Nail's Shockman V 1.0 for Zerg Warfare

Nail's Shockman V 1.0 for Zerg Warfare

in Warrior

Posted by: jul.7602

jul.7602

I use this build in GvG, Guild WvWvW raids, commanding and zerging.

I’m making this because there is only a small amount of warrior builds in WvWvW for large group play that are publicly available, many of which I think are horrible or so underwhelming to the point where another profession will outperform you in any aspect.

In this build I’m assuming that you have at least adept level knowledge about warriors so I can avoid massive walls of texts. I hyper-linked some terms that might be unfamiliar to some players to avoid confusion.

With that being said, this build harnesses the unique strengths of the warrior into a warrior exclusive role in group play.

Nail’s Shockman

Role in the group
You simultaneously fulfill 3 major roles, 2 minor roles and 2 miscellaneous listed in order of greatest proficiency to least proficiency.

Major roles++

Tank- Best Effective Health, passive defense against conditions resistance to CEs
Condition control- Traited warhorn, shouts on low Cooldowns, Charge
CC specialist- Earthshaker, Fear Me, Staggering blow,+15% stun duration

Learning more about Effective health through a good read written by Shawn.
CE=Control effects

Minor roles +

DPS- High EH and Power in Rampage makes retaliation a notable DPS source of DPS
Movement- Traited warhorn allows the zerg travel at highest velocity at all times
Healing- Very small heals from Vigorous Shouts, but still useful

Miscellaneous roles
Siege user- Can tank moderate to severe AoE fire to reliabley man siege
Leadership- Blitzing the enemy zerg makes other pugs more likely to follow you

Combo finisher

  • x1 Leap finisher
  • x2 blast finishers

Execution
This build will work reasonable well with complete novices but can greatly be improved by recognizing favorable positions and tricks

Special positions
Death from Above!
Always engage from high ground to trigger Death from Above, experienced users can glitch this to trigger more than once by jumping off high ground onto a hill or ramp and then jumping as you fall, in rare cases you can trigger this multiple times.

Frost aura, Chaos armor, Fire shield.
If you’re on level ground, savage leap or use dash in rampage through an ethereal, ice or fire field to reach the enemy zerg. The unique armor effects tick whenever you’re struck so you can punish the zerg even further for trying to gun you down.

Rotation
Once you entered the zerg, immediately use earthshaker and balanced stance (only use if your level or slightly below your targets because it’s known to be buggy and completely miss otherwise) before you get blinded, blocked or stunned, follow up with skill 3, double dodge while swapping to warhorn into another group of enemies and use fear me. Constantly use charge to keep your team mobile, shake it off if you get condition surged.

Reserve Call to Arms as a blast finisher for water fields or armor fields when you need them. Use savage leap for quick maneuvers and to active water fields and armor effects or other effects as you see fit.

Edit:
Video footage should be posted soon. I’ll update the thread every patch or if there is a notable improvement. If you find this helpful, give a like and sticky so that the warrior community will always have access to build information.

(edited by jul.7602)

Nail's Shockman V 1.0 for Zerg Warfare

in Warrior

Posted by: jul.7602

jul.7602

Variant build
Armored Abomination [development]-Identical to the Shockman but bears many high damage and long duration stuns. It will lose a lot of toughness, a little vitality and a some sustain however.

(edited by jul.7602)

Nail's Shockman V 1.0 for Zerg Warfare

in Warrior

Posted by: jul.7602

jul.7602

Reserved just incase

Nail's Shockman V 1.0 for Zerg Warfare

in Warrior

Posted by: Phate.4871

Phate.4871

I have to say, I have run similar builds before, but your writeup is very good. i cannot tell anyone how much I prefer the spiked armor to the endure pain @ 25 %. It procs so much more often, and the hammer is an absolute beast of a weapon, and with the recent patch to hammer 4, we should see more people running with this ultimate control weapon

FA warrior and mesmer.

Nail's Shockman V 1.0 for Zerg Warfare

in Warrior

Posted by: peter.9024

peter.9024

The only thing I don’t get.. You have shout heals for 1 shout? I mean if you put it into disc for warrior sprint or arms for unsuspecting might pay off more.

Skullclamp

Nail's Shockman V 1.0 for Zerg Warfare

in Warrior

Posted by: jul.7602

jul.7602

The only thing I don’t get.. You have shout heals for 1 shout? I mean if you put it into disc for warrior sprint or arms for unsuspecting might pay off more.

2 shouts (Shack it off, Fear me). The heal isn’t that much and I’ve constantly debated over swapping it out with shout CD or shrug it off. Warrior sprint is a bad trait because it swiftness overwrites it and warriors always have permanent swiftness just by themselves.
Unsuspecting foe only works for stuns, not fear or anything else. I would get maybe 2 swings after I earthshaker.

Nail's Shockman V 1.0 for Zerg Warfare

in Warrior

Posted by: peter.9024

peter.9024

The only thing I don’t get.. You have shout heals for 1 shout? I mean if you put it into disc for warrior sprint or arms for unsuspecting might pay off more.

2 shouts (Shack it off, Fear me). The heal isn’t that much and I’ve constantly debated over swapping it out with shout CD or shrug it off. Warrior sprint is a bad trait because it swiftness overwrites it and warriors always have permanent swiftness just by themselves.
Unsuspecting foe only works for stuns, not fear or anything else. I would get maybe 2 swings after I earthshaker.

Oh i didn’t see fear me. But considering the CD, I’d probl get shout cd reduction. Also unsuspecting foe is actually quite good, because your earthshaker will always crit! (as long as you have 50% crit chance before)

Skullclamp