Preface: I’m perfectly happy rolling around melee on my warrior, I don’t find that I’m too fragile and I’ve done well with a few different builds. I simply wanted to try something different. A lot of the strategy is tailored to WVW but it should be easily translated and tailored to PVE or SPVP.
The build is centered around using the rifle as your main source of damage. The Sword/Warhorn is simply used for mobility though it can be used for combat in a pinch. The sigils of Hydromancy and Energy should help when the heat is too much for your liking though you can play around with them for added dps. Now back to the rifle…
The idea is to get as much out of your burst and 3 and 4 button as much as possible while being full of adrenaline as much as possible which had me go deep in to Arms and Discipline for abilities but the boosts to crit and crit damage work well as it is. There isn’t much in the way of defense outside your weapon sets so this would fit in the glass cannon catagory but being that you can fight from up to 1200m away, distance should be some of your armor.
All the minor runes in Arms seem to be designed for the Rifle, extra bleeds for more bleed uptime which pairs well with the 10% extra damage to bleeding foes and the 10% crit chance for bursts will increase your spike damage. Major runes.
V-Rending Strikes. I think vulnerability is underrated and the ability pairs well with high crit and increasing your spike damage…it’s also another condition they have to remove which stacks back up in short order.
VII-Musketeer. Goes without saying and it’s a noticeable difference. Pierce is a handy ability when used at choke points such as bridges and tunnels that seem to be common around many supply camps and towers(especially in Eternal Battleground). Seeing your big salvo hit 2 or 3 people is quite a sight but I would consider it a gift rather than try for it.
XI-Furious. Along with Berserkers Stance and Signet of Fury, this is the fuel for your engine. The quicker you can replenish your adrenaline the quicker you can increase your damage.
Discipline minor runes don’t overtly do much for your damage but the quicker you can swap back to your rifle after making a hasty maneuver with the sword/horn can make all the difference and the added might/adrenaline doesn’t hurt either.
V-Heightened Focus. Increased crit is always nice, especially when a lot of the build triggers off of crits. If you find yourself with an abundance of crit already, you can always swap it out for II or III.
X-Mobile Strikes. This is the only defensive ability to break cc when you hit Charge.
XI-Quick Bursts. Paired with Musketeer, you shouldn’t have to wait for your burst to recharge when you’re ready to use it.
Not much in Strength other than the major which is a pretty big one.
V-Berserker’s Power. You’re going to have adrenaline coming out the ears, might as well increase your damage.
Sigil- I prefer Sigil of Rage as it can hasten your burst salvo though having it trigger at the end of a salvo makes for a sad panda so I may try Superior Strength for a little more reliability.
Runes, Jewels and armor. Berserker increases your output and fits the glass cannon style though Knight’s works well too which will give you a little more survivability. Runes of Divinity are the all around good adding to defense/offense and the extra crit damage fits nicely into the build.
Slots 6-10
Healing Surge. As your heal it either feeds off your maxed adrenaline or helps build it.
Frenzy. A bit safer to use with the rifle than melee weapons, you can get a lot out of it as the build is built for burst damage.
Berserker’s Stance. More adrenaline when you need it. It pairs well when you pop Volley as you should be maxed before the last shot is off.
Signet of Fury. Even more adrenaline and a boost to crit chance. If you find yourself not using it you can sub in “For Great Justice!” for added damage.
Signet of Rage. The best choice here and some would say our only choice. It’s a good damage boost that takes little time to activate as well as a relatively short cooldown.
Putting it in action. I tend to lead with 4-Brutal Shot then burst-Kill Shot followed by 3-Volley. While you’d get more damage by putting Kill Shot last, I find that after I hit with Volley that my target has started their roll or are putting distance/terrain between us before Kill Shot finishes charging. Putting Volley after Kill Shot allows you to maneuver to keep your target in your cross-hairs as well as build adrenaline quickly. The only exception is when I use Frenzy as I can pop off Kill shot quickly after Volley.