated, details in the Upgrade Section. New combos added also

 

A revised version of my old Double Burst build due to the new Trait System. Burst Mastery Trait chain 2 Burst Skills back-to-back

 

Bolas is amazing, but should only be used in close range and when you know they dont have immobolize counters. If it lands correctly, you can use Hundred Blades or chop them up to build adrenaline with Axe

 

The new trait benefits added to my previous build:
-Shield now has lower cooldowns
-Bolas has low cooldown of 16 seconds
-Axe Mastery now adds +150 ferocity
-Burst skills restore endurance
-remove 1 condition on swap
-below 25%, Defy Pain activates

 

Small Video of 3 chain rotations.


I. Weapons and Skills

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

  • Weapon Defense: 61
PvP Greatsword
  • Weapon Strength: 995-1100
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
PvP
  • Weapon Strength: -
  • Eviscerate
    Burst. Leap at your foe with a devastating attack. Effect increases with adrenaline level.
    Level 1 damage: 487Level 2 damage: 609 Level 3 damage: 731 Combo Finisher: LeapRange: 300
  • Chop¼
    Chop your foe.
    Damage: 227Range: 130
    • Double Chop
      Chop your foe twice.
      Damage (2x): 480Range: 130
    • Triple Chop
      Deliver three final chops to your foe.
      Damage (3x): 1,158Range: 130
  • Cyclone Axe½
    Spin around and attack all nearby foes.
    Damage (2x): 236x4Vulnerability: 8 sCombo Finisher: WhirlRange: 130
    • 0
    • 0
  • Throw Axe¼ 8
    Throw an axe that cripples foes.
    Damage: 225Crippled: 4 sCombo Finisher: ProjectileRange: 900
    • 0
    • 0
  • Shield Bash½ 16
    Bash your foe with your shield and stun them.
    Damage: 302Stun: 2 sCombo Finisher: LeapRange: 300
    • 0
    • 0
  • Shield Stance3 20
    Block attacks.
    Duration: 3
    • 0
    • 0
  • Healing Signet20
    Signet Passive: Grants regeneration.
    Signet Active: Heal yourself and gain resistance.
    Healing: 3,320Resistance: 6 s
    • 0
  • Balanced Stance40
    Stance. You gain stability and swiftness.
    x5Stability: 8 sSwiftness: 8 sBreaks stun
    • 0
  • Berserker Stance60
    Stance. Gain adrenaline for a short time. Conditions cannot be applied to you.
    Duration: 8
    • 0
  • Throw Bolas ½ 16
    Physical. Throw bolas to immobilize your foe.
    Immobilized: 4 sDamage: 61Combo Finisher: ProjectileRange: 900
    • 0
  • Rampage 1 144
    Physical. Take the form of a massive juggernaut.
    x3Stability: 3 s (per pulse)Swiftness: 20 sDuration: 15
    • 0

Traits

Strength

  • Reckless Dodge
    Deal damage to foes at the end of your dodge roll.
    • Death from Above
      Falling damage reduced by 50%. When you take falling damage launch foes away from your point of impact.
    • Restorative Strength
      Gain 5 stacks of might for 6 seconds when you use a healing skill.
    • Peak Performance
      Reduces the recharge of Physical skills by 20%. Physical skills deal 10% more damage for each bar of adrenaline you have accrued.
  • Building Momentum
    Burst skills restore 15 endurance if they hit.
    • Body Blow
      Stuns, dazes, knockbacks and knockdowns inflict weakness for 3 seconds and 2 stacks of bleeding for 6 seconds.
    • Forceful Greatsword
      Reduces the recharge of Greatsword and spear skills by 20% and increases damage of greatsword and spear skills by 10%. Additionally when you land a critical hit with these weapons you gain 1 stack of might for 5 seconds.
    • Great Fortitude
      Gain vitality equal to 10% of your power.
  • Stick and Move
    Deal 10% more damage while your endurance is not full. Adept
    • Berserker’s Power
      Gain a 10/15/20% damage boost for 8 seconds after using a burst skill based on how much adrenaline was spent.
    • Distracting Strikes
      Interrupts inflict 4 stacks of confusion for 8 seconds.
    • Axe Mastery
      Recharge on axe skills is reduced by 20% and gain 150 ferocity for each axe you are wielding. When you critical hit with an axe you gain 2 additional adrenaline.

Discipline

  • Versatile Rage
    Gain 5 adrenaline when you swap weapons.
    • Crack Shot
      Reduces recharge of rifle and harpoon gun weapon skills by 20%. Rifle and harpoon gun shots pierce.
    • Warrior’s Sprint
      Move 25% faster while wielding melee weapons. Using a movement skill removes the immobilize condition.
    • Vengeful Return
      The Vengeance downed skill has a 100% chance to rally you if you kill a foe while it is active. When you rally you regain 25% additional health and 100 endurance.
  • Fast Hands
    Reduces recharge of weapon swap by 5 seconds.
    • Inspiring Battle Standard
      Banners apply regeneration for 3 seconds every 3 seconds to allies in their radius while they are active.
    • Destruction of the Empowered
      Deal 3% additional damage to foes for each boon they have on them.
    • Brawler’s Recovery
      Remove 1 condition whenever you swap weapons (combat only).
  • Versatile Power
    Gain 2 stacks of might for 10 seconds whenever you swap weapons (combat only). Burst skill recharge is reduced by 15%.
    • Merciless Hammer
      Reduces recharge of hammer weapon skills by 20%. Hammer skills deal 20% more damage to stunned, dazed, knocked down, or launched foes.
    • Heightened Focus
      Striking a foe below 50% health grants quickness for 4 seconds (15s ICD).
    • Burst Mastery
      Burst skills deal 7% more damage. Regain 3/7/10 adrenaline when using a burst skill based on the amount of adrenaline spent.

Defense

  • Thick Skin
    Gain 120 toughness while you are above 90% health.
    • Shield Master
      Reduces recharge on shield skills by 20%. Blocking an attack grants 1 stack of might for 8 seconds. If you block a missile attack you reflect it instead.
    • Dogged March
      Chill, cripple and immobilize have their duration reduced by 33% when applied to you. Gain regeneration for 3 seconds whenever one of these conditions is applied to you (10s ICD).
    • Cull the Weak
      Deal 5% more damage to weakened foes. Striking a foe without weakness that is below 25% health inflicts weakness on them for 3 seconds.
  • Adrenal Health
    Heal every 3 seconds based on your current adrenaline level.
    • Defy Pain
      Cast Endure Pain if you take damage while below 25% health. This trait benefits from the duration bonus provided by Last Stand
    • Armored Attack
      Gain power equal to 10% of your toughness.
    • Sundering Mace
      Reduces recharge on mace weapon skills by 20%. Mace skills apply 1 stack of vulnerability for 10 seconds whenever they hit a foe that is dazed, launched, knocked down or stunned.
  • Spiked Armor
    Gain 150 toughness while you have retaliation. Suffering a critical hit grants you retaliation for 5 seconds (15s ICD)
    • Last Stand
      Gain vigor for 6 seconds whenever you activate a stance. Stance durations last 25% longer. If you are affected by a crowd control skill cast Balanced Stance. 45s internal cooldown.
    • Cleansing Ire
      Gain 1 adrenaline whenever you are hit. Remove 1 condition per bar of adrenaline spent when activating a burst skill.
    • Rousing Resilience
      Gain 1000 toughness for 8 seconds and heal yourself whenever you break out of a stun.

III. Stat Specifics & Effects

Primary Stats

  • Health 19212 (+0)
  • Vitality 1000 (+0)
  • Armor 3472 (+1200)
  • Toughness 2200 (+1200)
  • Attack 3054 (+1075)
  • Power 2075 (+1075)
  • Critical Hit 54% (+54%)
  • Precision 1900 (+900)

Secondary Stats

  • Condition Duration (self) -20% (+-20%)
  • Critical Damage 10% (+10%)
  • Damage 979 (+0%)
  • Defense 1272 (+0)
  • Ferocity 150 (+150)
  • Might 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

IV. Runes, Sigils, Accessories & Jewels

Armor & Runes

PvP Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
PvP Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
PvP Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
PvP Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
PvP Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.
PvP Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.

Rune Stat Totals

  • Power 175
  • Might Duration 30%
  • Condition Duration (self) -20%

Rune Bonuses

PvP Rune of Hoelbrak
  1. Power: 25
  2. Might Duration: 10%
  3. Power: 50
  4. 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
  5. Power: 100
  6. +20% Might Duration; -20% Condition Duration applied to you.

Accessories & Jewels

Knight's Amulet
  • Power: 900
  • Precision: 900
  • Toughness: 1200

Accessory Totals

  • Power:900
  • Precision:900
  • Toughness:1200

Weapon Set Sigils

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 Accuracy
+7% crit chance.

Weapon Set I

Sigil of Intelligence

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

Sigil of Superior Accuracy

+7% crit chance.

PvP Greatsword
  • Weapon Strength: 995-1100
PvP
  • Weapon Strength: -
Sigil of Superior Hydromancy
You freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
Sigil of Superior Accuracy
+7% crit chance.

Weapon Set II

Sigil of Superior Hydromancy

You freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

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

Water Weapon I

Water Weapon II

Upgrade Item Details

Rune of Hoelbrak will let you have better sustained Might when Greatsword picks up those stacks

 

*new update. I now use different sigils:
Greatsword: Sigil of Intelligence/Sigil of Hydromancy
Axe/Shield: Sigil of Intelligence/Sigil of Paralyzation

 

Sigil of Intelligence on Greatsword will land 100% hits on with Arcing Slice and Rush right after you swap
Sigil of Hydromancy will hold them long enough to land Arcing Slice very very easily

 

Sigil of Intelligence on Axe/Shield gives you a guaranteed Eviscerate after swap, usually after Whirlwind Attack
Sigil of Paralyzation lets you land Eviscerate 100% after a Shield Bash, or you can swap right into Hundred Blades after Shield Bash if you still want that massive damage. 16 second cooldown on Shield Bash makes this a major contender


V. Basic Gameplay


Main Skill Rotation

Rush2 16
Charge and strike your foe.
Damage: 628Range: 1,200
Throw Bolas ½ 16
Physical. Throw bolas to immobilize your foe.
Immobilized: 4 sDamage: 61Combo Finisher: ProjectileRange: 900
Hundred Blades
Repeatedly strike multiple foes. The last strike does extra damage.
Damage (8x): 1,624Final strike damage: 406Range: 130

notable mention, this will get in very close range and then catch them. has a very high rate of success


Rush2 16
Charge and strike your foe.
Damage: 628Range: 1,200
Arcing Slice¾
Burst. Strike your foe with an uppercut and gain fury.
Damage: 480Level 1 adrenaline: 3 sLevel 2 adrenaline: 6 sLevel 3 adrenaline: 9 sRange: 150
Eviscerate
Burst. Leap at your foe with a devastating attack. Effect increases with adrenaline level.
Level 1 damage: 487Level 2 damage: 609 Level 3 damage: 731 Combo Finisher: LeapRange: 300

get in, close enough for a wide Arcing Slice, finish off with a 300 range Eviscerate


Shield Bash½ 16
Bash your foe with your shield and stun them.
Damage: 302Stun: 2 sCombo Finisher: LeapRange: 300
Eviscerate
Burst. Leap at your foe with a devastating attack. Effect increases with adrenaline level.
Level 1 damage: 487Level 2 damage: 609 Level 3 damage: 731 Combo Finisher: LeapRange: 300
Arcing Slice¾
Burst. Strike your foe with an uppercut and gain fury.
Damage: 480Level 1 adrenaline: 3 sLevel 2 adrenaline: 6 sLevel 3 adrenaline: 9 sRange: 150
Whirlwind Attack¼ 8
Whirl in a target's direction, slashing foes along your path.
Damage: 259Combo Finisher: WhirlRange: 450

stun, Eviscerate, swapping will trigger Hydromancy which will easily let you land Arcing Slice, finish off with Whirlwind. with Burst Mastery and adrenaline on swap, the combo is almost always available with even just 1-1/2 bar of adrenaline


Healing Signet20
Signet Passive: Grants regeneration.
Signet Active: Heal yourself and gain resistance.
Healing: 3,320Resistance: 6 s
Rampage 1 144
Physical. Take the form of a massive juggernaut.
x3Stability: 3 s (per pulse)Swiftness: 20 sDuration: 15

new combo. gotta use this when you are slammed with condis. when you are in Rampage, your Healing Signet is ignored anyways, might as well null those condis


Rampage 1 144
Physical. Take the form of a massive juggernaut.
x3Stability: 3 s (per pulse)Swiftness: 20 sDuration: 15
Throw Boulder1 12
Throw a boulder and knock down your foe.
Damage: 409Stun: 2 sCombo Finisher: ProjectileRange: 900
Seismic Leap¾ 15
Leap into the air and knock down nearby foes where you land.
Damage: 545Knockdown: 2 sRadius: 240Combo Finisher: BlastRange: 600
Smash½
Smash your foe.
Damage: 545Crippled: 2 sRange: 130
Bash½
Bash your foe with another blow.
Damage: 545x5Vulnerability: 5 sx5Range: 130
Uppercut1
Finish the chain with a pulverizing uppercut.
Damage: 645Daze: ½ sRange: 130

throw a stun rock and knock them down. cripple, vulnerable, daze. amazing range, power and stuns


Shield Bash½ 16
Bash your foe with your shield and stun them.
Damage: 302Stun: 2 sCombo Finisher: LeapRange: 300
Hundred Blades
Repeatedly strike multiple foes. The last strike does extra damage.
Damage (8x): 1,624Final strike damage: 406Range: 130

if you choose to put Sigil of Paralyzation on your Axe/Shield set. the combo does great damage and is a 16 second cooldown combo!. Stuns while Hundred Blades take them to town


Rush2 16
Charge and strike your foe.
Damage: 628Range: 1,200
Whirlwind Attack¼ 8
Whirl in a target's direction, slashing foes along your path.
Damage: 259Combo Finisher: WhirlRange: 450

a quick 1,2 punch when you need to do a 1200 range attack and want to minimize incoming damage as much as possible. Whirlwind Attack does great damage and quickly moves you to safety


Whirlwind Attack¼ 8
Whirl in a target's direction, slashing foes along your path.
Damage: 259Combo Finisher: WhirlRange: 450
Eviscerate
Burst. Leap at your foe with a devastating attack. Effect increases with adrenaline level.
Level 1 damage: 487Level 2 damage: 609 Level 3 damage: 731 Combo Finisher: LeapRange: 300

slice threw them while putting yourself in close range, swap for a 100% crit hit Eviscerate when you have Sigil of Intelligence on your Axe/Shield set


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