Warrior WvW | Large Group Hammer, Sword/Warhorn | Assaulter WvW Shout Heal Frontliner

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Summary

NOTE: I semi quit GW2 and will not be updating this guide very often unfortunately. I will keep the guide up in case the build stays relevant. Thank you for your support.

 

Frontliner build for manly players who want to roll through a zerg without breaking a sweat. Similar build ran by top WvW guilds, but tweaked for a bit more versatility.

 

Pros

  • Very hard to take down but still dishes out constant AoE damage and cleave.
  • Great crowd control.
  • Great sustain.
  • Fits into any group, from organized WvW guilds to pug groups.
  • Great source of blast finishers for your group.
  • Good mobility on the battlefield.
  • Great condition cleansing.

 

Cons

  • Subpar at 1vX.
  • No real burst damage.
  • You rely on water fields to reset because of no burst healing.
  • Not as good if you're the only warrior in your group running this build.
________________________________________________

 

[Rx] Noziro ~ Sea of Sorrows
http://prescribedrx.com/


I. Weapons and Skills

Soldier's Hammer
  • Weapon Strength: 985-1111
  • Power: 239
  • Toughness: 171
  • Vitality: 171
  • Weapon Strength: -
Soldier's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Warhorn
  • Weapon Strength: 814-900
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
  • Earthshaker¾ 7
    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
    Weaken your foe with a fierce blow.
    Damage: 518Weakness: 8 sRange: 150
    • 0
    • 0
  • Hammer Shock½
    Smash the ground and send out a crippling wave.
    Damage: 259Crippled: 7 sRange: 600
    • 0
    • 0
  • Staggering Blow¾ 16
    Push back nearby foes with a staggering blow.
    Damage: 481Knockback: 180Combo Finisher: WhirlRange: 130
    • 0
    • 0
  • Backbreaker1 24
    Knock down your foe.
    Damage: 554Knockdown: 2 sRange: 130
    • 0
    • 0
  • Healing Signet20
    Signet Passive: Grants regeneration.
    Signet Active: Heal yourself and gain resistance.
    Healing: 3,320Resistance: 6 s
    • 0
  • "Shake It Off!"20
    Shout. Cure a condition on yourself and nearby allies. Also breaks stuns.
    Radius: 600Breaks stun
    • 0
  • "For Great Justice!"20
    Shout. Grant fury and might to yourself and allies.
    Fury: 8 sx3Might: 25 sRadius: 600
    • 0
  • Balanced Stance40
    Stance. You gain stability and swiftness.
    x5Stability: 8 sSwiftness: 8 sBreaks 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

Main Weapon: Hammer
The hammer is a no-brainer for WvW teamfighting. Amazing crowd control and AoE damage. It's your main source of damage.

 

Auto Attack
Your standard auto attack. High base damage but no property on it, just raw damage. Interestingly, the last attack, Hammer Smash, does point blank area of effect damage.

 

Fierce Blow
Use at the end of an auto attack chain for extra damage.

 

Hammer Shock
Good AoE cripple with fast cast time, so use it whenever it's up even with the low damage.

 

Staggering Blow
Great AoE crowd control, especially since the buff. You need to position and space yourself well to use it. A lot of people forget that it's a whirl combo finisher as well, so it can be used for that in specific situations (Ice, smoke and light fields come to mind).

 

Backbreaker
Your only single target crowd control. Use it moderately in teamfights, don't prioritize it over your auto attack.

 

Burst Skill: Earthshaker
One of the best crowd controls in the game. Try to use it in the right situations and not spam it. Your adrenaline is a big part of your sustain because of the Adrenal Health minor trait. Remember this is a blast finisher. Use it to engage teamfights as often times your allies will place good combo fields in front of the enemy that you can blast.

 

Secondary Weapons: Sword/Warhorn
The sword is your mobility weapon while the warhorn is your utility and support weapon.

 

Auto Attack
Great chasing auto attack when you want targets to stay crippled.

 

Savage Leap
Best mobility skill in the game in terms of versatility. Use it to get out of a fight to reset, go back in a fight, etc. It is a leap finisher so don't hesitate to use it in a water field to heal yourself (after using Call to Arms of course).

 

Final Thrust
Great but very situational skill. Great at instantly downing squishy targets. Definitely has a place in teamfights when your melee train is running over a bunch of people, you'll be surprise how many low HP target you'll down.

 

Charge
Try to use it if you switch to your warhorn and it's up. Your main source of swiftness when moving around.

 

Call to Arms
The main reason why you'll be switching to this weapon set in a teamfight. It's very important that you save it for might stacking and water field resets. AoE weakness and vigor is nothing to be laughed at either.

 

Burst Skill: Flurry
Good situational alternative when you want to lock someone down but they have stability (or locking down Eles before they Mist Form/Vapor Form, etc).

 

Healing Skill

 

Healing Signet
This skill received a buff a few patches ago and is now a must for most warrior bunker builds. It offers good sustain on its own, but paired with the Adrenal Health minor trait, you'll be healing for over 800HP/second at full adrenaline. This skill alone will keep you up in teamfights longer than you really should. Try to never ever use it unless in a very dire situation as it is not a source of burst healing.

 

Utility Skills
What the build is centered around. "Shake It Off!" and For "Great Justice!" are great skills and have amazing synergy with each other. This build NEEDS these 2 shouts.

 

"Shake It Off!"
20 second cooldown stunbreaker??? Yes please. Will cure 2 conditions for you and your allies every 20 seconds. An absolute must in this build.

 

"For Great Justice!"
Constant 3 stacks of might and fury for your group. Works really well with "Shake It Off!" for a semi AoE burst heal.

 

Balanced Stance
As a melee class, you will need stability to not get kited. This is the best way to give yourself stability. You lose the 180 toughness bonus from Dolyak Signet, but stability uptime is more important for survivability. Toughness only helps when you need to stand in damage, but good players will avoid most of the damage purely with positioning. If you have a party full of guardians, then consider Dolyak Signet since you'll probably get perma stability anyways.

 

Elite Skill

 

Battle Standard
Great teamfighting skill. Instantly getting 5 down allies up is a powerful tool to have. Signet of Rage can be a good alternative if you're in a smaller group since more individual damage is a more reliable source of rally.


II. Traits

Adept Master Grandmaster

Trait Details

Defense

 

Thick Skin
Good boost of stats to absorb the initial burst of damage in a fight.

 

II: Dogged March
This trait plays a big part in keeping you alive during fights, otherwise you would just get kited forever and wouldn't be able to push through enemies.

 

Adrenal Health
Great synergy with Healing Signet. As said earlier, it'll give you around 400HP/second at full adrenaline. For this reason you want to use Earthshaker wisely so you don't lose sustain.

 

X: Merciless Hammer
Big boost of damage and allows you to press more buttons, what's not to like. An excellent defensive alternative would be IX: Cleansing Ire for virtually 100% adrenaline uptime and additional condition removal.

 

Armored Attack
Gives you almost 200 power which is very significant for 5 points.

 

Tactics

 

Determined Revival
Tactics minor traits suck.

 

II: Lung Capacity
Makes your shouts that much more effective and even more spammable.

 

Fast Healer
Tactics minor traits suck.

 

IX: Quick Breathing
Synergizes really well with the playstyle. Gives the group perma-swiftness and lower cooldown on your blast finisher.

 

Reviver's Might
Tactics minor traits suck.

 

XII: Vigorous Shouts
The central piece of this build. Your shouts are going to AoE heal for almost 1800HP each, so you can imagine it becoming exponentially better the more frontliners you have that are running it.

 

Discipline
I like this as a tertiary trait line. This build has a lot of power already and enough precision. The only thing holding you from doing a ton of damage is the low critical damage, so the easy 15% helps. The traits will also help keep your adrenaline high, thus keeping your sustain high.

 

Versatile Rage
You'll be weapon swapping here and there in teamfights for either finishing combos or mobility. Good way to gain a bit of adrenaline for free.

 

IV: Inspiring Shouts
Offers really good synergy with the build. It really keeps your adrenaline almost maxed out at all time for great sustain.

 

Fast Hands
I guess this is more of a personal preference. It doesn't bring THAT much to the build, but it definitely adds to the versatility, thus why I like to spend the extra 5 points to get it. When you play with this trait for a while you just can't live without it.

 

Alternatives

 

0 0 20 30 20
The zergbusting meta variant used by a lot of top organized guilds on their shout heal warriors. Taking 20 for VIII: Destruction of the Empowered will make you do a lot of damage when jumping in big groups of enemies. My take on it is the more organized is your group, 20 30 20 becomes better than 25 30 15.

 

0 0 30 30 10
Tankier alternative. If you dont care about the fast weapon swapping, get 30 in Defense for the XII: Spiked Armor trait which is excellent in teamfights.


III. Stat Specifics & Effects

Primary Stats

  • Health 29032 (+9820)
  • Vitality 1898 (+982)
  • Armor 2904 (+777)
  • Toughness 1693 (+777)
  • Attack 2978 (+951)
  • Power 1867 (+951)
  • Critical Hit 18% (+18%)
  • Precision 1301 (+385)

Secondary Stats

  • Boon Duration 30% (+30%)
  • Burst Recharge 15% (+15%)
  • Condition Duration (self) -40% (+-40%)
  • Critical Damage 24% (+24%)
  • DMG Taken from Guards and Lords -2% (+-2%)
  • DMG to Guards and Lords 4% (+4%)
  • Damage 1111 (+0%)
  • Defense 1211 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 360 (+360)
  • Healing Power 250 (+250)
  • Stun 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

Stat and Effect Details

NOTE: The site seems to be miscalculating the stats (missing 100 toughness and adding 100 vitality) for some odd reasons. Here's what it should look like unbuffed, fully geared (ascended weapons and full WvW infusions):
Posted Image

 

NOTE 2: This gear setup assumes that you have ascended weapons, they are just not available on this site right now.

 

You might've noticed that I don't go full Soldier (Power Vitality Toughness or PVT). This is something I don't recommand for players who are not familiar with this build or the class. As a general rule, most classes and builds should start with full PVT armor in WvW, then replace a piece of gear here and there for more damage and stats optimization.

 

My goal with these stats was to get as much damage as possible without sacrificing survivability. I was aiming for:

  • At least 26000HP.
  • At least 3100 armor.
  • At least 30% critical chance with food.

 

I feel like those are just about the minimum HP and armor you'll need to sustain comfortably in every situation possible. A better player might need less survivability. Also, having ~30% critical chance with food will ensure that you'll reach 50% with near perma fury which is a pretty good number. It's up to you to optimize your own stats for your playstyle. This is the best I've personally come up with but there might be better ways. If you're using this gear setup, I suggest swapping some soldier trinkets for berserker ones if you need more damage.

 

If you don't have any ascended gear, you can still run the same setup just fine but I'd suggest having 2 Knight's rings and using a mix of beryl orbs and emerald orbs on your trinkets.


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

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

Dredge Helm
  • Defense: 121
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.
Ascalonian Pauldrons
  • Defense: 121
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.
Dredge Breastplate
  • Defense: 363
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.
Ascalonian Gauntlets
  • Defense: 182
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.
Dredge Legguards
  • Defense: 242
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.
Ascalonian Greaves
  • Defense: 182
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 100

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

Mark of the Imperial GuardOffensive Slot
  • Power: 157
  • Toughness: 108
  • Vitality: 108
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Berserker's BackOffensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
(Infused)
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Ring of Red DeathOffensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%
Crystalline BandDefensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Durmand's PenDefensive Slot
  • Power: 110
  • Toughness: 74
  • Vitality: 74
Vital WvW InfusionDefensive Infusion
  • Vitality: 5
  • DMG Taken from Guards and Lords: -1%
Golden Relic of RinOffensive Slot
  • Power: 110
  • Toughness: 74
  • Vitality: 74
Mighty WvW InfusionOffensive Infusion
  • Power: 5
  • DMG to Guards and Lords: 1%

Accessory Totals

  • Power:712
  • Toughness:256
  • Vitality:266
  • Precision:210
  • Ferocity:210
  • DMG to Guards and Lords:4%
  • DMG Taken from Guards and Lords:-2%

Weapon Set Sigils

Soldier's Hammer
  • Weapon Strength: 985-1111
  • Power: 239
  • Toughness: 171
  • Vitality: 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)
Sigil of Superior Paralyzation
+30% stun duration.

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)

Soldier's Sword
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Warhorn
  • Weapon Strength: 814-900
  • Power: 120
  • Toughness: 85
  • Vitality: 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 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)

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 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)

Soldier's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85
Soldier's Spear
  • Weapon Strength: 905-1000
  • Power: 120
  • Toughness: 85
  • Vitality: 85

Water Weapon I

Water Weapon II

Upgrade Item Details

Food

 

Bowl of Lemongrass Poultry Soup
This food plays a very big part in keeping you alive and making sure you cannot be stopped while you're trying to push through a zerg. The only other food that I would recommand would be Mango Pies if you're sticking to smaller scale fights (less than 10v10). It'll boost your HP regen closer to 900HP/second. The food isn't affected by healing power but it IS affected by the WvW Medic bonus.

 

Master Maintenance Oil
This utility brings your critical chance where you want it to be, which is near 30%, 50% with fury.

 

Runes

 

Rune of the Soldier
This rune probably synergizes the best with this build out of any other rune. It makes your shouts so much more effective. Every 20 seconds you can cleanse 3 conditions off your allies AND heal them for 3600HP AND give them good boons. A good alternative is 6 Runes of Melandru, especially if you're unfamiliar with warrior frontlining in general.

 

Sigils

 

Hammer: Sigil of Fire
This is an amazing sigil. It will usually hit for over 1000 AoE damage, I really don't see any sigil giving you more damage and synergy with the build's playstyle than that. When you're running with an organized group, it becomes even deadlier if all your frontliner are running this sigil.

 

Hammer: Sigil of Paralyzation
This comes down to preference, it makes your already amazing stuns better.

 

Sword: Sigil of Bloodlust
The food already puts your critical chance at ~50% which is a really good number. This sigil will give you a great boost of damage. Sigil of Perception can be a good alternative if you're in a group that gives you high stacks of might constently, then 10% critical chance can be more desirable.

 

Warhorn: Sigil of Hydromancy
I really like this sigil for teamfights. AoE chilling is very underrated. A lot of good WvW guilds use this sigil on their frontliners. It's also very good to escape, just switch to S/W to chill people, then leap away.

 

Alternatives

 

Sigil of Energy
This is always a great sigil on just about any build. It's especially good if you're not familiar with the class or the build and you want a bit more survivability. But when you get used to this build, you shouldn't need this sigil to stay alive.

 

Hammer: Sigil of Force
Again, this comes down to preference, this sigil helps you get closer to that critical number of % damage modifiers stacking.


V. Basic Gameplay

You are THE INITIATOR and the backup PEELER for your group.
Initiator: You initiate fights. You are the first one to take damage and the last one.
Peeler: Peeling is the act of getting people off your damage dealers, aka your backline. After initiating, the enemy group is going to try to get to your backline too, so after pushing it's a good idea to go back and use your crowd control on enemies trying to kill your backline.

 

If you want to play this build, you need to be very manly. Don't be scared to get deep into the action and trust your sustain to keep you alive. Learn your limits well to make sure you don't overextend or take more damage than you should take. Add good positioning to this and you should be the last one to die in a fight. It will take some getting used to if you're used to having a burst healing skill like Healing Surge. Bonus points if you shout "HAMMER STUN, BITCH" everytime you hammer stun.

 

Things to keep in mind and general tips:

  • Have you ever tried to escape a zerg with Savage Leap and GODDAMNIT I TARGETED A RABBIT. Fear not, I have the solution for you: Bind a key to "Lock Autotarget" in your control options. If you just tap it once, it will untarget whatever you are targeting right now. Pressing that key before every Savage Leap will save your life.
  • Do you need a hammer stun more or sustain more at this particular moment? Not using your hammer stun can result in losing a lot of damage and crowd control, but keeping your adrenaline will result in staying alive longer.
  • Prioritize your own survivability over your teammates'.
  • Be aware of your boons. Don't waste stability if you already have it, don't use a dodge if you have aegis, etc. It is key to maximize your survivability.
  • Be aware of what is on the ground. Don't stand in the enemy's damage. This is the reason why organized groups will push through an enemy group, not just to reach their backline but to push behind their damage. Defensively, you want to be able to spot water fields that you can blast with Call to Arms or Earthshaker.
  • Tell your group to call for a banner if they're down. Also have the awareness to use it if you see people down. Don't hesitate to use it on one player because that one player can rally 10 enemies.
  • When hammerstunning a group, it can be a good idea to pop "Shake It Off!" right before your hammer hits the ground to negate blind and potentially miss a crucial hammerstun.
  • A minor tip, but one that can save your life, make sure you have your hammer equipped before maning siege. This way if your siege gets destroyed or someone kicks you off of it and you're spamming your 2 key, you won't sword leap in an enemy zerg.
  • Shout "HAMMER STUN, BITCH".
  • Be a man. Do the right thing.


Main Skill Rotation

Call to Arms½ 16
Grant vigor to yourself and allies, while weakening nearby foes.
Vigor: 10 sWeakness: 6 sCombo Finisher: BlastRadius: 600
Charge½ 16
Grant swiftness to yourself and allies, while curing chilled, crippled, and immobilized.
Swiftness: 10 sCures crippledCures immobilizedCures chilledRange: 1,200
"For Great Justice!"20
Shout. Grant fury and might to yourself and allies.
Fury: 8 sx3Might: 25 sRadius: 600
Earthshaker¾ 7
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 Shock½
Smash the ground and send out a crippling wave.
Damage: 259Crippled: 7 sRange: 600
Hammer Swing½
Bash your foe.
Damage: 333Range: 130
Staggering Blow¾ 16
Push back nearby foes with a staggering blow.
Damage: 481Knockback: 180Combo Finisher: WhirlRange: 130
"Shake It Off!"20
Shout. Cure a condition on yourself and nearby allies. Also breaks stuns.
Radius: 600Breaks stun
"For Great Justice!"20
Shout. Grant fury and might to yourself and allies.
Fury: 8 sx3Might: 25 sRadius: 600
Hammer Swing½
Bash your foe.
Damage: 333Range: 130
Call to Arms½ 16
Grant vigor to yourself and allies, while weakening nearby foes.
Vigor: 10 sWeakness: 6 sCombo Finisher: BlastRadius: 600
Charge½ 16
Grant swiftness to yourself and allies, while curing chilled, crippled, and immobilized.
Swiftness: 10 sCures crippledCures immobilizedCures chilledRange: 1,200
Earthshaker¾ 7
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

Basic Teamfight Rotation:

  • Before the teamfight starts, blast fire/static fields with Call to Arms and stack other buffs with Charge and "For Great Justice!".
  • Engage the enemy with Earthshaker on top of a combo field.
  • Follow up with a well placed Hammer Shock to AoE cripple their frontline so you can access their backline more easily (depending on how organized is your group).
  • Lots of hammer swinging for a while.
  • Use a Staggering Blow here and there to disrupt their backline damage or keep people off of your backline.
  • Keep using shouts pretty often for condition cleansing and healing. Better if all your frontliners running XII: Vigorous Shouts synchronize their shouts.
  • Swing that hammer some more.
  • At some point you might start getting low HP. If YOU get low HP, that means your allies should be too. Try spotting a water field and switch to sword and warhorn to blast it with Call to Arms. Or use it on a fire field depending on how the fight is going. Use Charge as well since they're up at the same time.
  • Keep hammer stunning big blobs of enemy players for maximum damage (and use it on top of combo fields for maximum effectiveness too).
  • Stay alive.
  • Win.


I'm-Being-Chased-By-A-Zerg Rotation

Earthshaker¾ 7
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 Shock½
Smash the ground and send out a crippling wave.
Damage: 259Crippled: 7 sRange: 600
Savage Leap¾ 8
Lunge at your foe and strike them with your sword.
Damage: 252Crippled: 3 sCombo Finisher: LeapRange: 600
Charge½ 16
Grant swiftness to yourself and allies, while curing chilled, crippled, and immobilized.
Swiftness: 10 sCures crippledCures immobilizedCures chilledRange: 1,200

Are you getting chased by a pesky zerg? No problem, follow these steps:

  • Pop your stability and Earthshaker aka "HAMMER STUN, BITCH" on their blob (use your 2 shouts for adrenaline if you don't have any or want max stun duration).
  • Turn around and Hammer Shock.
  • Switch to sword for the chill from the sigil.
  • Dodge backwards while turning 180 degrees.
  • Leap away with Savage Leap.
  • Apply generous amounts of swiftness with Charge.
  • Run away free and type /laugh if you have balls.

 

Disclaimer: I do not guarantee that this method will keep you alive and will not be held responsible for deaths and/or repair costs.


VI. Conclusion

Thanks for reading my guide. I hope this build is what you were looking for. I've accumulated a lot of experience in WvW and I enjoy sharing it so other players can have more fun playing the game. I've tested this build in just about every situation possible, from small scale fights to 1:5 odds fights, from 100% pug groups to very organized WvW fighting, and it did well in all of these situations.

 

Come hang out on my stream!


Comments

Post a Comment
@ 04:15 PM, Sat September 28 2013 Reply
Reminds me of a build I ran right after release in WvW, though this was back when your shouts did not cap at healing up to 5 people in your range. Though it seems by your healing power, you are focusing more on the support angle and having some dps, as supposed to more of a bunker support like I did at the time. In that aspect a bit more rounded

Though how much would you say your heals are actually beneficial?(unaware of the exact size of the heals with your healing power right now, as I did focus more on these builds around release, but 1,500 sound like it may very well be right )

they would only be healing five, not including yourself, how does this typically fair in larger zergs? In smaller zergs I can see the difference.

Also the problem I had with these builds is balancing do I heal, or do I buff. If you wait until the group needs the heal, they aren't getting the buff. The only way I found to get around this was to get 1 or 2 other healing shout warriors next to me, and rotate heals/buffs(Which was ridiculously effective at the time.)

How do you address these problems? I did not want to down vote your build if you have thought of these and had a response to them, or found a reason as why they may no longer or are not major problems, as I feel that would be unfair, and possibly unnecessary.

If you do not want to reply, I will just refrain from voting. =)
Noziro @ 08:04 PM, Sun September 29 2013 Reply
Hi!

It depends how you define zerg. Even if you are the only shout heal warrior in your zerg, it's still a LOT of healing. (2 shouts * 1500hp) * 5 persons = 15000hp healing for your group every 20 seconds. It is definitely noticeable. There's also a fair chance that you'll have a few other shout heal warriors (if not a lot more) in a zerg, which makes your healing exponentially stronger. Most top WvW builds use shout heal on their warriors for a reason, it's very effective.

As for balancing buffing vs healing, you should prioritize your own survivability over your team (even if it sounds counterintuitive). You can use For Great Justice whenever it's up because it's never wasted. Shake it Off should be saved for your own survivability, or if FGJ is up and you want to use both shouts at the same time for max healing. It comes down more to experience running the build rather than actual rules on when to use your shouts.

Thanks for your comment. I hope you'll give the build a try again and like it!
@ 02:50 PM, Mon September 30 2013 Reply
Thanks very much for the reply! I was not aware there was still so many warriors running it. I guess on my server the focus is more on hammer warriors, but their may have been some healing ones in there too now that I think about it.

As for balancing/buffing, what you say does make more sense, as like you said in your zergs there tend to be a more dependable presence of other healing warriors. Also focusing slightly more on what the shouts do over heals was what I tended to do when running these builds also.

I will pay some close attention to the zergs on my server, and try to see if there is a presence of healing warriors there. Though at least on my server I do not think there are a lot of them there.

As for your build, I can definitely see the benefit of running it with the dependable other shout warriors in the zerg. Since that is how you are intending on running it, to alleviate the drawbacks/restrictions of the shouts themselves, I do think this build deserves a like from me.

I just wanted to make sure that these were things you considered and accounted for given the nature of this build.

=)
Noziro @ 03:37 PM, Mon September 30 2013 Reply
I appreciate the like. This is still essentially a hammer warrior build, but a AoE CC machine/support variation. I'm a strong believer that shout heal warrior is the most versatile WvW build. It has very few flaws for what the build is supposed to accomplish. You can fit in any group composition and do well.
BladeBraverBureba @ 08:49 AM, Fri October 11 2013 Reply
I disagree with the assertion that Lung Capacity is better than Quick Breathing. With Lung Capacity, you have 2 condition removal skills that remove 3 conditions every 20 seconds. With Quick Breathing, you have 4 removal skills, 2 of which convert conditions into boons. Not only that, but with 30 in Tactics, the Vigor on Warhorn 5 lasts 13 seconds. With Quick Breathing, the cooldown on the skill is 16 seconds. You would not only have near perma-Vigor, but that skill also applies AoE weakness for even more damage mitigation.

Explain how these incredible benefits are mitigated by a 5 second cooldown on 2 shouts.
Noziro @ 04:12 PM, Sat October 12 2013 Reply
Hi! I've ran both intensively and I feel like Quick Breathing seems better on paper, but in practice you're going to be using your shouts way way more than your warhorn skills at any given time, especially during battle. Lung Capacity gives you about 25% more healing value out of your shouts. You are also not supposed to be a source of AoE vigor and weakness. Other classes have better ways to give you defensive boons, and weakness is irrelevant with the amount of condi cleansing zergs have. I think overall Lung Capacity is the clear winner. The next patch is going to allow you to take both Quick Breathing and Lung Capacity, making it a very potent choice if you wish to run both.
@ 09:24 PM, Mon November 11 2013 Reply
Great build...one question though (and I apologize if you answered this in your guide I just stumbled upon it rather late at night and kind of skimmed it). Would it be better to take 5 out of defense and put 5 into discipline for inspiring shouts? Increased adrenaline regen when using shouts...wouldn't that mean more hammer stuns and more frequent higher regen rate?
Noziro @ 02:55 AM, Tue November 12 2013 Reply
This build uses Inspiring Shouts already :). It's an adept tier trait, so no need to take out 5 in defense.
@ 08:09 AM, Tue November 12 2013 Reply
is this the build you ran when you were the only one who died after walking off the tower? weaaakkk
Noziro @ 02:11 AM, Wed November 13 2013 Reply
mingus pls
@ 12:33 AM, Tue January 14 2014 Reply
I love this build. Very effective in WvW.

Thanks Noziro :)
@ 01:07 PM, Wed April 09 2014 Reply
I really like this build. Plays really great in WvW.

Is there any huge change foreseeable with the new feature-patch coming up? Maybe with the healing signet change, as we are not so much zerker and thus suffer not that much from the crit chnage?
Noziro @ 11:30 AM, Tue August 05 2014 Reply
I took a 3 month break before the patch hit and when I came back the build was just as effective as before, no need to change anything :).
@ 01:15 AM, Tue February 24 2015 Reply
Great build, enjoing it!