Warrior WvW | Small Group Hammer, Sword/Shield | Assaulter WVW ZERG Assaulter 2.0 + Roaming Mods

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Summary

UPDATE

 

***Some people have suggested that this build works better as a roaming/small scale battle build that in zergs. Fair enough. In my experience it works very well in all WVW scenarios - although as noted it offers no support, but that is not its aim.***

 

Fun and extremely effective wvw build post patch. Updated with some tweaks to optimize performance, see bottom of page for traits changes recommended for roaming.

 

Warhorn and Shoutheal got nerfed into the ground, so I decided it was time warrior became an assault class again, no more shout/horn bot.

 

This build gives you a tanky, mobile, high damage warrior, with lots of escapes should you find yourself getting focused.

 

ZERG

 

Pre Combat:
The new signet trait is awesome, you will have 50% crit chance without fury with this build if you maintain 3 stacks of precision buff, which is easy to do (cast healing + fury signet several times in downtime before the fight, they should be recharged before you jump in). You shouldn't need to use dolyak signet for this.

 

Combat:
Both hammer and sword will hit really hard! Open fight with sword 2 leap, use signet fury to instantly hit full adrenaline, then cast flurry for max immobilize. Switch to hammer and let rip with staggering blow and hammer shock to dps and farm adrenaline, then unleash earthshaker, which should be at least level 2, and will 100% crit due to sigil intelligence (make sure it is your 3rd attack). Finish hammer chain, then switch back to sword, repeat. Final thrust should hit with 90-100% crit chance on a bleeding target if you have fury due to blade master. Shield is there both for the 2nd leap on 4 (immobilize break, you also have one on sword 2 leap) and the block. You can take shield master for lols, but dogged march is still king in zerg combat.

 

Sure this build has no support apart from Warbanner, but you will do a lot of damage and cc while still being a tank with great mobility, which to me is what the warrior should be about. Aggressive defense, am I right? :D

 

If you really want to run warhorn, you can. Shield is not essential. Investing in tactics isn't worth it however post nerf, in my opinion.

 

ROAMING

 

What about roaming? Works very well for that as well! You can use the build as above, or consider swapping sword for axe (same sigils) for more burst. Swap dogged march for shield master to deal with pesky rangers. If condi is a problem, tale brawlers recovery, although you will loose dps. Obviously you will want to swap warbanner for rampage as well.

 

If running axe, swap furious for burst precision to get guaranteed 100% crit eviscerates, save sigil intelligence for your hammer ;) Also take unsuspecting foe instead of blademaster and merciless hammer instead of burst mastery to enhance your hammer burst. Open with signet fury, shield bash and max eviscerate, then auto attack to farm adrenaline, before switching to hammer and rapidly unleashing your burst - backbreaker, fierce blow, staggering blow, max earthshaker, auto - these will all theoretically 100% crit due to sigil intelligence + unsuspecting foe if they connect, and will benefit from merciless hammer. Hit them with hammer shock and switch to axe when you have max adrenaline again before another 100% eviscerate.

 

And then there's always rampage if the shit really hits the fan, although most of the time I don't need it :D


I. Weapons and Skills

Berserker's Hammer
  • Weapon Strength: 985-1111
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Weapon Strength: -
  • Weapon Strength: -
  • Earthshaker¾
    Burst. Jump to the targeted location and slam your hammer down, damaging and stunning foes.
    Damage: 244Level 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 12
    Weaken your foe with a fierce blow.
    Damage: 518Weakness: 8 sRange: 150
    • 0
    • 0
  • Hammer Shock½ 12
    Smash the ground and send out a crippling wave.
    Damage: 259Crippled: 7 sRange: 600
    • 0
    • 0
  • Staggering Blow¾ 20
    Push back nearby foes with a staggering blow.
    Damage: 481Knockback: 180Combo Finisher: WhirlRange: 130
    • 0
    • 0
  • Backbreaker1 30
    Knock down your foe.
    Damage: 554Knockdown: 2 sRange: 130
    • 0
    • 0
  • Healing Signet16
    Signet Passive: Grants regeneration.
    Signet Active: Heal yourself and gain resistance.
    Healing: 3,320Resistance: 6 s
    • 0
  • Dolyak Signet¼ 48
    Signet Passive: Reduces incoming damage.
    Signet Active: Gain stability.
    x10Stability: 8 sBreak Stun
    • 0
  • Signet of Fury¼ 24
    Signet Passive: Improves precision.
    Signet Active: Gain adrenaline.
    Passive effect: 180 precisionAdrenaline: 30
    • 0
  • Endure Pain60
    Stance. Take no damage from attacks.
    Duration: 5Breaks 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

Traits

Arms

  • Precise Strikes
    Your critical hits have a 33% chance to inflict 1 stack of bleeding for 4 seconds.
    • Berserker’s Fury
      Gain 2 adrenaline every 3 seconds while in combat. Striking a foe below 25% health grants fury for 5 seconds (can only trigger once every 10 seconds).
    • Signet Mastery
      Reduces recharge on signet skills by 20%. When you activate a signet gain a stacking 100 precision buff for 1 minute (maximum 5 stacks). Striking a foe below 50% health activates Signet of Might.
    • Opportunist
      Immobilizing a target grants fury for 5 seconds (10s ICD).
  • Rending Strikes
    Your critical hits have a 33% chance to inflict 1 stack of vulnerability for 8 seconds.
    • Unuspecting Foe
      Gain 50% increased critical hit chance against stunned foes.
    • Deep Strike
      Fury you apply also gives 150 condition damage.
    • Blademaster
      Reduces recharge on sword skills by 20%. Sword skills have a 20% increased critical hit chance against bleeding foes.
  • Bloodlust
    Deal 5% additional damage to bleeding foes. Bleeding you inflict lasts 33% longer.
    • Burst Precision
      Burst skills have a 100% critical hit chance.
    • Furious
      Gain 1 additional adrenaline when you critical hit. Additionally, you gain 8 seconds of Furious Surge whenever you critical hit which increases condition damage by 10 per stack (maximum 25 stacks).
    • Dual Wielding
      Increases attack speed by 15% while wielding a sword, axe or mace in your offhand.

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.

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.

III. Stat Specifics & Effects

Primary Stats

  • Health 27912 (+8700)
  • Vitality 1870 (+870)
  • Armor 3331 (+1120)
  • Toughness 2120 (+1120)
  • Attack 3872 (+1761)
  • Power 2761 (+1761)
  • Critical Hit 21% (+21%)
  • Precision 1351 (+351)

Secondary Stats

  • Condition Duration (self) -65% (+-65%)
  • Critical Damage 11% (+11%)
  • Damage 1111 (+0%)
  • Defense 1211 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 171 (+171)
  • Stun Duration (self) -25% (+-25%)

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. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Bowl of Lemongrass Poultry Soup
Duration: 30min
Condition Duration (self): -40%
Vitality: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration (self): -40%
  • Vitality: 70
  • Experience from Kills: 10%

Utility Nourishment

Superior Sharpening Stone
Duration: 30min
Gain power equal to 6% of your toughness
Gain power equal to 4% of your vitality
Experience from Kills: 10%
  • (30min)
  • Gain power equal to 6% of your toughness
  • Gain power equal to 4% of your vitality
  • Experience from Kills: 10%

Armor & Runes

Soldier's Draconic Helm
  • Defense: 121
  • Power: 60
  • Toughness: 43
  • Vitality: 43
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Soldier's Draconic Pauldrons
  • Defense: 121
  • Power: 45
  • Toughness: 32
  • Vitality: 32
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Soldier's Draconic Coat
  • Defense: 363
  • Power: 134
  • Toughness: 96
  • Vitality: 96
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Soldier's Draconic Gauntlets
  • Defense: 182
  • Power: 45
  • Toughness: 32
  • Vitality: 32
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Soldier's Draconic Legs
  • Defense: 242
  • Power: 90
  • Toughness: 64
  • Vitality: 64
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration
Soldier's Draconic Boots
  • Defense: 182
  • Power: 45
  • Toughness: 32
  • Vitality: 32
Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration

Armor Stat Totals

  • Defense 1211
  • Toughness 474
  • Vitality 334
  • Condition Duration (self) -25%
  • Stun Duration (self) -25%
  • Power 419

Rune Bonuses

Superior Rune of Melandru
  1. Toughness: 25
  2. Vitality: 35
  3. Toughness: 50
  4. -10% Incoming Condition Duration; -10% Incoming Stun Duration
  5. Toughness: 100
  6. -15% condition duration and -15% stun duration

Accessories & Jewels

Mark of the Imperial GuardOffensive Slot
  • Power: 157
  • Toughness: 108
  • Vitality: 108
Soldier's BackOffensive Slot
  • Power: 63
  • Toughness: 40
  • Vitality: 40
(Infused)
Lost Seal of UsokuOffensive Slot
  • Power: 126
  • Toughness: 85
  • Vitality: 85
(Infused)
Royal Signet of DoricDefensive Slot
  • Power: 126
  • Toughness: 85
  • Vitality: 85
(Infused)
Golden Relic of RinOffensive Slot
  • Power: 110
  • Toughness: 74
  • Vitality: 74
Durmand's PenDefensive Slot
  • Power: 110
  • Toughness: 74
  • Vitality: 74

Accessory Totals

  • Power:692
  • Toughness:466
  • Vitality:466

Weapon Set Sigils

Berserker's Hammer
  • Weapon Strength: 985-1111
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Sigil of Intelligence
Your next 3 attacks after swapping to this weapon while in combat have a 100% chance to critical.
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)

Weapon Set I

Sigil of Intelligence

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

Berserker's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Shield
  • Weapon Strength: 806-909

  • Weapon Defense: 61
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)
Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set II

Sigil of Superior Bloodlust

You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

Sigil of Superior Energy

You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II


V. Basic Gameplay

Comments

Post a Comment
BladeBraverBureba @ 06:25 PM, Sun June 28 2015 Reply
While this is a good build, I take issue with the statement that Warhorn and Shoutheal got nerfed into the ground, especially considering the massive buffing that conditions got. Shoutheal/Shoutbow, and all other related build were viable because they provided excellent frontline support while still hitting like a large truck. This build may hit like a semi truck instead, but it's been stripped of all support value, and thus stripped of the entire reason to bring a warrior.

There are niche uses for this, and I would like to vote it up. But it's not zerg meta, and never will be. I can see this as a great roam build, possibly a new meta build for that category. Switch tags, tag it for small groups instead of large.
@ 02:38 AM, Sat July 11 2015 Reply
Hits like a small car.
@ 02:43 AM, Sat July 11 2015 Reply
Maybe even like a bicycle.
@ 03:49 PM, Thu July 02 2015 Reply
Noted, and I have made the change as suggested.