Q:
WvW Warrior advice needed.
You are asking this for larger group fights only? Don’t know of any youtubers that focus on that tbh. But there should be somebody on the forum here that can help, yes.
Hulk Roaming Montages/Build Vids
I always rage but never quit.
Grab a few buddies and head to spvp. Duel. Change Build. Duel again. Change Build again. Duel again twice. Take a Break. Change Build. Duel seven times in a row without changing build, Get Mad, Duel again, Change your Build again, go on a Duel Spree, Join some Hotjoins to relax, Change your Build, Duel, Duel, Duel… in 1 week you will be a master of your class, guaranteed
SWORD:
Savage Leap is your primary gap closer to help with positioning and can also be used on engage.
Savage Leap should be followed up by a Flurry if you have adrenaline. Most melee will tend to have stability up so it’s better to immobilize the enemy over wasting adrenaline on a hammer stun. Flurry has a long animation so you need to either immediately weapon swap or dodge to cancel the animation or you might get trucked over. Endurance should be saved for when you actually need to dodge, weapon swapping will allow you hit follow up Flurry with Hammer Shock to apply cripple.
Final Thrust should be reserved for hitting enemies below 50% HP. This skill can crit for 6-8k low health enemy targets.
WARHORN:
Charge gives swiftness to 10 people and cures soft CC’s as well as converts a single condition to a boon from the Quick Breathing trait. This skill should be kept on cooldown during the fight.
Call to Arms is your primary blast finisher and should only be used for blasting water fields.
HAMMER:
Fierce Blow applies weakness and does more damage than Hammer Smash (third hit of hammer 1), use if you know you’re going to land a hit.
Hammer Shock applies cripple and should be used when you need to soft CC enemies.
Staggering blow should only be used to knock someone off siege or away from a circle. This skill can negate a stun as well as knock people out of damage so you generally want to forget this skill exists.
Backbreaker will knockdown opponents which can negate a stun, only use this skill if you need to CC a single target who doesn’t have stability.
Earthshaker is a secondary blast finisher but due to adrenaline decay it should only be used to stun the enemy. The preferred adrenaline skill is flurry since stability will make enemies immune to stuns.
Defiant Stance is used in the same manner as Guardian’s Shelter to pull out of hot zones however you lose a chunk of passive health regen by not having Healing Signet. Which heal skill to use is personal preference.
For Great Justice should be used on engage to give fury to your party. This skill is the main source of fury for melee parties. Might is generally not relied on since most groups get full might stacks from guardian empowers and blasting fire fields.
Shake It Off is the primary stun breaker and should be reserved when you need to break out of a stun.
Balanced Stance is a secondary stun breaker and source of personal stability.
Battle Standard should be used to revive downed allies to keep them from rallying any enemies in a downed state. People who get one pushed though are probably better off running back from spawn so they can rethink their positioning.
Positioning itself is something that can’t really be explained and something you need to learn by experience. You generally don’t want to ever be more than a dodge roll away from your commander though.