Q:
Balutrike-Sylvari Warrior and Commander.
Proud WvW player of Farshiverpeaks and member of [TZO]/[Keen]/[MA]
Q:
Hello, I am playing a Warrior, I run as Commander in EB big part of the time, also in small scale striketeams at time. So i need to be tanky, but would like to improve my burst a bit or improve my healing, as i feel i fall on the dull side at times,
any suggestions are welcome
take leg specialist instead of desperate power, aoe immobilize with hammer, and man arrow carts.
and go 10 in arms instead of strength for unsuspecting foes. you’ll be using your burst skill on hammer everytime it’s available, so the strength trait is useless, and you get like 100% crit chance on your aoe stun.
Any suggestions on change of Sigil or Runes?. also about to use my laurels. I cant decide if to go for P-T-Crtdmg or P-T-Crit-
Unsuspecting foe really isn’t that great. You might be able to land a hammer chain in that time, if you land perfectly you might be able to get a 2-5 in which granted is a good burst. Then if they’ve got stability you lose a lot of efficacy for it’s duration, or if there’s any uneven terrain.
OK… As for advice, run different builds when commanding than you do when with a small group. As a commander your highest priority should be keeping yourself alive to direct your group. The commander suddenly stopping can really throw off the momentum of a push.
Throw in some berserker gear (not all though, don’t drop below 2.7k armor, being above is fine though). Put some points into discipline, traits here are very strong. Drop turtles defense for embrace the pain… Unsuspecting foe is overated… I’ll get more into this when I’m not at work trying to post on my phone.
Unsuspecting Foe is great for a Commander who calls out the stuns and can therefore capitalize on them. Or any Hammer Warrior with ears and a VOIP listening to said calls.
And as far as roaming is concerned, solo I agree with your comments, but even in a small group 2.7k armor is too low in my mind. Just my opinion though.
tried to do roaming with same setup but knights armor and lyssa runes(second armor set) was very great, we had 3 hammer guardians and 2 wars. rest spread with DD eles, Mes and alike
Unsuspecting Foe is great for a Commander who calls out the stuns and can therefore capitalize on them. Or any Hammer Warrior with ears and a VOIP listening to said calls.
And as far as roaming is concerned, solo I agree with your comments, but even in a small group 2.7k armor is too low in my mind. Just my opinion though.
unsuspecting foe is only really that good if you have very high crit damage, which he doesn’t. I run over 70% crit damage and still find berserker’s power superior. The fact that it also limits your combo (what attack do you think people with stunbreaks down are watching for when facing hammer warriors?) to having to start out with earthshaker in order to use your big burst. Being a one trick pony is bad. Sustained damage to me is also where you make your money if you ask me, spiking somebody down is great but if the group is decent he’ll be back up before you can burst again. On the other hand you can steadily punish the group, hit one with a little spike (it’s really not that much smaller), and then pressure those who try to res them. They might get him back up but if they decided to sit there that long you now have two (or more) opponents at low health.
It’s not that unsuspecting foe is bad, it’s just not that great compared to your other choices. I personally ran the trait forever until defektive came out with that hammer build, which I tried, and realized how little that trait was really doing for me.
Mind you I said 2.7k as a limiter for how low you can go, not as a target number.
Any suggestions on change of Sigil or Runes?. also about to use my laurels. I cant decide if to go for P-T-Crtdmg or P-T-Crit-
As far in as sigils go, fire is the go to for sustained AoE damage. Impact is also a good, cheaper alternative, but stability will screw you even further that it did before with this. I’ve been running lyssa forever, I don’t think you can beat it on hammer warr.
Other options on sigils that I think would be viable would be hydromancy, regular old force, energy and battle.
(edited by Jonwar.9205)
unsuspecting foe is only really that good if you have very high crit damage, which he doesn’t. I run over 70% crit damage and still find berserker’s power superior. The fact that it also limits your combo (what attack do you think people with stunbreaks down are watching for when facing hammer warriors?) to having to start out with earthshaker in order to use your big burst. Being a one trick pony is bad. Sustained damage to me is also where you make your money if you ask me, spiking somebody down is great but if the group is decent he’ll be back up before you can burst again. On the other hand you can steadily punish the group, hit one with a little spike (it’s really not that much smaller), and then pressure those who try to res them. They might get him back up but if they decided to sit there that long you now have two (or more) opponents at low health.
It’s not that unsuspecting foe is bad, it’s just not that great compared to your other choices. I personally ran the trait forever until defektive came out with that hammer build, which I tried, and realized how little that trait was really doing for me.
Mind you I said 2.7k as a limiter for how low you can go, not as a target number.
Crits are always good regardless of your additional crit damage, and Berserker’s Power is good if you sit on your Adrenaline – which as hammer you really don’t. Since you were quite cordial, so will I be – but I specifically referenced a zerg vs zerg or large group vs large group scenario in my post, not a 1v1 or small group scenario. Earthshaker is not the only stun that is called for or used in a large group fight, and Unsuspecting Foe does not only utilitize your own stuns. In the vein of discussing large group fights, you do not spike or stand around to pressure ressers. You push through, about face, push through again. A hammer warriors main role in said situation is to be a frontliner to enable more damage taken by the enemy and less taken by your allies. Extra damage in such a situation, especially burst damage like that from crits, is never a bad thing – you’re fulfilling two roles at once.
take leg specialist instead of desperate power, aoe immobilize with hammer, and man arrow carts.
and go 10 in arms instead of strength for unsuspecting foes. you’ll be using your burst skill on hammer everytime it’s available, so the strength trait is useless, and you get like 100% crit chance on your aoe stun.
My suggestion on traits is the same as wads except Defense I prefer Last Stand. For Hammer, I suggest using Hydromancy as it helps to chill your enemies before Hammer burst. To prevent shared CD on sigils, use Force and Accuracy for your Sword/Warhorn.
Armor wise I suggest using Melandru to beef up your toughness and mitigate conditions to the min. Lemongrass+Melandru plus high toughness/vitality makes you hard to die. As a Commander, his/her survival is top priority then follow by CC. That’s my 2 cents.
0/10/30/30/0
10 – unsuspecting foe
30 – embrace the pain, hammer, last stand
30 – leg specalist, vigorous shouts, lung capacity
Skills – Healing Surge for the adrenaline fill when traveling and as a nice prep into the fight if your adrenaline ran out, Fear me, Great Justice, Shake it off, Battle Standard(short stability and will res your downed people)
Hammer
Sword/Warhorn – This is for getting in and out of the zerg. If you are attacking on purpose with any skill other than the 3rd skill with the sword, you are using it wrong for the purposes of this build, it will do junk damage. Leap into the zerg then hit with skill 3 for a quick immobolize(can also use the second horn skill for some endurance regen and weekness to the enemy,) swap to hammer for hammer time. When you need to leave, your swap should be off cool down( make sure no one was targeted) and leap out, hit horn to remove whatever it removes and get a swiftness boost.
Soldier runes.
Sword and warhorn are both Invader. Sword – Soldier crest, warhorn – superior sigil of hydromancy.
Hammer is zerker. Currently I’m using the rune for extra crit but thinking about swapping, haven’t decided.
Head, shoulders, gloves, 1 ring, 1 trinket -Knights
Chest, legs, feet 1 ring, 1 trinket, amulet- cleric
Back – Currently I have exotic PVT, mostly since I’m going for PVT ascended back(didn’t see much for the other stuff. Maybe the zerker one but I hadn’t decided.)
Shouts heal for a little over 1900. I’m happy with that but have been thinking about changing maybe the amulet to knights. A full set of clerics will make your shouts heal for around 2500.
Armor is around 3300.
Been using mango pie and sharpening stones again. Oil does add a nice bit to your crit chance and can get just over 50% with fury. Mango pie doesn’t heal much but during skill lag and you can’t get a heal to pop, at least I’m getting something.
This is for busting the zerg.
(edited by CreativeAnarchy.6324)
Crits are always good regardless of your additional crit damage, and Berserker’s Power is good if you sit on your Adrenaline – which as hammer you really don’t. Since you were quite cordial, so will I be – but I specifically referenced a zerg vs zerg or large group vs large group scenario in my post, not a 1v1 or small group scenario. Earthshaker is not the only stun that is called for or used in a large group fight, and Unsuspecting Foe does not only utilitize your own stuns. In the vein of discussing large group fights, you do not spike or stand around to pressure ressers. You push through, about face, push through again. A hammer warriors main role in said situation is to be a frontliner to enable more damage taken by the enemy and less taken by your allies. Extra damage in such a situation, especially burst damage like that from crits, is never a bad thing – you’re fulfilling two roles at once.
zerg vs zerg wise I find any organized guild is going to run guardians. Guardians who keep AoE stability up on their group. Disorganized groups are going to get roflstomped anyways unless they have an extremely significant numerical advantage in which case there’s not a lot you can do. Adrenaline also isn’t much of an issue in a zerg, I’m almost always back to full well before my 10s CD is up anyways.
Regardless, I’m still of the opinion that if you’re running as a commander absolutely nothing should be geared towards offense. Personal survivability is your only goal, you go down and you better have a very organized group that can quickly switch to another leader.
Lastly, I was only talking about small group tactics because the OP was asking about a build for both.
My suggestion is since you’re leading the pain train you need to be able to take hits and drop conditions quickly. Tough to do as a warrior. Banners are somewhat effective at giving a small buffer and I think I read the healing received from shouts and banners was almost equal in a timed duration. Banners off low consistent healing while shouts offer on the spot burst heals.
Sometimes I wish Vigorous Shouts was a guardian trait and Pure of Voice was a warrior trait
Also, you have to decide if you want crit or not. Having 50% crit with fury is great but to even utilize that you need to have crit damage to make it worth while. I would say go full PVT/Cleric/Knight like CreativeAnarchy said when you’re leading and swap to your dps gear when roaming or running spec ops.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.