Specialist Builds?
Edit:
Is “chill” effect the same as “frozen”?
Rune(s) of the Elementalist #6 +20% Burning and Frozen duration. (?)
Also is “chill” affected by condition duration?
or is it considered a movement impairing effect that requires “+ chill duration” to extend duration (i.e. paralyzation, stun, knockdown, etc..)
Thanks,
Been thinking about a chill spec, what with the new sigil stuff and everything. I think an interrupt spec will become more potent, along with chill from sigil of ice (on crit) and sigil of hydromancy (on swap).
Something I put together quickly;
This will give you +80% chill duration and +60% on your other conditions. I went hybrid, as I feel the Hammer, especially with ~75 crit chance with fury and 2850 power with 5 stacks of might, can still dish out big damage. Condition damage is still high, reaching 1650 with stacks.
Chill is aplied through sigils and runes. With the upcoming changes to signet of healing, using it to inflict chill will become more potent.
Hammer burst and sword leap will provide excellent mobility, and your opponent will often be chilled trying to chase you. Enhance that feature with an extremely potent Fear Me, and you have a troll spec that might actually be viable.
Work in progress.
Hulk Roaming Montages/Build Vids
I always rage but never quit.
Hello,
Here are my proposals for your specialized builds. Both of them are condition-based, as you would rather not use hammer and greatsword. Make sure to stack corruption if you want to maximize their condition damage.
1) Chill Build
Chill is a condition and is affected by condition duration. It stacks on duration. It’s the same as “Freeze”, just a matter of imprecisely worded skills at the start of the game. A warrior has no native way to put chill, so we use runes / sigils / food for that purpose.
This is a standard condition build, mobility-oriented. You have your foe bled and burnt, and use your burst as often as you can. Also, make sure to activate your healing signet regularly, as it will chill your opponents as well (all the more that its cooldown is reduced).
Finally, when you are inside an Ice Field, provided by either an engineer, ranger or elementalist, use your longbow skills (1, 4 and 5) to apply chill as well.
2) Regen + Life Steal Build
This is a standard condition/regen build, using the banner of Tactics. Life steal is not available on the warrior, so again we use runes / sigils / food to gain some.
This build is less dynamic than the previous one, so maybe less fun to play. Note that you should still use your healing signet, as it will steal life when activated. Also note there might be a bug lurking with this ability (need to reequip your gear when broken/repaired).
When inside a Water Field, provided either by an engineer, ranger or elementalist, use your Sword 2 to heal. When inside a Dark Field, provided either by a Thief or Necromancer, use a projectile finisher with your longbow (1, 4, 5) to steal life.
Have fun.
Fantastic responses both!
Both your trait choices were a surprise to me, as I was looking more at 10,30,0,10,20
II
I, VIII, XI
-
IV
III, X
Rabid gear with Grenth runes.. I like. Gotta go get both now and try this out.
I already use sword/ sword & longbow so this works great.. since I’m used to the weapon skills…
Appreciate the tips too… I did not know about the other classes “fields” to add chill. Cool.
Very helpful thorough explanations.
Thanks again!
Hi there,
Both your trait choices were a surprise to me, as I was looking more at 10,30,0,10,20
II
I, VIII, XI
-
IV
III, X
A few comments on these:
Strength II – Restorative Strength. Definitely a good one, especially if you use your healing skill often (which would be the case with your Grenth runes).
Arms I – Deep Strike. This one, I never use. While it is interesting in that it can provide you with lots of precision, especially if you go for a signet build (all signets are good), I find that the extra precision is generally not worth it, as most builds already have plenty of it (either through armor or food). Also, gameplays are usually more powerful when skills are activated (and not used in a passive way), which would be detrimental to the trait.
Arms VIII – Blade Master. I never use this one as well, for the same reasons as above.
Arms XI – Furious. An excellent skill to build up adrenaline. I may use it if the rate at which I build adrenaline is not fast enough in regards of the rate I use it (i.e. my burst skills usage (F1 skills) along with my weapon-swapping ability). It’s a matter of gameplay though (whether you need two full bursts of two different weapons in a short time). Personally, I have found that the combination of “Cleansing Ire”, “Versatile Rage” and “Burst Mastery”, which let me swap my weapons every 5s and use my burst skills every 7s, was appropriately funding.
Tactics IV – Stronger Bow Strings. I did use this one when the range of the longbow was 900, but now I do not use it anymore, all the more that I need to melee in order to use my right-hand sword. Note that the longbow burst is already 1200, which is pretty good.
Discipline III – Warrior Sprint. I never use it, because one can always easily get 33% speed on the warrior. The Signet of Rage gives you plenty, and I usually complement it with “Furious Speed”, which gives me near permanent 33% speed increase during fights.
Discipline X – Mobile Strikes. I love this one, because getting rooted is the worst for a warrior.
As for the traits you do not use:
Strength IV – Distracting Strikes. This one is fantastic when you have multiple interrupts (which the hammer provides), and good condition damage. It is often played along with perplexity runes, resulting in most opponents killing themselves if not cleansing the confusion.
Arms III – Deep Cuts. Nearly mandatory in pure condition builds, as a 50% bleeding increase is hard to offset for opponents. Condition warriors put bleeding all the time, so even if the opponent cleanses… he may bleed out.
Defense II – Dogged March. A excellent sustain skill, which helps you improve your mobility.
Defense V – Missile Deflection. This one is obviously situational, but I use it as well in my current build. I like not only that it may harm foes quite severely, but also that it may make them wary of using their range skills (psychological effect).
Defense IX – Cleansing Ire. This is one of the most interesting trait of the warrior. Not only does it builds adrenaline, but it also clears conditions. When using Burst Mastery, this means that you can remove 3 conditions every 7 seconds – and you may even reduce this duration by swapping weapons. Note that the longbow burst skill always activates, so it’s a sure way to remove conditions.
Tactics I – Leg Specialist. One of the best trolling trait, when you have lots of crippling abilities. You opponent keeps being immobilized, which can considerably disturb his fighting rhythm.
Discipline VI – Signet Mastery. The 20% duration reduction on signet cool down is incredible. You gain 12 seconds on the Signet of Rage, which gives you a 18s cooldown on it (or even less when you increase boon duration). If you use other signets (Healing Signet, Dolyak Signet), then it shines even further.
Discipline XI – Burst Mastery. I like this one in condition builds, because when you use it with 3 bars of adrenaline – one bar remains right afterwards. You can swap weapons and use the other burst skill immediately if needed.
I did not know about the other classes “fields” to add chill.
Have a look here if you want to know more:
http://wiki.guildwars2.com/wiki/Combos
Cheers.
A former Shadowbane player
, being one myself I can tell you that you will like this game. You’ll quickly notice that this game is way more dynamic. The most important thing is to learn other classes their animations, so you use your dodges right.
Now a chill build is really strong, chill is one of the strongest conditions in game. Increasing chill recharge times can screw up a lot of builds their skill rotation. The slow you get from it is bigger than from cripple aswel. So yea a warrior going a chill build definitely will work out. Unfortunately I have to say that going all the way in a certain ‘niche’ ain’t going to work out that well in this game. To be strong overall you’ll have to balance your own survivability (like condi removal). I had a few real strong warrior builds, but because I didn’t invest enough in certain aspects, I was really easy to kite. You can make your speciality out of chill, but don’t go all the way into chill or you will over-invest as you can say.
For the regen build, I think you are thinking of the werebear in shadowbane who could reach insane amounts of regen. Warrior can do this aswel, you can reach aroun 1.2-1.3k health/s, combine this with active defense like dodges, shield block and endure pain and you’ll negate A LOT of damage. Only problem is, the investment is big. You wont be able to go a power build because your damage will be terrible. You can reach around 800-1000 condi damage with this build and deal some condi damage. But it will also be low.
So for the regen build, I advise you to go a heal bunker ranger with melee weapons. They can regen tons with troll urgent in short time and have a lot of evades on their weapons and can dish out a good amount go condi damage. It will give you more the feeling of the old regen specs from shadowbane.
First troll to receive 10/10
Best golem driver EU
Fantastic explanations.
Thank you very much for the thoughtful responses.
Excited to try these new build combos out.
…lol yeah I do remember playing a Half Giant Werebear Warrior in Shadowbane… loads of fun.