Warrior WvW | Small Group Greatsword, Rifle | Assaulter HOT BERSERKER.Tanky DPS. Gs, rifle 2.0

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Summary

Full trait link here:
http://gw2skills.net...wqEMkDBQFXAAA-w

 

Berserker trait choices
-Savage Instinct
-Blood Reaction
-Eternal Champion
*update. Using Headbutt instead of rampage, for better, consistent burst

 


Not a rifle spam build. I made greatsword the main weapon. You switch to rifle when they are wide open for that sweet gunflame finish.

 

Soldier armor w/ assassin trinkets,weapons make each attack hit hard while you have 22k health and 2.5k toughness. Marauders can be used instead if you want to pvp with this build

 


Plenty of stability
On demand instant adrenaline
15 seconds of resistance w/ berserkers stance
2 endure pain
Movement condis reduced by -50% duration

 

Powerful might gain with greatsword
-each crit of greatsword, no cooldown
+30% Might Duration

 

Burst combo 1:
Headbutt, Berserker mode, Hundred Blades, Whirlwind Attack, Arcing Slice
-a full burst that will take anyone down a notch. great if you get melee stunned, they usually dont expect the retaliation

 

Burst combo 2:
Signet of Fury,Berserkers Stance, berserker mode, Gun Flame spam
-on demand gun flame spam. Can get 3 gun flames before the mode ends

 

Burst combo 3:
Whirlwind attack, headbutt
-great way to reposition to connect the burst, evade while you can choose the direction


I. Weapons and Skills

Assassin's Greatsword
  • Weapon Strength: 995-1100
  • Precision: 239
  • Power: 171
  • Ferocity: 171
  • Weapon Strength: -
Assassin's Rifle
  • Weapon Strength: 986-1205
  • Precision: 239
  • Power: 171
  • Ferocity: 171
  • Weapon Strength: -
  • Weapon Strength: -
  • Weapon Strength: -
  • Arcing Slice¾ 8
    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
  • Greatsword Swing½
    Slash your foe.
    Damage: 259Vulnerability: 8 sRange: 130
    • Greatsword Slice½
      Slice your foe.
      Damage: 259Vulnerability: 8 sRange: 130
    • Brutal Strike½
      Hit your foe with a final brutal strike.
      Damage: 333Range: 130
  • Hundred Blades
    Repeatedly strike multiple foes. The last strike does extra damage.
    Damage (8x): 1,624Final strike damage: 406Range: 130
    • 0
    • 0
  • Whirlwind Attack¼ 8
    Whirl in a target's direction, slashing foes along your path.
    Damage: 259Combo Finisher: WhirlRange: 450
    • 0
    • 0
  • Bladetrail¾ 12
    Throw your greatsword at your foe so that it returns to you, crippling foes along the way.
    Damage: 277Crippled: 4 sCombo Finisher: ProjectileRange: 900
    • 0
    • 0
  • Rush2 16
    Charge and strike your foe.
    Damage: 628Range: 1,200
    • 0
    • 0
  • Healing Signet20
    Signet Passive: Grants regeneration.
    Signet Active: Heal yourself and gain resistance.
    Healing: 3,320Resistance: 6 s
    • 0
  • Signet of Fury¼ 30
    Signet Passive: Improves precision.
    Signet Active: Gain adrenaline.
    Passive effect: 180 precisionAdrenaline: 30
    • 0
  • Berserker Stance60
    Stance. Gain adrenaline for a short time. Conditions cannot be applied to you.
    Duration: 8
    • 0
  • Endure Pain60
    Stance. Take no damage from attacks.
    Duration: 5Breaks stun
    • 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.

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 22202 (+2990)
  • Vitality 1299 (+299)
  • Armor 2510 (+299)
  • Toughness 1299 (+299)
  • Attack 3295 (+1195)
  • Power 2195 (+1195)
  • Critical Hit 61% (+61%)
  • Precision 2049 (+1049)

Secondary Stats

  • Condition Duration (self) -20% (+-20%)
  • Critical Damage 40% (+40%)
  • Damage 1100 (+0%)
  • Defense 1211 (+0)
  • Ferocity 601 (+601)
  • Might Duration 10% (+10%)

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

Duration:

Utility Nourishment

Duration:

Armor & Runes

Soldier's Draconic Helm
  • Defense: 121
  • Power: 60
  • Toughness: 43
  • Vitality: 43
Superior 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.
Soldier's Draconic Pauldrons
  • Defense: 121
  • Power: 45
  • Toughness: 32
  • Vitality: 32
Superior 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.
Soldier's Draconic Coat
  • Defense: 363
  • Power: 134
  • Toughness: 96
  • Vitality: 96
Superior 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.
Soldier's Draconic Gauntlets
  • Defense: 182
  • Power: 45
  • Toughness: 32
  • Vitality: 32
Superior 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.
Soldier's Draconic Legs
  • Defense: 242
  • Power: 90
  • Toughness: 64
  • Vitality: 64
Superior 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.
Soldier's Draconic Boots
  • Defense: 182
  • Power: 45
  • Toughness: 32
  • Vitality: 32
Superior 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.

Armor Stat Totals

  • Defense 1211
  • Power 594
  • Might Duration 10%
  • Condition Duration (self) -20%
  • Toughness 299
  • Vitality 299

Rune Bonuses

Superior 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

Assassin's Amulet
  • Precision: 120
  • Power: 85
  • Ferocity: 85
Assassin's Jewel
  • Precision: 25
  • Power: 15
  • Ferocity: 15
Assassin's Back
  • Precision: 30
  • Power: 21
  • Ferocity: 21
(Infused)
Assassin's Jewel
  • Precision: 25
  • Power: 15
  • Ferocity: 15
Assassin's Ring
  • Precision: 90
  • Power: 64
  • Ferocity: 64
(Infused)
Assassin's Jewel
  • Precision: 25
  • Power: 15
  • Ferocity: 15
Assassin's Ring
  • Precision: 90
  • Power: 64
  • Ferocity: 64
(Infused)
Assassin's Jewel
  • Precision: 25
  • Power: 15
  • Ferocity: 15
Assassin's Earring
  • Precision: 75
  • Power: 53
  • Ferocity: 53
Assassin's Jewel
  • Precision: 25
  • Power: 15
  • Ferocity: 15
Assassin's Earring
  • Precision: 75
  • Power: 53
  • Ferocity: 53
Assassin's Jewel
  • Precision: 25
  • Power: 15
  • Ferocity: 15

Accessory Totals

  • Power:430
  • Precision:630
  • Ferocity:430

Weapon Set Sigils

Assassin's Greatsword
  • Weapon Strength: 995-1100
  • Precision: 239
  • Power: 171
  • Ferocity: 171
  • Weapon Strength: -
Sigil of Superior Accuracy
+7% crit chance.
Sigil of Superior Strength
60% chance to apply might for 10s on critical. (Cooldown 1 second)

Weapon Set I

Sigil of Superior Accuracy

+7% crit chance.

Assassin's Rifle
  • Weapon Strength: 986-1205
  • Precision: 239
  • Power: 171
  • Ferocity: 171
  • Weapon Strength: -
Sigil of Superior Accuracy
+7% crit chance.
Superior Sigil of Purity
60% chance to remove a condition on hit. (This effect cannot trigger more than once every 10s)

Weapon Set II

Sigil of Superior Accuracy

+7% crit chance.

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II


V. Basic Gameplay

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