(edited by Coldearth the Merciless.2684)
Signet of Fury VS Shake it Off
Id rather run around potentially killing someone and feeling fun and useful, than just shouting and shooting arrows from a far.
Down side is Zerker you will die super fast like dropping butter on a pool of lava!
Yeah Zerker is going to be an adjustment, but I’m just wondering should I keep signet of fury, or go for shake it off. And trait wise I’m wondering should I keep strength up, or put a few more points into tactics for empower allies.
I personally take Shake it off. It’s saved me too many times when I’ve been knocked back while on platforms to count. (I’m looking at you harpies fractal) I’ve bound it to a thumb key on my mouse and my reaction time is fast enough that I can pop it up as soon as I take the first bump on the ground. Because of the animation when your char hits the ground, you insta-pop back up and can get back into the fight.
Losing points in strength is a far bigger DPS hit than you get back from Empower allies. You lose berserker power which at full adrenalin is a flat 15% increase to your damage as well as 100 points of power. If you’re running with a sub optimal group, the small buff from Empower Allies isn’t going to make up for the damage you yourself could be dishing out.
You aren’t restricted with utilities and traits. You can change them on the fly depending on the encounter. With that said, why would it matter if for a given situation you feel the need for a stunbreaker?
If you keep it on your bar constantly then that’s a different story and it’d be silly to do that. ALWAYS take advantage of being out of combat.
As for your traits, it depends on what you’re doing and what your comp is.
If your group doesn’t need more vuln for whatever you’re doing (engineer+2 eles or something like that), then you would benefit more with your first trait setup because it deals slightly better raw damage than any other option. The only problem with this setup is that you can’t weapon swap at all.
If for whatever reason your group isn’t maintaining capped vuln, you should use the trait point allocation 65003. Mace mainhand alone will contribute a fairly large portion of vuln stacks on a champ/legendary.
As for your second build link…
You really shouldn’t bother with EA unless you’re running phalanx honestly. The only time I ever advocated for EA without it was before phalanx became a craze. Back then we used 64040 and it was only for very very coordinated teamplay, for example trying to optimize FGS rush ticks in a group of 5 long long ago before fiery rush got nerfed. In that case 64004 was optimal, not 46040, because fiery rush used by an elementalist assumed 6 points in air which proc’d weak spot for every tick, resulting easily in 25 vuln maintained. Because of that, warrior wasn’t needed for vuln and could take deep strikes instead, so there was no need for a grandmaster trait in arms. The only thing you really missed out on was attack of opportunity and the ability to swap weapons along with signet mastery, but the tradeoff for giving the group 150 power was too substantial to pass up back then.
So if you want to play a role that has more offensive support than personal DPS go for either 05063 or 06062 phalanx. To know the reasoning behind these trait point setups for phalanx builds and when/where to use them both, view my post here: https://forum-en.gw2archive.eu/forum/professions/warrior/DPS-guide-for-PvE-Dungeons-Soloing-More/page/3#post4831696
(edited by Purple Miku.7032)