Warrior WvW | Small Group Greatsword, Sword/Shield | Roamer The High Risk Roamer [WIP]

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Summary

"The High Risk Roamer"
- Is a solo/small-scale roaming build that excels in smaller fights and skirmishes.
- Its a very mobile build that allows you to pick and choose fights as you see fit, granting you the ability to quickly get in and out of combat.
- The build has a long lock-down potential, as well as burst, if played correctly.
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Downsides of the build:
- Limited condition removal.
- Relatively squishy if you run it with berserker armor.
- When fighting good players you have to know what you are doing, which means that if you're not too familiar with PvP, Dueling or reading your opponent and tracking cooldowns, this build is not recommended for you.


I. Weapons and Skills

Berserker's Greatsword
  • Weapon Strength: 1095-1210
  • 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
Berserker's Spear
  • Weapon Strength: 996-1100
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
  • Arcing Slice¾
    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 Blades8
    Repeatedly strike multiple foes. The last strike does extra damage.
    Damage (8x): 1,624Final strike damage: 406Range: 130
    • 0
    • 0
  • Whirlwind Attack¼ 10
    Whirl in a target's direction, slashing foes along your path.
    Damage: 259Combo Finisher: WhirlRange: 450
    • 0
    • 0
  • Bladetrail¾ 15
    Throw your greatsword at your foe so that it returns to you, crippling foes along the way.
    Damage: 277Crippled: 4 sCombo Finisher: ProjectileRange: 900Immobilized: 1 s
    • 0
    • 0
  • Rush2 20
    Charge and strike your foe.
    Damage: 628Range: 1,200
    • 0
    • 0
  • Healing Signet16
    Signet Passive: Grants regeneration.
    Signet Active: Heal yourself and gain resistance.
    Healing: 3,320Resistance: 6 s
    • 0
  • Endure Pain60
    Stance. Take no damage from attacks.
    Duration: 5Breaks stun
    • 0
  • Signet of Stamina¼ 36
    Signet Passive: Grants faster endurance regeneration.
    Signet Active: Cure all conditions.
    • 0
  • "Fear Me!"60
    Shout. Induce fear in your foes.
    40'-100': 1 s15'-40': 2 s0'-15': 3 s
    • 0
  • Signet of Rage1 48
    Signet Passive: Grants adrenaline.
    Signet Active: Gain fury, might, and swiftness.
    x5Might: 30 sFury: 30 sSwiftness: 30 s
    • 0

Weapon and Skill Details

TL:DR
Weapons:
Sword/Shield
Greatsword

 

Utilities: Alternate options:
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[WEAPONS]:

 

- The "Greatsword" is the main source of damage in this build along with the mobility and gap-closers it provides. When chained together with the main hand swords F1 skill and the leg specialist trait you can set up a lot of different combos to deal heavy damage to your foe.

 

- The "Sword/Shield" is mainly for mobility and used as a CC-factor in this build with the immobilize it provides (mainly the F1 ability), but can also be used as a finisher/execute with the final thrust. The shield block is really good when your being pressured,and it gives you another way to negate damage efficiently which you'll need.
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[UTILITIES]:

 

- [HEALING SKILL]: “Healing signet”, not much to state here except for the fact that the other heals are sub-par compared to it, and "Healing Surge" would be a waste as you sit with next to no adrenaline most of the time. You could use "Healing Surge" purely for the adrenaline gain, but I would not recommend it as you would loose out on a lot of sustain.

 

- [1st UTILITY]: For the first utility i mostly run "Endure Pain" as its a good stunbreaker and a great way to reduce the damage taken, which you will need most of the time considering how squishy you are. Another option for the first utility is "Berserker's Stance", as its a great too to counter condition builds that doesn't do too much physical damage, but by taking it you obviously end up sacrificing a stunbreaker as well as the immunity to physical damage. Personally i only ever use "Berserker's Stance" when I'm dueling and/or fighting condition builds, as "Endure Pain" is useless against condition builds except for the stunbreaker if you were to be locked in a fear combo or CCed.

 

- [2nd UTILITY]: "Signet of Stamina", this is a utility i almost always use, regardless of what im fighting, mostly for its fast condition cleanse as its one of the things this build really lacks. Of the two conditions cleanses that this build has, this is mostly the one i use as a last resort, as the passive on the signet is really helpful and good in this build. The passive grants you 50% faster endurance regeneration, which means you'll have 1 dodgeroll available every 7,5s instead of every 10s, which combined with the traits "reckless dodge" and "building momentum" makes you able to use dodgerolls as a viable source of unblockable damage during combos.

 

- [3rd UTILITY]: For the third utility skill i usually run the "Dolyak Signet" for the stunbreaker, stability and the extra passive toughness it grants whenever its not used, picking dolyak signet over balanced stance is a personal preference as I prefer having the passive toughness instead of the extra swiftness and lower cooldown. Another option for the third utility is the shout "Fear Me!", as it has great synergy with the general weapon combos in this build, and will render opponents defenceless if used at the correct time. It's also a nice way of getting past opponents blocks and it's one of the only instant warrior skills which gives it a surprise factor that most people wont be expecting.

 

- [Elite]: "Signet of Rage" is one of the most important skills in this build, as its (combined with the lyssa runes) one of your two sources of condition cleanse. It'll remove 5 conditions when you use it, so you'll have to decide for yourself when you actually want to use it, preemptively to get the swiftness, fury and might or save it and wait until you get some conditions on you before actually using it.
Because of the long cooldowns on the other warrior elites, “Signet of Rage” is the only viable elite choice worth running alongside the lyssa runes.


II. Traits

Adept Master Grandmaster

Trait Details

TL:DR
Traits:
Strength: I or III or IV - IX
Arms: II - X
Tactics: I
Discipline: VI - X or VIII

 

[Strength Traits]:

 

Adept Passive trait:
- Reckless Dodge:
Reckless dodge has nice synergy with this build, as your most of the time going to be on top of your opponent, which means a lot of the time you'll be able to line up a dodgeroll onto your opponent as you move around/behind them and/or engage on them. The damage from the trait is also unblockable, meaning you can use it to finish of or damage blocking foes or hit people through the Aegis boon.

 

Adept trait: 3 different options for this trait slot
- Death from above (I):
"Death from above" is a great trait for roaming as you often end up fighting in uneven terrain, which you can use to surprise/ambush your enemy by leaping off of a ledge to get the knock-back launch on your opponent, leaving them on the ground and open for additional attacks for a few seconds. The landing itself does quite a bit of damage and can critically hit, it's also unblockable so it also affects players with aegis or blocking foes.
Personally i prefer this trait over all the other ones when I'm roaming, as it grants me the ability to safely travel fast around the map, as well as getting out of sticky situations with savage leap without having the risk of taking too much falling-damage or straight out dying from it.

 

- Great Fortitude (III):
"Great Fortitude" is just an overall good trait to use if you don't feel like running the "Death from above" trait, as it grants you a flat percentage of your total power as vitality, giving you about 1500 more HP which helps a lot with keeping you alive in a lot of scenarios.

 

- Short Temper (IV):
"Short Temper" is probably the strongest of these 3 traits, as its a great way to stack up both might and adrenaline for short bursts. Since this build in general relies a lot on the amount of adrenaline you have available and how quick you can kill your foe, this trait can give you a huge power boost against certain professions during fights, allowing you to use enemies' blocks to stack up might and adrenaline, then quickly bursting them as soon as they become vulnerable to attacks again.
This trait is highly recommended when fighting Guardians, Warriors who uses blocks and Engineers.

 

Passive Master Trait:
- Building Momentum:
"Building Momentum" grants you half a dodgeroll whenever you successfully land a burstskill on your opponent. This adds to your already high evasion and damage negation moves, upping your survivability if you use it efficiently. It has good synergy with the swords F1 as you a lot of the time don't want to stand in front of your opponent and tank possible CC or bursts, and the added endurance might allow you to reposition/evade or get behind your enemy with a dodgeroll.

 

Master Trait:
- Slashing Power (IX):
Slashing power, simply for the extra damage on the greatsword, since it's the main source for damage in this build.

 

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[Arms Traits]:

 

Adept Passive Trait:
- Precise Strikes:
"Precise Strikes" is an overall nice trait mixed in with the high critchance as well as the long condition duration and possible might stacking that this build provides. The trait itself is not game breaking in any way, but its a small source of extra damage that you does help you out overall, its also a syncs really well with with "Flurry" for the extra bleeding-procs if you were to choose to keep the attack animation going.
This trait also comes really in handy against classes with passive condition removal, in particular engineers, which most of the time runs the "Transmute" trait, meaning every 15 seconds they will transmute a condition that is applied to them into a boon, meaning they a lot of the time could end up converting your immobilize or even "Fear Me!" into boons if you were to loose track of its 15s cooldown.

 

Adept Trait:
- Furious Speed (II):
"Furious Speed" is just one of my many personal preferences when it comes to traits, as it provides you with more or less permanent swiftness uptime as long as you're in combat, meaning you easily can stack a long duration of swiftness while fighting, making it easier to both chase down enemies or escape from them if you were to need to so.
This trait is also really useful if you were to get your boons stolen or converted into conditions, leaving you with the possibility of quickly gaining more swiftness to keep yourself on top of a kiting opponent.

 

Passive Master Trait:
- Critical Burst:
Critical Burst itself only affects burstskills, which in this case only adds to the already high critchance that this build has, allowing your burstskills to almost always crit. The trait has good synergy with "Flurry" as it combined with fury will grant you around 87% critchance, which you can use to proc the "Precise Strikes" trait for additional bleedstakcs if you want to.
If you have 25 stacks of Perception (Precision stacking sigil) on one of your weapons, you'll have close too 100% critchance on all burstskills, making for great execute potential combined with the greatswords F1 "Arcing Slice".

 

Master Trait:
- Forceful Greatsword (X):
Forceful Greatsword is one of the main traits in this build as it boosts the greatswords damage potential, granting might stacks upon critical hits and reduced cooldowns on the weapons abilities. With this trait you'll almost always have attacks like "Whirlwind" (which is a great evasion and damaging skill) and "Hundred Blades" available every time you swap into the greatsword, as well as the heavy hitting(but not really reliable) gap-closer "Rush".

 

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[Tactics Traits]:

 

Adept Passive trait:
- Determined Revival:
This trait doesn't really have that much a function in this build as you will almost never want to get down to resurrect someone unless you know you can pull it off, and if you do, expect to have to blow cooldowns to keep yourself alive if your being pressured by multiple opponents. The extra 400 toughness is nice, but like i said it's not really something you want to be doing unless you have control of the situation to begin with.

 

Adept trait:
- Leg Specialist (I):
Leg specialist is easily one of the most central traits in this build, as it's what you will be using most of the time to get a combo going unto a foe. You have 3 different ways of proccing the trait, firstly being the main hand swords 3rd auto-attack, secondly being the swords "Savage Leap" and lastly it being the greatswords "Bladetrail" which is a thrown projectile. These 3 things are mostly what gets a combo going, and with its short cooldown of 5 seconds, you can keep proccing during a combo, allowing you to easily lock down a foe for up to 8-10 seconds at a time.

 

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[Discipline Traits]:

 

Adept Passive trait:
- Versatile Rage:
"Versatile Rage" is one of your main sources of adrenaline-income apart from attacking your opponent directly. In this build you'll almost never have the same weapon set out for more than 10 seconds at a time, quickly swapping between weapons during early fights being essential for quickly stacking and preparing enough adrenaline for a combo. You gain 5 strikes of adrenaline which equals to half a bar of adrenaline every time you swap weapons. 3 bars in total being 30 strikes of adrenaline.

 

Adept trait:
- Signet Mastery (VI):
"Signet mastery" is also one of my own personal preferences when it comes to this build, considering you have a high uptime of swiftness and don't use many stances, you wont be needing the other popular traits. The trait also reduces the cooldown of 3 (possibly 2 if you take "Fear Me!" instead of "Dolyak Signet") of your signets, 2 of them being your only condition removal, meaning if you were to take another trait you'd be more susceptible to condition damage, as well as less fury, swiftness and might uptime.

 

Passive Master Trait:
- Fast Hands:
"Fast Hands" is easily one of the best warrior traits, allowing the warrior to swap weapons every 5 seconds, unique to most other classes in the game. This is probably one of the most essential traits for the warrior class and a must have in almost all builds. The trait works amazing with this build as it allows you to quickly rotate between the low cooldown abilities on the sword and greatsword, making it easy to use gap-closers and burst-skills in quick successions for great combos.

 

Master Trait: 2 different options for this trait slot
- Mobile Strikes (X):
"Mobile Strikes" is just another one of my personal favorites as it allows you to instantly remove any duration of immobilize (as long as your not stuck in immobilize mid-air) upon using a mobility skill. Which in other words means every skill that moves your character in any way. This build has access to 4 different mobility skills, 1."Savage Leap" 2."Shield Bash" 3."Whirlwind" and 4."Rush", "Whirlwind" and "Savage Leap" being the most reliable ones with the lowest cooldowns. This traits is just overall great for escaping from immobilize stacking which is very common thing now a days, it being a ranger, condition thief or any other class. Evasion is important for this build, so if you were to get stuck in a long duration of immobilize without any means of defense, you'd die rather quickly.

 

- Destruction of the Empowered (VIII):
"Destruction of the Empowered" is a strong trait for fighting classes with a lot of boon-uptime, granting you a lot more burst potential against otherwise tanky/buffed up foes, mostly against classes like the Elementalist and Guardian with high uptime of protection and regeneration.


III. Stat Specifics & Effects

Primary Stats

  • Health 21642 (+2430)
  • Vitality 1159 (+243)
  • Armor 2127 (+0)
  • Toughness 916 (+0)
  • Attack 3357 (+1341)
  • Power 2147 (+1231)
  • Critical Hit 48% (+48%)
  • Precision 1928 (+1012)

Secondary Stats

  • Boon Duration 10% (+10%)
  • Burst Recharge 20% (+20%)
  • Condition Damage 270 (+270)
  • Condition Duration 75% (+75%)
  • Critical Damage 55% (+55%)
  • Damage 1210 (+10%)
  • Defense 1211 (+0)
  • Experience from Kills 20% (+20%)
  • Ferocity 837 (+837)

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

Your main boons are swiftness, fury and might (and stability, depending on wheter or not you choose to run dolyak signet or balanced stance), though you can get access to other boons as well through the lyssa runes if you proc them with the elite at the appropriate time. When fighting physical damage builds its always nice to use the lyssa proc to convert vulnerability into protection if you get the chance.

 

Your conditions consists out of bleeding, vulnerability and cripple (and possibly also fear depending on your utilities), but most importantly immobilize.

 

[More to be added]


IV. Food, Armor, Trinkets & Upgrade Items

Food Nourishment

Rare Veggie Pizza
Duration: 30min
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
  • (30min)
  • Condition Duration: 40%
  • Condition Damage: 70
  • Experience from Kills: 10%

Utility Nourishment

Toxic Sharpening Stone
Duration: 30min
Power: 100
Condition Duration: 10%
Experience from Kills: 10%
  • (30min)
  • Power: 100
  • Condition Duration: 10%
  • Experience from Kills: 10%

Armor & Runes

Flame Legion Helm
  • Defense: 121
Superior Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
Flame Legion Pauldrons
  • Defense: 121
Superior Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
Flame Legion Breastplate
  • Defense: 363
Superior Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
Flame Legion Gauntlets
  • Defense: 182
Superior Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
Flame Legion Legguards
  • Defense: 242
Superior Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
Flame Legion Greaves
  • Defense: 182
Superior Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)

Armor Stat Totals

  • Defense 1211
  • Precision 175
  • Condition Duration 5%

Rune Bonuses

Superior Rune of Lyssa
  1. Precision: 25
  2. Condition Duration: 5%
  3. Precision: 50
  4. When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
  5. Precision: 100
  6. When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)

Accessories & Jewels

Mark of the Tethyos HousesOffensive Slot
  • Power: 157
  • Precision: 108
  • Ferocity: 108
Book of SecretsDefensive Slot
  • Power: 63
  • Precision: 40
  • Ferocity: 40
(Infused)
Crystalline BandDefensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Ring of Red DeathOffensive Slot
  • Power: 126
  • Precision: 85
  • Ferocity: 85
(Infused)
Althea's AshesOffensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74
Magister's Field JournalDefensive Slot
  • Power: 110
  • Precision: 74
  • Ferocity: 74

Accessory Totals

  • Power:692
  • Precision:466
  • Ferocity:466

Weapon Set Sigils

Berserker's Greatsword
  • Weapon Strength: 1095-1210
  • Power: 239
  • Precision: 171
  • Ferocity: 171
  • Weapon Strength: -
Sigil of Superior Leeching
Your next attack after swapping to this weapon while in combat steals some health.
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 I

Sigil of Superior Leeching

Your next attack after swapping to this weapon while in combat steals some health.

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 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)
Sigil of Superior Geomancy
You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Weapon Set II

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)

Sigil of Superior Geomancy

You bleed nearby foes for 10s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

Berserker's Spear
  • Weapon Strength: 996-1100
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Berserker's Harpoon Gun
  • Weapon Strength: 905-1000
  • Power: 120
  • Precision: 85
  • Ferocity: 85
Superior Sigil of Perception
Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)
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)

Water Weapon I

Superior Sigil of Perception

Gain +10 Precision each time you kill a foe. (Max 25 stacks; ends on down.)

Water Weapon II

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)

Upgrade Item Details

Greatsword:
- Sigil of Leeching:
A personal preference as it grants you a proc when you swap to the greatsword that'll steal 975HP from your oponent if you manage to land it on them, the lifesteal will heal you for 974HP which overall will contriubute to giving you a little bit more sustain in fights.
- Sigil of Energy:
The energy rune isn't necessarily the best DPS rune, but together with the greatswords abilities it allows you almost always dodge incoming CC and attacks whenever you swap to your greatsword. This adds to the builds overall evasion, allowing you to dodge, evade and block most hard hitting abilities thrown at you if played correctly.

 

Sword/Shield:
- Sigil of Superior Hydromancy:
I just recently started using Hyrdomancy as it's a great counter to blind spamming, plus it also deals a nice amount of damage and can critically hit your foe. It's an AoE proc that applies chill to and damage to any opponent hit, so it removes blind if you were to weapon swap within the range on an enemy while being blinded, making it extremely nice for this build since you don't want to waste your immobilize skills and adrenaline by trying to attack through blinds. The damage portion of the sigil also scales off of your power.

 

- Sigil of Superior Geomancy:
The geomancy sigil is by far one of the strongest sigils out there at the moment, granting you an AoE dmg dealing proc that'll give all enemies within range 3stacks of bleeding for 10 seconds base. This sigil is really powerful alongside the hydromancy sigil and the high condition duration that the build will give you. Normally we have 75% duration meaning the bleedstacks will last for 17,5 seconds, dealing about 2750dmg if it doesnt get cleansed. The reason this sigil is so good along with the hydromancy sigil is because of the melee pressure you get with having both of them and swapping to the weaponset while being close to your oponent. If you happen to be blinded the hydromancy will clear the blind with its dmg proc and the geomancy will be applied, meaning that you can swap next to thieves to proc bleeding on them through blind or you can use it to remove the aegis boon and proc bleeding while fighting a guardian.

 

[More to be added]


V. Basic Gameplay

[To be added]


Main Skill Rotation

[To be added]


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