Warrior WvW | Small Group Greatsword, Sword/Shield | Roamer The High Risk Roamer [WIP]
Table of Contents
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.
------------------------------------------------
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
- Greatsword Slice½Slice your foe.Damage: 259Vulnerability: 8 sRange: 130
- Brutal Strike½Hit your foe with a final brutal strike.Damage: 333Range: 130
- 0
- 0
- 0
- 0
- 0
- 0
- 0
- 0
-
- 0
- 0
- 0
- 0
- 0
Weapon and Skill Details
TL:DR
Weapons:
Sword/Shield
Greatsword
Utilities: Alternate options:
\(Not Recommended)
[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.
----------------------------------------------------------------------------------
[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
Strength
Arms
Defense
Tactics
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.
----------------------------------------------------------------------------------
[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".
----------------------------------------------------------------------------------
[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.
----------------------------------------------------------------------------------
[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
Conditions
Control
Fields & Finishers
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
Condition Duration: 40%
Condition Damage: 70
Experience from Kills: 10%
- (30min)
- Condition Duration: 40%
- Condition Damage: 70
- Experience from Kills: 10%
Utility Nourishment
Power: 100
Condition Duration: 10%
Experience from Kills: 10%
- (30min)
- Power: 100
- Condition Duration: 10%
- Experience from Kills: 10%
Armor & Runes
- Defense: 121
- Precision: 25
- Condition Duration: 5%
- Precision: 50
- When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
- Precision: 100
- When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
- Defense: 121
- Precision: 25
- Condition Duration: 5%
- Precision: 50
- When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
- Precision: 100
- When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
- Defense: 363
- Precision: 25
- Condition Duration: 5%
- Precision: 50
- When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
- Precision: 100
- When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
- Defense: 182
- Precision: 25
- Condition Duration: 5%
- Precision: 50
- When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
- Precision: 100
- When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
- Defense: 242
- Precision: 25
- Condition Duration: 5%
- Precision: 50
- When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
- Precision: 100
- When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
- Defense: 182
- Precision: 25
- Condition Duration: 5%
- Precision: 50
- When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
- Precision: 100
- 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- Precision: 25
- Condition Duration: 5%
- Precision: 50
- When you use a heal skill, you gain a random boon for 10 seconds. (Cooldown: 10 seconds)
- Precision: 100
- When you use an elite skill, convert up to 5 conditions into boons. (Cooldown: 45 seconds)
Accessories & Jewels
Accessory Totals
- Power:692
- Precision:466
- Ferocity:466
Weapon Set Sigils
- Weapon Strength: 1095-1210
- Power: 239
- Precision: 171
- Ferocity: 171
- Weapon Strength: -