Scratch Warrior Build Needs Help!
Trying to make the perfect warrior, here is another one. http://gw2skills.net/editor/?fIAQNAR8ejgOBvxOKPMxBEUBN88AAnCmQ9YOqj2A-jkCBYfRG9DABMZUGERzZmas5oCRlhFRjVtET/iIq2yrIa1SBonuK-w
Hello,
Trying to make the perfect warrior, here is another one. http://gw2skills.net/editor/?fIAQNAR8ejgOBvxOKPMxBEUBN88AAnCmQ9YOqj2A-jkCBYfRG9DABMZUGERzZmas5oCRlhFRjVtET/iIq2yrIa1SBonuK-w
Here are a few comments about this build, in the hope that they can be useful to you.
Firstly, you intend this build for a WvW environment. It is a direct damage build, with 3k attack, 60% critical chance, 53% critical damage, 3.1k armor and 20k health. These stats are well-balanced for WvW, but it would be more realistic to use exotic gear and not ascended gear, unless you are loaded with gold.
1) Choice of weapons.
You have equipped a great sword and a sword/shield, which provide you with great mobility. “Mobile Strikes”, in your traits, forms a nice synergy. “Bull’s Charge” adds one more mobile skill, and “Signet of Stamina” improves your endurance regeneration.
Now, the main interest of the greatsword is its “hundred blades”, which implies that the opponent must stay still. Therefore, if you want to use it efficiently, you need more control. Aside from “Bull’s Charge”, your weapons give you some crippling abilities, so I would suggest you try “Leg Specialist”, which immobilizes your opponent each time s/he is crippled.
Finally, I do not think that doubling the “Sigil of Strength” on the shield is good. Maybe a “Signet of Energy”?
2) Choice of skills.
You use “Mending”, “Signet of Stamina”, “Bull’s Charge”, “For Great Justice” and “Signet of Rage”, i.e. 2 signets, one shout and one physical skill. This means that you cannot really use a trait that would maximize one of those types, as that would not be profitable enough. This might indicate an optimization problem.
Let’s start with healing, and with condition removal. You have selected “Mending”, which removes conditions, and the “Signet of Stamina”, which clears all conditions. Neither your runes nor your food reduce condition duration. I am skeptical here, because the health restored is small, and you’ll still be an easy target for conditions.
One popular approach is to get “Cleansing Ire”, which automatically gives you “Adrenal Health”, and equip the “Healing Signet”. This way, you get some permanent regeneration (fighting some effects of conditions), and can remove conditions with your F1 skills. The “Signet of Stamina” can still work for emergency purposes, and you can use some food to reduce condition duration.
This asks the question of your adrenaline usage. Either you preserve it, so as to benefit from some traits like “Berserker’s Power” (which you do not have) and “Heightened Focus” (which you have), or you use it most often, with your F1 skills.
You seem to have chosen a middle path here, and I would like you to suggest your using adrenaline regularly. Consider this: in your original build, you have 60% critical chance. With the “Signet of Rage”, and “For Great Justice”, you end up at 100%. What’s the point of “Heightened focus” or “Blade Master” then? What about the extra critical chance given by team mates? I am afraid that you have too much precision. This is why I suggest the change to “Healing Signet” and “Cleansing Ire”. You can still use “Arcing Slice” with the greatsword, which will give you 20% critical chance, and remove up to 3 conditions.
What remains is your choice of “For Great Justice”. In itself, it’s good, but this is your last skill, and this leaves you without any stability or break stun, which IMHO is not viable in WvW. So I’d drop it, either for the “Dolyak Signet” or for the “Balanced Stance”. I’d recommend “Dolyak Signet” for you, and also using “Signet Mastery” instead of “Warrior’s Sprint”, as you’d end up with a signet-oriented skill set. All the more that your “Traveler’s runes” already give you a 25% speed increase (it’s redundant)!
3) Choice of traits
As stated before, I do not think that “Heightened Focus” and “Blade Master” are useful for you. The rest looks consistent to me, save for my previous comments about “Cleansing Ire” and “Leg Specialist”.
4) Choice of gear
This looks fine to me, I like that you balance Berserker, Knight and Cavalier to optimize your precision, toughness and critical damage. As for the runes, I have no opinion – I like “Runes of Melandru”, because they reduce the condition duration on you, which is always good in WvW.
5) Other
This build is quite individualistic. You don’t help your group much with this, because you have no control, no condition removal nor buffs for your group. Your teammates might prefer common control builds (e.g. using a hammer) or condition builds (e.g. using a warhorn, banners or healing shouts).
Putting that aside, taking into account my other remarks, I think that the build could be theoretically improved as follows:
HTH.
Try this
Your main combo will be to use sword f1, quickly followed by a weapon swap, 100b while they are immobilized, whirlwind, then swap back to sword and shield bash, final thrust them. If they eat that whole combo theyll easily be dead.
Hey Elegie, I like the build ,but I hate the slow running is there any way I could keep the 25% extra speed?
Hey Elegie, I like the build ,but I hate the slow running is there any way I could keep the 25% extra speed?
It doesn’t matter because with signet mastery you have signet of rage up for swiftness most of the time.
Hi,
Hey Elegie, I like the build ,but I hate the slow running is there any way I could keep the 25% extra speed?
Nope, sorry. But is it that bad?
- With “Signet Mastery”, you can use your “Signet of Rage” with a greatly reduced cooldown,
- You could trait “Furious Speed”, so as to gain speed during combat, where it matters,
- You could substitute “Dolyak Signet” with “Balanced Stance”, although I wouldn’t recommend it,
- If you move in groups, then you do not have to worry, because it’s likely that some people will put speed on you (e.g. using skills, or having some blast in lightning zones).
You could also use the “Runes of the Traveler”, but somehow I find them inferior to the “Runes of Melandru”, at least for that build.
There are other warrior builds that would allow you to have perma-speed with more or less effort- using warhorns as a weapon, or banner as a skill – but that’d be another story.
KK, so what are the weaknesses of the build? http://gw2skills.net/editor/?fIAQNAR8ejkOBvxOGPMRCEkCNsKOKAQmQpwOqjUBxA-j0CBIgJDdRQmyYIa0HwpqCRJPaslRFRjVXDT5SQWDLp2bFRrWKA90VB-w
Also can I switch “bull charge” for “throw bolas”?
Also can I switch “bull charge” for “throw bolas”?
You CAN. Should you? No. Bull’s charge is a mobility skill. Throw bolas is just a projectile.
What this means is that Bull’s Charge can be used for more than CC. It can be used to get you out of a situation, or chase someone. And even if the enemy dodges? You still end up next to them. Bull’s Charge also can’t be reflected or blocked by anti-projectile skills.
Additionally, since it is a movement skill it synergizes with Mobile Strikes, giving you one more skill to get out of an immobilize. The mobility you get from everything together is ridiculous: 600 range (Leap) + 450 range while evading (WW) + 1200 range (Rush) + 900 range (Bull’s Charge)… That’s 3150 units of range! BEFORE you factor swiftness (which changes some skills, like Rush, giving them more range… although Chills and cripples will have the inverse effect)… All of them breaking immobilize.That’s insane.
KK, so what are the weaknesses of the build? http://gw2skills.net/editor/?fIAQNAR8ejkOBvxOGPMRCEkCNsKOKAQmQpwOqjUBxA-j0CBIgJDdRQmyYIa0HwpqCRJPaslRFRjVXDT5SQWDLp2bFRrWKA90VB-w
For my sake, I would do one more change: remove dogged march for Shield Master. You’re using a shield. Shield master is all matters of good… That said, you are using Melandru, so… Not terrible.
Weaknesses?
First, you have no range. This isn’t terribly given your mobility, in many cases doesn’t matter that much, but if you can’t physically cross the distance to your opponent you can’t do jackkitten (in WvW this is important in sieges, both attacking and defending).
Second, be wary of stun builds. Immobilize isn’t a stun. It’s both better (not nulled with stability, not removed with stunbreakers) and worse (specific anti-immo traits such as mobile strikes, is removed by normal condition clear) when it comes to clearing, but it has one major downside: It does not disable your opponent attacking… Stun does. If you immobilize an opponent, keep in mind they can still stun you, which leaves you at a disadvantage.
Third, you have limited condition clear. You don’t have any easier to hit bursts (such as Earthshaker) or Longbow (which doesn’t even need to hit to begin with), so you NEED to stay on your target to clear. This isn’t all that bad, since you have some mitigation from Melandru and your mobility is top notch, so getting to your opponents shouldn’t be too hard, but if you’re enemy manages to avoid you entirely at first, it can be difficult to get back to after you’re loaded full of condis to clear them.
There is nothing there that’s impossible to deal with, mind you, (except lack of range in siege wars…. You can’t do kitten there, equip a longbow if you must), just limitations to keep in mind.
Is this a strong build? I have not seen many people with 3k att, 3k def ,and 20k hp. With 44% crit chance.
Is this a strong build? I have not seen many people with 3k att, 3k def ,and 20k hp. With 44% crit chance.
Part of being a warrior
Hi,
Is this a strong build? I have not seen many people with 3k att, 3k def ,and 20k hp. With 44% crit chance.
The build itself isn’t bad at all I think, and you should do reasonably well in WvW. But beyond stats, a build encompasses an underlying gameplay, and the one induced by the builds discussed in this thread – direct damage with great mobility, but no control and no condition – might be slightly inferior to other builds, such as:
- control builds – use mace and/or hammer to gain abilities to stun your opponent, possibly along a greatsword, so that you can inflict bigger damage at once, in exchange for some mobility. The trait “Unsuspecting Foe” automatically increases your critical chance if you manage to stun an enemy, lowering the need for precision, thus permitting points reallocation on critical damage,
- condition builds – use a longbow and a sword, either with a second sword, a shield or a warhorn. To me, these builds are the best for 1v1 and roaming, as they make the player quite tanky, with considerable DoT. They’re less interesting in big groups (because they do not have immediate effect, like a hammer stun), although playing warhorns and shouts/banners can be quite a help to your allies.