Warrior WvW | Fun Greatsword, Rifle | Roamer KS MAH (fill in blank here)
Table of Contents
Summary
Hello again guys, this time I am going to show you my first killshot build!!
I. Weapons and Skills
- Greatsword Slice½Slice your foe.Damage: 259Vulnerability: 8 sRange: 130
- Brutal Strike½Hit your foe with a final brutal strike.Damage: 333Range: 130
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Weapon and Skill Details
Alright so instead of an Exotic Rifle its gonna be Ascended (made a mistake). So for utility skills i went with Berserker Stance (always needed to stop that condi shtuff), Dolyak Signet (optional but, needed for reduce damage and double stab stacks for 2v1's and up), Endure Pain (damage reduction needed in fights, and Signet of Rage (for dat extra POWA!!).
Traits
Defense
- Thick SkinGain 120 toughness while you are above 90% health.
- Shield MasterReduces 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 MarchChill, 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 WeakDeal 5% more damage to weakened foes. Striking a foe without weakness that is below 25% health inflicts weakness on them for 3 seconds.
- Adrenal HealthHeal every 3 seconds based on your current adrenaline level.
- Defy PainCast Endure Pain if you take damage while below 25% health. This trait benefits from the duration bonus provided by Last Stand
- Armored AttackGain power equal to 10% of your toughness.
- Sundering MaceReduces 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 ArmorGain 150 toughness while you have retaliation. Suffering a critical hit grants you retaliation for 5 seconds (15s ICD)
- Last StandGain 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 IreGain 1 adrenaline whenever you are hit. Remove 1 condition per bar of adrenaline spent when activating a burst skill.
- Rousing ResilienceGain 1000 toughness for 8 seconds and heal yourself whenever you break out of a stun.
Discipline
- Versatile RageGain 5 adrenaline when you swap weapons.
- Crack ShotReduces recharge of rifle and harpoon gun weapon skills by 20%. Rifle and harpoon gun shots pierce.
- Warrior’s SprintMove 25% faster while wielding melee weapons. Using a movement skill removes the immobilize condition.
- Vengeful ReturnThe 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 HandsReduces recharge of weapon swap by 5 seconds.
- Inspiring Battle StandardBanners apply regeneration for 3 seconds every 3 seconds to allies in their radius while they are active.
- Destruction of the EmpoweredDeal 3% additional damage to foes for each boon they have on them.
- Brawler’s RecoveryRemove 1 condition whenever you swap weapons (combat only).
- Versatile PowerGain 2 stacks of might for 10 seconds whenever you swap weapons (combat only). Burst skill recharge is reduced by 15%.
- Merciless HammerReduces recharge of hammer weapon skills by 20%. Hammer skills deal 20% more damage to stunned, dazed, knocked down, or launched foes.
- Heightened FocusStriking a foe below 50% health grants quickness for 4 seconds (15s ICD).
- Burst MasteryBurst skills deal 7% more damage. Regain 3/7/10 adrenaline when using a burst skill based on the amount of adrenaline spent.
Strength
- Reckless DodgeDeal damage to foes at the end of your dodge roll.
- Death from AboveFalling damage reduced by 50%. When you take falling damage launch foes away from your point of impact.
- Restorative StrengthGain 5 stacks of might for 6 seconds when you use a healing skill.
- Peak PerformanceReduces the recharge of Physical skills by 20%. Physical skills deal 10% more damage for each bar of adrenaline you have accrued.
- Building MomentumBurst skills restore 15 endurance if they hit.
- Body BlowStuns, dazes, knockbacks and knockdowns inflict weakness for 3 seconds and 2 stacks of bleeding for 6 seconds.
- Forceful GreatswordReduces 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 FortitudeGain vitality equal to 10% of your power.
- Stick and MoveDeal 10% more damage while your endurance is not full. Adept
- Berserker’s PowerGain a 10/15/20% damage boost for 8 seconds after using a burst skill based on how much adrenaline was spent.
- Distracting StrikesInterrupts inflict 4 stacks of confusion for 8 seconds.
- Axe MasteryRecharge 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.
Trait Details
Trait Lines
Defense:
1. Dogged March (cause we don't need dat condi in our life)
2. Defy Pain (wasted endure pain skill redeemer,and that last stand)
3. Cleansing Ire (optional: Last Stand, but i don't want that Anet supported condi in mah life)
Discipline:
1. Crack Shot (O'l Besty needed a tune up)
2. Brawlers Recovery (WASH DA CONDI AWAY)
3. Burst Mastery (for some extra KS damage, optional: Heightened Focus for faster KS's/kills)
Strength:
1. Death From Above (incase you wanna surprise someone or you need it to get away)
2. Forceful Greatsword (switched to GS to finish the job)
3. Berserker's Power (a little help to finish the job incase KS didn't)
Optional: Switch any trait line for Arms for the extra damage.
III. Stat Specifics & Effects
Primary Stats
- Health 20622 (+1410)
- Vitality 1141 (+141)
- Armor 2615 (+380)
- Toughness 1380 (+380)
- Attack 3771 (+1616)
- Power 2616 (+1616)
- Critical Hit 47% (+47%)
- Precision 1905 (+905)
Secondary Stats
- Agony Resistance 40 (+40)
- Condition Duration (self) -20% (+-20%)
- Critical Damage 62% (+62%)
- DMG Taken from Guards and Lords -1% (+-1%)
- DMG to Guards and Lords 1% (+1%)
- Damage 1155 (+0%)
- Defense 1235 (+0)
- Experience from Kills 20% (+20%)
- Ferocity 936 (+936)
- Might Duration 10% (+10%)
Boons
Conditions
Control
Fields & Finishers
Stat and Effect Details
This is all based on doing having stab, might, fury, and quickness. Condi is for wearing your opponent down as if a Rifle and GS couldn't do it enough.
Your going to be very easy to take down if you don't know what you are doing so make you have some kiting skill and know how to avoid incoming huge bursts.
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: 127
- Power: 63
- Precision: 45
- Ferocity: 45
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Precision: 5
- Agony Resistance: 5
- Defense: 121
- Power: 45
- Precision: 32
- Ferocity: 32
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Precision: 5
- Agony Resistance: 5
- Defense: 381
- Power: 141
- Precision: 101
- Ferocity: 101
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Precision: 5
- Agony Resistance: 5
- Defense: 182
- Power: 45
- Precision: 32
- Ferocity: 32
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Precision: 5
- Agony Resistance: 5
- Defense: 242
- Power: 90
- Precision: 64
- Ferocity: 64
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Precision: 5
- Agony Resistance: 5
- Defense: 182
- Power: 45
- Precision: 32
- Ferocity: 32
- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
- Precision: 5
- Agony Resistance: 5
Armor Stat Totals
- Defense 1235
- Power 604
- Might Duration 10%
- Condition Duration (self) -20%
- Precision 316
- Ferocity 306
- Agony Resistance 10
Rune Bonuses
Superior Rune of Hoelbrak- Power: 25
- Might Duration: 10%
- Power: 50
- 25% chance when struck to gain might for 10 seconds. (Cooldown: 5 seconds)
- Power: 100
- +20% Might Duration; -20% Condition Duration applied to you.
Accessories & Jewels
- Vitality: 5
- Agony Resistance: 5
- Vitality: 5
- Agony Resistance: 5
- Vitality: 5
- Agony Resistance: 5
- Precision: 5
- Agony Resistance: 5
- Toughness: 5
- Agony Resistance: 5
- Vitality: 5
- Agony Resistance: 5
Accessory Totals
- Power:656
- Precision:276
- Vitality:141
- Ferocity:381
- Toughness:200
- Agony Resistance:30
Weapon Set Sigils
- Weapon Strength: 1045-1155
- Power: 251
- Precision: 179
- Ferocity: 179
- Weapon Strength: -
- Power: 5
- DMG to Guards and Lords: 1%
- Precision: 5
- DMG Taken from Guards and Lords: -1%
Weapon Set I
Sigil of Superior HydromancyYou freeze nearby foes for 2s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)
- Weapon Strength: 986-1205
- Power: 239
- Precision: 171
- Ferocity: 171
- Weapon Strength: -
Weapon Set II
Sigil of Superior BattleYou gain 2 stacks of might for 20s when you swap to this weapon while in combat.
Upgrade Item Details
The armor above is based on what I have to use so far, so what I would go for is full Ascended zerker gear with zerker+valk trinkets and keep Hoelbrak runes. For Rifle sigils I went sigil of Battle and Fire for crit bursts and more might stacks. For GS sigils I went sigil of Hydro and Fire for opening freeze to slow enemies down and for more bursts on crit hits.
V. Basic Gameplay
What I do when using a KS build I would usually start with rifle, then as I get closer I would knock then back with skill 5 and switch to GS and start a few basic combos till I can switch back to rifle.
Main Skill Rotation
The rotations really depend on how you wanna start so I will just leave this area blank.