Warrior WvW | Large Group Hammer, Sword/Warhorn | Support Ultimate WvW Team Warrior

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Summary

Medium to good damage (not extreme but very decent), Healing and Cleansing Shouts. A Jack-of-trades for any large-scale ZvZ environment.


I. Weapons and Skills

Berserker's Hammer
  • Weapon Strength: 985-1111
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Knight's Sword
  • Weapon Strength: 905-1000
  • Toughness: 120
  • Power: 85
  • Precision: 85
Knight's Warhorn
  • Weapon Strength: 814-900
  • Toughness: 120
  • Power: 85
  • Precision: 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
  • "Shake It Off!"25
    Shout. Cure a condition on yourself and nearby allies. Also breaks stuns.
    Radius: 600Breaks stun
    • 0
  • "For Great Justice!"25
    Shout. Grant fury and might to yourself and allies.
    Fury: 8 sx3Might: 25 sRadius: 600
    • 0
  • Dolyak Signet¼ 48
    Signet Passive: Reduces incoming damage.
    Signet Active: Gain stability.
    x10Stability: 8 sBreak 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 for the crowd control and massive AoE damage and naturally high co-efficient skill-specific damage multipliers. Sword for super fast regroups and initiation into the enemy, warhorn for major cleansing on short cooldowns and an easy-to-use blast finisher (plus the vigor). Hammer hits on auto-attack for around 1-2.5K critical hits and around 800-1K normal hits depending on armour and bloodlust stacks.

 

Healing Signet heals for 450 health per second and should be used as a damage mitigation utility, mainly used passively and stacks with other passive healings and regen (from Dogged March trait and other sources) plus the Adrenal Health heals for over 500 HP every 3 seconds. "Shake It Off" and "For Great Justice" heal 3 conditions when used together and the shouts heal for 2031 HP each. Dolyak Signet works in Synergy with Signet Master trait allowing you to gain Stability for 10.5 seconds every 48 seconds and passively gives you 180 toughness.

 

Battle Standard can be switched for Signet of Rage for more offensive play and works in synergy with the Empowered trait, however, I find Battle standard to be invaluable for large-scale fights for the AoE resurrection and AoE boons (plus it is more supportive for your team).


II. Traits

Adept Master Grandmaster

Trait Details

In Defense the Minor Traits are really fantastic for maintaining health and power rating. Dogged March with the Healing stat and boon duration means the regen can often tick 4 times, Last Stand gives you stability when CC'd and cancelled any CC on you when it pops and Spiked Armour deals incredible AoE retaliation damage lasting for 6.5 seconds every 15 seconds when dealt a critical blow (that's almost half the time with retaliation). That's 3 boons almost immediately upon entering a large-scale fight - Stability, Regen and Retaliation.

 

In Tactics, Empowered works in synergy with your Defense line. 3 boons = 3% damage increase, add on your Might and Fury from "For Great Justice" and Swiftness and Vigor from your Warhorn. That's 7 boons that you enter the fight with just from yourself, 4 of which are AoE with 30% boon duration! Nice support for your team and 7% damage increase for yourself. Nice one :)

 

Quick Breathing lowers cooldowns on Warhorn and each skill cleanses 1 condition and transforms it into a boon. Supportive cleanse and more boons = more damage! Reviver's Might works well Battle Standard too and Vigorous Shouts are the trait that allows your Shouts to heal allies and yourself at a base rate of 1192 per shout without healing power. This trait takes 80% of your healing power and adds it to the base amount! Awesome instant healing for your team every 25 seconds!

 

Discipline takes the rest of the points for the critical damage and also the Signet Mastery trait that makes Dolyak Signet the better choice for your stability over Balanced Stance with only an extra 8 seconds to wait on its cooldown.


III. Stat Specifics & Effects

Primary Stats

  • Health 24172 (+4960)
  • Vitality 1412 (+496)
  • Armor 3346 (+1219)
  • Toughness 2135 (+1219)
  • Attack 3064 (+1037)
  • Power 1953 (+1037)
  • Critical Hit 26% (+26%)
  • Precision 1461 (+545)

Secondary Stats

  • Boon Duration 30% (+30%)
  • Burst Recharge 10% (+10%)
  • Critical Damage 28% (+28%)
  • Damage 1111 (+0%)
  • Defense 1211 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 431 (+431)
  • Healing Power 1169 (+1169)

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 Curry Butternut Squash Soup
Duration: 30min
Precision: 100
Ferocity: 70
Experience from Kills: 10%
  • (30min)
  • Precision: 100
  • Ferocity: 70
  • Experience from Kills: 10%

Utility Nourishment

Master Maintenance Oil
Duration: 30min
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

Cleric's Draconic Helm
  • Defense: 121
  • Healing Power: 60
  • Power: 43
  • Toughness: 43
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Cleric's Draconic Pauldrons
  • Defense: 121
  • Healing Power: 45
  • Power: 32
  • Toughness: 32
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Cleric's Draconic Coat
  • Defense: 363
  • Healing Power: 134
  • Power: 96
  • Toughness: 96
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Cleric's Draconic Gauntlets
  • Defense: 182
  • Healing Power: 45
  • Power: 32
  • Toughness: 32
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Cleric's Draconic Legs
  • Defense: 242
  • Healing Power: 90
  • Power: 64
  • Toughness: 64
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.
Cleric's Draconic Boots
  • Defense: 182
  • Healing Power: 45
  • Power: 32
  • Toughness: 32
Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.

Armor Stat Totals

  • Defense 1211
  • Vitality 175
  • Toughness 399
  • Healing Power 419
  • Power 299

Rune Bonuses

Superior Rune of the Soldier
  1. Vitality: 25
  2. Toughness: 35
  3. Vitality: 50
  4. Toughness: 65
  5. Vitality: 100
  6. Shouts remove a condition from each affected ally.

Accessories & Jewels

Cleric's Amulet
  • Healing Power: 120
  • Power: 85
  • Toughness: 85
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Soldier's Back
  • Power: 30
  • Toughness: 21
  • Vitality: 21
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Cleric's Ring
  • Healing Power: 90
  • Power: 64
  • Toughness: 64
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Cleric's Ring
  • Healing Power: 90
  • Power: 64
  • Toughness: 64
(Infused)
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Cleric's Earring
  • Healing Power: 75
  • Power: 53
  • Toughness: 53
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15
Cleric's Earring
  • Healing Power: 75
  • Power: 53
  • Toughness: 53
Berserker's Jewel
  • Power: 25
  • Precision: 15
  • Ferocity: 15

Accessory Totals

  • Power:499
  • Toughness:340
  • Healing Power:450
  • Vitality:21
  • Precision:90
  • Ferocity:90

Weapon Set Sigils

Berserker's Hammer
  • Weapon Strength: 985-1111
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
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 Superior Fire

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

Knight's Sword
  • Weapon Strength: 905-1000
  • Toughness: 120
  • Power: 85
  • Precision: 85
Knight's Warhorn
  • Weapon Strength: 814-900
  • Toughness: 120
  • Power: 85
  • Precision: 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 Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

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)

  • Weapon Strength: -
  • Weapon Strength: -

Water Weapon I

Water Weapon II

Upgrade Item Details

Here the option to change Superior Sigil of Fire on your Hammer to Superior Sigil of Restoration combined with Omnomberry Compote Food allows for a cheaper option with more healing.

 

If you decide to do this, you could sacrifice some of your healing power to maintain damaging stats and armour value. Here I suggest Switching out both cleric earrings and replacing one with Emerald earring with Ruby Jewel and the other for a pure Ruby and Jewel Earring (or Ascended Berserker Earring).


V. Basic Gameplay

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