Strength = Power and Condition Duration Arms = Precision and Condition Dmg Defence= Toughness and healing Power TActics = Vitality and boon duration Discipline= Ferocity and Burst REcharge Build 1: http://dulfy.net/2015/05/02/gw2-specialization-calculator- that_shaman/#profession=warrior&traits="Discipline",2,4,9 -"Arms",1,4,9-"Strength",3,6,9 This build focuses on duel wielding and weapon swapping. It requires that you take an axe in your main hand. One set of weapons can be duel axes, while the second can be a sword, mace, war horn, or shield. Shield and mace benefit from the build due to stunning the enemy which gives 50% extra chance to critically strike. With weapon swap on a quicker cooldown you can always switch from your axe/shield to your duel axes to get the extra 150 ferocity. Swapping weapons give the user might, and removes conditions. With 10% of power going into bonus vitality, Valkyrie armor (Power, Vitality, Ferocity) Would be good. This build also runs around having fury, so Superior Runes of Rage (+175 Ferocity. +30% Fury Duration, +5% dmg while under the effects of Fury). Another great Rune would be Rune of the Wurm (+175 Vitality, +100 Ferocity and 7% of vitality becomes ferocity.) So running all Valkyrie armor would cause the bonus Ferocity to be very high. AS for Sigils, Superior BloodLust Sigils (+10 power per kill stacks to 25), and the swiftness sigil (gain swiftness when killing a foe for 20s) and on the other axe superior sigil of air, or fire, or even vulnerability would run well. Build 2: http://dulfy.net/2015/05/02/gw2-specialization-calculator-that_shaman/#profession=warrior&traits="Strength",3,6,9 -"Arms",1,4,9-"Defense",3,4,8 Another Duel Wielding weapon swapping build, but this one is a defensive build. Giving 7% of toughness to power, and still 10% power to vitality. Again having fury and axes benefit heavily. Armor would be different because of toughness. Cavaliers armor (Toughness, Power, Ferocity) the fury along with stunning your foe should compensate for the lack of precision. Some accessories can always be beserker or even better assassin to get that precision up. The Rune of the Dolyak (+175 Toughness, +100 Vitality, Regenerate health every second), then the rune of Rage (+175 Ferocity, +30% Fury, +5% dmg while under fury effects) This build compliments stances. so using them is effective, but not over the top effective. Ultimately this depends on if u want to use stances or take Cull the weak to do extra damage to weakened foes (+5% dmg). taking sigils that weaken foes on criticals (Sigil of Fraility) and percision stacking (Sigil of perception) or power stacking (Sigil of Bloodlust) work best Build 3: http://dulfy.net/2015/05/02/gw2-specialization-calculator- that_shaman/#profession=warrior&traits="Strength",3,6,7 -"Arms",2,6,9-"Tactics",3,4,8 This build relies on shouts to buff, sword in your main hand to inflict bleeds. An axe in the off hand is best because it will give u fury. Having a shield or mace would not be bad either. Another sword would be just fine. Remember that using shouts like "for great justice" is super effective because of the extra condition dmg u get when u have fury. Shouts are healing and faster recharge, so shake it off is great to use, even with the passive shake it off. On my mark is also fantastic. The more shouts you have the more healing you can do on your allies. Signet of rage is another great skill to have and with quickness turning into a boon Frenzy stance is looking good to have as well. that or balanced stance since you have boon duration with tactics (+30%). Did i mention you get an extra 1% dmg increase for every boon on you? If you want to be a support warrior then Rune of the Monk (+175 Healing Power, +15% boon duration, +10% effectiveness outgoing healing to allies, and 25% chance to heal for small amount when struck ) the other choice for runes with heavier dmg would be Rune of strength (+175 power, +45% might duration, 25% chance of gaining might when hit, +5% dmg while under effects of might.) Sinister armor (Condition dmg, power, precision) would be effective. since critically hitting adds conditions to your target and grants condition dmg buffs that are stack-able. Rampagers would also be good, (Precision, power, condition dmg), but for a little extra dmg you can always get berserker accessories. Sigils that would be good, Sigil of Earth (60% chance inflict bleed for 5s on critical), Sigil of Perception (+10 persicion per stack, stacks gained on kills) This build is more for parties that are squishy and could use a little support in healing. Build 4: http://dulfy.net/2015/05/02/gw2-specialization-calculator- that_shaman/#profession=warrior&traits="Strength",3,5,8 -"Defense",1,5,7-"Tactics",3,6,9 Something new. This build is more defensive, but at the same time can have a very effective offense. We see that mace/shield is a very effective combination of weapons, and the great sword by itself is also very strong. Since most dungeon groups stack having a great sword give might to you will proc the passive to give might to an ally. Empower allies helps those around you become stronger. Carrying banner of discipline would be very helpful to boost yours and allies critical strike chances and then their crit strike dmg. "For Great Justice" is also recommended with the signet of fury (for critical hit chance). The elite skill i recommend is battle standard. Rune of Strength (+175 power, +45% might duration, 20% chance to gain might when struck, and +5% dmg while under the effects of might) seems to be the best option. Rune of the Pack (+175 power, +125 precision, +30 swiftness, 25% chance when struck to give allies might, fury and swiftness), and Rune of the Eagle would be good (+175 precision, +100 Ferocity, +6% dmg vs targets with less then 50% health). As for armor stats, Assassins armor (Percision, Power, Ferocity) or Beserker (Power, Percision, Ferocity). I suggest assassins so your crit strike chance is higher. Sigils could be, Sigil of Air (50% chance to cause lightnign strike on critical), but Sigil of strength with this would be much better. Sigil of Strength (60% chance to gain might for 10s on critical). Sigil of Battle can be used (Gain might when weapon swap for 20s) but this isn't really a weapon switching build.