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Posted by: Metallus.7690

Metallus.7690

I had thought of a build based on locking down people while your team takes care of them. It relies on survivability and condition duration and it’s meant for wvw. Here the link

http://gw2skills.net/editor/?fIAQNAS5ejgOxu1OqOMRCAkir4yo4HiuHUSfYOA-jwxAYNBZChgc2rIasVxioxq0Jiq1PYe8ioVLFAELAA-e

90% condition duration, coupled with another +30% stun duration from mace/shield and there you get
Skull Crack stunning for 7s (and it’s even on a 8s CD)
Shield bash stunning for over 2s
Earth-shaker stunning for 4s
In addition you have two blocks and, to make this build even more annoying, you have 3 physical abilities that knockback and launch your foes, interrupting like mad (optionally, you can trade kick with Throw Bolas that will root people for over 7s).

Mending and Lyssa(mostly for the 10% cond duration) runes are there for condition removal. You could go for cleansing Ire and give up on some points from other traits but, if you run with a guardian/mesmer taking care of conditions, you shouldn’t have problems.

The damage isn’t exceptional but with those long stuns, huge health pool and armor, you have more time to recover and make your cooldowns (and your team-mate’s ones) expire.

I’m aware it lacks mobility, as your only way to get in range are earthshaker and bull’s charge but, if you decide to go for Throw Bolas, then that’s another way to stop your foes. I prefer kick for the knockdown

I still have to test it out and this is just a prototype; I’m kinda new to warriors and this is my first attempt at making a support build but I always liked to be the annoyer of the group.

I’m open to critics and suggestions on how to make it better; I’m ready to eat even the evil comments, as long as the end result is a functional build based on stunlocks and interrupts.

Thanks for your attention

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Posted by: Tyrion.4259

Tyrion.4259

I run something similar in terms of weaponry but my traits are different. I run a 0/10/30/0/30 build where you pick up cleansing ire, hammer trait, and burst mastery. This makes switching back and forth and having enough adrenaline to land unlimited stuns when you want them. Plus it packs more of a punch because of crit damage.

I also run full knights on mace/shield so I land around 3500 total armor so it helps. Sits over 3k with a berserker hammer.

Run Hoelbrak Runes, Dogged March, and lemongrass. Cleansing ire is gravy for adrenaline gain and for those min maxers that run +40% condition duration food.

It works but yea you called it; mobility. That’s why I play it for a bit, then when I get killed by some zerg that I normally would get away with the gs I go back to the 0/20/20/0/30 spec with forceful greatsword.

And my utilities are vastly different. Because I can land unlimited stuns with the cleansing ire/burst mastery combination, instead I go with berserker’s stance for spiking down conditions or heavy blind opponents like thieves, endure pain for well you know, and dolyak signet which gives me the toughness upgrade coupled with signet mastery.

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Posted by: EsxB.8492

EsxB.8492

Someone Correct me if i’m wrong, but i believe stun isn’t considered a condition but a control effect, which means that condition duration wont affect it.

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Posted by: Tyrion.4259

Tyrion.4259

That would be correct EsxB

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Posted by: Sagramor.7395

Sagramor.7395

Just looking at traits the 5 points spent in Arms to get Critical Burst would probably be better spent in Discipline to pick up Signet Mastery and get the extra burst recharge.

And unless your goal is to extend Cripple and Weakness all that condition duration is useless since it doesn’t affect control effects.

Also you’re probably going to have a hard time gaining enough adrenaline to maximize both burst stuns, even with swapping weapons constantly.

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Posted by: Metallus.7690

Metallus.7690

Someone Correct me if i’m wrong, but i believe stun isn’t considered a condition but a control effect, which means that condition duration wont affect it.

Ow, didn’t know, then the whole point of this build is kinda screwed up

Still got stuff to learn, it looks like. Got to totally revamp it, will edit later

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Posted by: Solo.9027

Solo.9027

Do condition duration sigils even stack?

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Posted by: Drek Thalon.5490

Drek Thalon.5490

Condition duration doesn’t effect stuns, and you need to read up on how sigils work.

http://wiki.guildwars2.com/wiki/Sigil

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Posted by: Grok Krog.9581

Grok Krog.9581

Tested earlier and 2 sigils of paralyzation do stack making Shield Bash and Skull Crack last a whole extra second

Grok Walking Amongst Mere Mortals

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Posted by: Yamsandjams.3267

Yamsandjams.3267

Tested earlier and 2 sigils of paralyzation do stack making Shield Bash and Skull Crack last a whole extra second

I’d have to double check, but I think 1 sigil of paralyzation will do the same thing. That is, if you have 1 sigil equipped, your skull crack will be 4s, same as if you had 2 sigils.

The way those sigils work, they often round up to the next second even if they’re partial seconds. So if you have 1 sigil, you get 3.45 seconds on skull crack, which rounds to 4 seconds. A second sigil would give 3.9 seconds on skull crack, which rounds to 4 seconds.

The behaviour is perhaps not consistent among abilities, but 1 sigil of parylzation is sufficient to land the full hundred blades without quickness when following up from skull crack, with enough to to perform the weapon swap and hit them with whirlwind afterwards.

There’s no easy way to check it in game other than direct observation, but I believe just one sigil will allow you the 4 seconds on skull crack, without the need for a second one.

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Posted by: Puandro.3245

Puandro.3245

Tested earlier and 2 sigils of paralyzation do stack making Shield Bash and Skull Crack last a whole extra second

I’d have to double check, but I think 1 sigil of paralyzation will do the same thing. That is, if you have 1 sigil equipped, your skull crack will be 4s, same as if you had 2 sigils.

The way those sigils work, they often round up to the next second even if they’re partial seconds. So if you have 1 sigil, you get 3.45 seconds on skull crack, which rounds to 4 seconds. A second sigil would give 3.9 seconds on skull crack, which rounds to 4 seconds.

The behaviour is perhaps not consistent among abilities, but 1 sigil of parylzation is sufficient to land the full hundred blades without quickness when following up from skull crack, with enough to to perform the weapon swap and hit them with whirlwind afterwards.

There’s no easy way to check it in game other than direct observation, but I believe just one sigil will allow you the 4 seconds on skull crack, without the need for a second one.

Correct.

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Posted by: Phaeton.9582

Phaeton.9582

Here’s what I think you’re heading towards mate, let me know if you have any questions.

https://forum-en.gw2archive.eu/forum/pvp/pvp/Phaeton-s-Anchor-Warrior-Build-CC-cleave/first#post2448276


Phaatonn, London UK

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Posted by: Grok Krog.9581

Grok Krog.9581

@Yamsand

I tested with one sigil and with 2 sigils, one sigil didn’t seem to do anything as the duration of skull crack would start at 2 seconds then go 1..0..gone. However with 2 sigils it went 3..2..1..gone.

Same thing for Shield Bash, 0..gone to 1..0..gone

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Posted by: stefanplc.5234

stefanplc.5234

Tested earlier and 2 sigils of paralyzation do stack making Shield Bash and Skull Crack last a whole extra second

I believe stuns get rounded up so if a stun is 3.45 it will last 4 seconds. I remember reading that somewhere, I could be wrong.

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Posted by: Phaeton.9582

Phaeton.9582

@Yamsand

I tested with one sigil and with 2 sigils, one sigil didn’t seem to do anything as the duration of skull crack would start at 2 seconds then go 1..0..gone. However with 2 sigils it went 3..2..1..gone.

Same thing for Shield Bash, 0..gone to 1..0..gone

There is definatly something fishy about the way the sigils stack.. it took me a few tries to get it a 4 second stun with only one sigil equipped.

This could of been due to a possible confliction with force sigils.. might be worth someone checking this one over..


Phaatonn, London UK