Zerker Core Warrior Ferocity build

Zerker Core Warrior Ferocity build

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Posted by: babazhook.6805

babazhook.6805

this is a sample of the Hundred blades damage in GW2. Obviously enhanced by Vuln on target but this only PART of a Hundreds blades.

The build is as follows.

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(edited by babazhook.6805)

Zerker Core Warrior Ferocity build

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Posted by: babazhook.6805

babazhook.6805

to see what happend when I loaded up ferocity and got high precision. Build as follows using core. A lot dropping to gunflam as well.

http://gw2skills.net/editor/?vJAQJARUjMdQfHW2BWhAnIGICKLAige+KjMIoxWvvHBA-TlCBABmfEAqU9n+OEA5pDAgHAwZKBr4CAQz+DYp8zQNBBAQAu5Nzm3MgbezbezbezSBM2WL-w

Obviously the foods traits a little off as that site not updated but below is a screenshot of attributes once stacks on and ferocity to max.

Note Guild Aura on so subtract 100 power.

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Zerker Core Warrior Ferocity build

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Posted by: babazhook.6805

babazhook.6805

It obviously glass cannon. It has to watch for conditions and Kiting but it does some real sick damage. I am going to toy with it more to see what I can do if anything to make it sicker.

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Posted by: Choppy.4183

Choppy.4183

Why the condition traits in Arms instead of Unsuspecting Foe and Burst Precision?

I’m Biff Rangoon, and I approved this message.
Ehmry Bay | Omg Brb Icecream Truck (ICEE)

Zerker Core Warrior Ferocity build

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Posted by: babazhook.6805

babazhook.6805

Why the condition traits in Arms instead of Unsuspecting Foe and Burst Precision?

I want Vuln stacking. My crit rate is already peaks t 90 percent and can hold there. Even if it drops without Fury I am gaining little with those indicated traits. The Combo of The GS attacks and the new Rending strikes stacks lots of Vuln which increases damage.

Same thing with Burst precision. Why do I need an increased 10 percent chance on my burst? I am already very high with crit chance. The Furious gives me Adrenaline on every hit. if I am cleaving Muliple foes my adrenaline fills fast.

if you look at base build my precison at 73 percent. I kick in the elite for fury and it runs at 93 percent. Now Fury will certainly dop off and have downtime but i can handle those gaps and even at lowest 73 percent is decent enough.

(edited by babazhook.6805)

Zerker Core Warrior Ferocity build

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Posted by: Choppy.4183

Choppy.4183

I want Vuln stacking. My crit rate is already peaks t 90 percent and can hold there. Even if it drops without Fury I am gaining little with those indicated traits. The Combo of The GS attacks and the new Rending strikes stacks lots of Vuln which increases damage.

Same thing with Burst precision. Why do I need an increased 10 percent chance on my burst? I am already very high with crit chance. The Furious gives me Adrenaline on every hit. if I am cleaving Muliple foes my adrenaline fills fast.

if you look at base build my precison at 73 percent. I kick in the elite for fury and it runs at 93 percent. Now Fury will certainly dop off and have downtime but i can handle those gaps and even at lowest 73 percent is decent enough.

Right, because Deep Strikes and Rending Strikes are in reverse slots between the game and the editor.

Which server are you on?

I’m Biff Rangoon, and I approved this message.
Ehmry Bay | Omg Brb Icecream Truck (ICEE)

Zerker Core Warrior Ferocity build

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Posted by: babazhook.6805

babazhook.6805

I want Vuln stacking. My crit rate is already peaks t 90 percent and can hold there. Even if it drops without Fury I am gaining little with those indicated traits. The Combo of The GS attacks and the new Rending strikes stacks lots of Vuln which increases damage.

Same thing with Burst precision. Why do I need an increased 10 percent chance on my burst? I am already very high with crit chance. The Furious gives me Adrenaline on every hit. if I am cleaving Muliple foes my adrenaline fills fast.

if you look at base build my precison at 73 percent. I kick in the elite for fury and it runs at 93 percent. Now Fury will certainly dop off and have downtime but i can handle those gaps and even at lowest 73 percent is decent enough.

Right, because Deep Strikes and Rending Strikes are in reverse slots between the game and the editor.

Which server are you on?

I am on HOD. I just created that Warrior from scratch as I rather like how my others play in current gear and setup.

Now Keep in mind that with the new arms PRECISE strikes which used to be the minor adept is now Furious burst. This much better for a Power build as it gives Fury on bursts which helps maintain my Fury uptime when the Rage signet runs down.

While this not a condition build I get 180 condition whenever fury runs and I tend to easily get to 20+ might stacks. This is added to Furious which stacks my condition damage every crit. You can get to 1000 condition damage started from nothing and that is just a nice bonus to the bleeds you get off Bloodlust.

The vuln helps here as well but if decided to take or sw/sh rather then the rifle condition damage can get to a significant tick.

Zerker Core Warrior Ferocity build

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Posted by: Warlord.9074

Warlord.9074

Not a good example cuz keep lord damage is insane like that anyways.

“Just press 2 to win all the dps was us cuz we’re a
warrior and we’re the best class” Eugene

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Posted by: Xari.1086

Xari.1086

For which purpose would you run a build like this? No stunbreak or stability is getting rekt in roaming for sure. And no damage mitigation by blocks or endure pain / defy pain is getting rekt in zerg fights. You have to have a really solid backup from your group mates to run a build like this.

For insane damage on keep lords this seems to be okay. But I (almost) always prefer power over ferocity for that.

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Posted by: babazhook.6805

babazhook.6805

Not a good example cuz keep lord damage is insane like that anyways.

I am using as comparison all my other builds that fight that same Lord and get those kinds of hits. In relative terms I need only compare between each of these builds. No warrior build I ever tried could ever get that on a Hundred blades against a Tower Champion.

It a lot harder to get such hits against players because they are dead too fast. This just shows the raw damage potential of the ferocity trait in this particular build given it adds 500!! Ferocity. (I chose my foods as well to boost ferocity just to see how how I could get it)

If you look at any other warrior , while there certainly a bit more damage that can be gleaned out of getting more power, this is about as peak as you can get in all other facets.. Its about the highest you can push Ferocity (you might be able to scrape a few percentage points out) , it about as good as you ever want to get precision wise, it stcks might and vuln as well as most Warrior builds and Only comes a few hundred lower in maxium power.

You can certainly take some traits to do more damage (such as berserkers power over might makes right) but I wanted to see the type of health I could have coming in on a zerker type build with regen, adrenal, Signet and might makes right all running.

I just do not see any other build kicking out much more in the way of damage unless Defense dropped, so whether it against a lord not material.

Zerker Core Warrior Ferocity build

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Posted by: babazhook.6805

babazhook.6805

For which purpose would you run a build like this? No stunbreak or stability is getting rekt in roaming for sure. And no damage mitigation by blocks or endure pain / defy pain is getting rekt in zerg fights. You have to have a really solid backup from your group mates to run a build like this.

For insane damage on keep lords this seems to be okay. But I (almost) always prefer power over ferocity for that.

It was simply a trial build to see what I could push it to when I went all out damage. There no suggestion people use it. This would never work as a roamer. If I WERE to use it, i would use it more as a Plus 1 fighter akin to a thief. I did play with it a bit in WvW and that is how I had my best success. Ie came "late " to the fight, bowl over with the Bulls charge and then use 100 blades or Whirlwind attack. Or use run the Fury signet to fill Adrenaline and get a burst right at the start. You can take people out quick .

As I stated I just started this guy today. This is just a template and How i theroycraft all my builds. I MAXIMIZE a facet of the build that i wish to maximize and then slowly add things like Stun breaks , condition cleanses stability and the like.

I tend to play thief so am used to no stability. I will probably drop the rifle as I just wanted to see what I could do on a gunflame (Lots of guys dead in one or two shots at range). I will likley add Axe/shield and then consider a stun break. I already have one warrior that does not use endure pain and do fine with it. I do not think that skill is as required as people suggest especially given the extra dodges might makes right provides. (defy pain might yet be traited but I feel that superior to endure given it does not take a utility slot)

All of that said, given the changes to Zerker i wanted to come up with a Core warrior build that was focused on damage first and foremost. When I compare using Arms line to the Discipline line this line offers me more of what I want and does not give up a heck of a lot when dropping discipline (Fast hands is the biggie but NOT for the might stacking, not for the adrenaline)

Finally you are not going to get a build that will come up with a lot more in the way of power. This is all Zerker gear. You can get power add via the runes , but Eagle runes offer 6 percent more damage when enemy health under 50 percent. That akin to 180 power.

You can certainly swap the food and utility for more power But I wanted food with might on crit so as to stack might faster and to generate more heals off the Might makes right. If I generate just 3 0r 4 might stacks off the food, i got the equal of the pure power utilitiy consumable plus the ferocity and heals.

So the only thing we are really talking about is the stacking sigil which is easy enough to change up and was used to see how high ferocity could be pushed.

(edited by babazhook.6805)

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Posted by: WUROCKET.5182

WUROCKET.5182

This is much better for small scale fights: http://gw2skills.net/editor/?vJAQNAR5ejEdQXIWFCmdAnIGMCKcEy7TwCgGIn1t45vCA-TFCBABnpEEgHAwWKHwSJXFXAg80BUp6PBt/QAAEgbezAgbezb2m3sUAjt1C-w

Gear: Mostly berserk/assassins with a side of toughness (knights/cavaliers)

Zerker Core Warrior Ferocity build

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Posted by: babazhook.6805

babazhook.6805

This is much better for small scale fights: http://gw2skills.net/editor/?vJAQNAR5ejEdQXIWFCmdAnIGMCKcEy7TwCgGIn1t45vCA-TFCBABnpEEgHAwWKHwSJXFXAg80BUp6PBt/QAAEgbezAgbezb2m3sUAjt1C-w

Gear: Mostly berserk/assassins with a side of toughness (knights/cavaliers)

i am only going to speak to the Discipline versus Arms line.

To the advantanges of Discipline over arms in these particular builds.

The only thing I see would be the Condition cleanse on fast hands and access to the second weapon set faster.

Warriors sprint is superceded by Signet of Rage activated.
Adrenaline gain in Arms with high crit build is higher.
Might only stacks to 25 max. Using might on crit food and a sigil you can usually get there with GS without the might on weapon swap.
Burst mastery is generating a percentage of damage more on burst only. My build with a higher crit rate and ferocity will generate more damage on every hit including the burst.

I think people underestimate the amount of Adrenaline Furious can fuel . with a crit rate as high as my build has If I am cleaving 2 enemies just the AA cycle will generate 6 adrenaline for the AA chain. Using 100 blades can generate 16 adrenaline. Every single attack that hits has a 90 percent chance of giving adrenaline. I am not forcing myself to swap weapons just to get might and adrenaline. I just have to attack and there a whole lot of times I do not want to swap my weapons.

Can you detail what advantages your build has by taking Discipline over Arms?

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Posted by: Choppy.4183

Choppy.4183

I am on HOD. I just created that Warrior from scratch as I rather like how my others play in current gear and setup.

Boo. We were just matched up until yesterday. It would have been good to get a few fights in to test the limits of the build.

I’m Biff Rangoon, and I approved this message.
Ehmry Bay | Omg Brb Icecream Truck (ICEE)

(edited by Choppy.4183)

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Posted by: WUROCKET.5182

WUROCKET.5182

This is much better for small scale fights: http://gw2skills.net/editor/?vJAQNAR5ejEdQXIWFCmdAnIGMCKcEy7TwCgGIn1t45vCA-TFCBABnpEEgHAwWKHwSJXFXAg80BUp6PBt/QAAEgbezAgbezb2m3sUAjt1C-w

Gear: Mostly berserk/assassins with a side of toughness (knights/cavaliers)

i am only going to speak to the Discipline versus Arms line.

To the advantanges of Discipline over arms in these particular builds.

The only thing I see would be the Condition cleanse on fast hands and access to the second weapon set faster.

Warriors sprint is superceded by Signet of Rage activated.
Adrenaline gain in Arms with high crit build is higher.
Might only stacks to 25 max. Using might on crit food and a sigil you can usually get there with GS without the might on weapon swap.
Burst mastery is generating a percentage of damage more on burst only. My build with a higher crit rate and ferocity will generate more damage on every hit including the burst.

I think people underestimate the amount of Adrenaline Furious can fuel . with a crit rate as high as my build has If I am cleaving 2 enemies just the AA cycle will generate 6 adrenaline for the AA chain. Using 100 blades can generate 16 adrenaline. Every single attack that hits has a 90 percent chance of giving adrenaline. I am not forcing myself to swap weapons just to get might and adrenaline. I just have to attack and there a whole lot of times I do not want to swap my weapons.

Can you detail what advantages your build has by taking Discipline over Arms?

-Fast Hands (this is a life saver trait, lets you switch to your other weapon to block, interrupt, or burst when you NEED to)
-With rune of lyssa, save signet of rage to use as condi clear (also lets you benefit from signet of rages passive, which generates a lot of adrenaline)
-Burst mastery, saves 10 adrenaline everytime you burst
-Generates 5 adrenaline on weapon swap
-Lower burst CD
-The extra condi clear lets you take Last Stand over Cleansing Ire, which gives stability and a lot of vigor. (vigor when combined with might makes right = infinite dodges)
-Mending gives 5 strength on a 15 sec CD (remember 5 strength = 700 hp and 10 endurance)
-2 might on weapon swap

Essentially what you get is: More bursts, more might, and much more mobility/survivability

(edited by WUROCKET.5182)

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Posted by: babazhook.6805

babazhook.6805

This is much better for small scale fights: http://gw2skills.net/editor/?vJAQNAR5ejEdQXIWFCmdAnIGMCKcEy7TwCgGIn1t45vCA-TFCBABnpEEgHAwWKHwSJXFXAg80BUp6PBt/QAAEgbezAgbezb2m3sUAjt1C-w

Gear: Mostly berserk/assassins with a side of toughness (knights/cavaliers)

i am only going to speak to the Discipline versus Arms line.

To the advantanges of Discipline over arms in these particular builds.

The only thing I see would be the Condition cleanse on fast hands and access to the second weapon set faster.

Warriors sprint is superceded by Signet of Rage activated.
Adrenaline gain in Arms with high crit build is higher.
Might only stacks to 25 max. Using might on crit food and a sigil you can usually get there with GS without the might on weapon swap.
Burst mastery is generating a percentage of damage more on burst only. My build with a higher crit rate and ferocity will generate more damage on every hit including the burst.

I think people underestimate the amount of Adrenaline Furious can fuel . with a crit rate as high as my build has If I am cleaving 2 enemies just the AA cycle will generate 6 adrenaline for the AA chain. Using 100 blades can generate 16 adrenaline. Every single attack that hits has a 90 percent chance of giving adrenaline. I am not forcing myself to swap weapons just to get might and adrenaline. I just have to attack and there a whole lot of times I do not want to swap my weapons.

Can you detail what advantages your build has by taking Discipline over Arms?

-Fast Hands (this is a life saver trait, lets you switch to your other weapon to block, interrupt, or burst when you NEED to)
-With rune of lyssa, save signet of rage to use as condi clear (also lets you benefit from signet of rages passive, which generates a lot of adrenaline)
-Burst mastery, saves 10 adrenaline everytime you burst
-Generates 5 adrenaline on weapon swap
-Lower burst CD
-The extra condi clear lets you take Last Stand over Cleansing Ire, which gives stability and a lot of vigor. (vigor when combined with might makes right = infinite dodges)
-Mending gives 5 strength on a 15 sec CD (remember 5 strength = 700 hp and 10 endurance)
-2 might on weapon swap

Essentially what you get is: More bursts, more might, and much more mobility/survivability

I do not think you get more might given might is capped and I am already able to have 20+ might easily in my build.

I tested the adrenaline gain of both back and forth and I get more out of arms. Your return of might on your burst as example is 10 and you get 5 off a swap. If you do the math covering those seconds (and especially if you cleave) you are getting adrenaline every hit in arms and in the period of time for swap/burst you can easily get 15 hits thus 15 adrenaline.

I am not sure where you get added mobiity. It just warriors sprint and swiftness overwrites that. There certainly a downtime on swiftness where sprint kickin might help but it manageble with a lower signet of rage cooldown from Arms.

Fury uptime in arms is also higher.

To more bursts, you get all of one second shaved off in the time between bursts and I do not think it all that significant given Arms pumps out more damage on each and every swing including those bursts and the ones between bursts.

I understand fast hands for the condition clear and faster access to other weapon and as mentioned that the only real edge Discipline has so it gets down to "More damage (in arms) versus more utility/flexibility in discipline.

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Posted by: babazhook.6805

babazhook.6805

What I am trying to do is prepare a build for the upcoming spellbreaker. I think I have established I can do quite well without Berserker line. I have also determined to my own satisfaction that both Arms and Stregth are now very Competitve lines and the Discipline can also be dropped.

Defense is the only one I am not sure on. I just can not see working without it.

So it going to be Sb/Defense and X with X being one of STR , arms or Discipline.

I am not seeing what Tactics can do in the build.

Natural healing might become my go to heal but that long time to cast is worrisome.
I know what an enemyg thief can do with that.

(edited by babazhook.6805)

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Posted by: Tinnel.4369

Tinnel.4369

What I am trying to do is prepare a build for the upcoming spellbreaker. I think I have established I can do quite well without Berserker line. I have also determined to my own satisfaction that both Arms and Stregth are now very Competitve lines and the Discipline can also be dropped.

Defense is the only one I am not sure on. I just can not see working without it.

So it going to be Sb/Defense and X with X being one of STR , arms or Discipline.

I am not seeing what Tactics can do in the build.

Natural healing might become my go to heal but that long time to cast is worrisome.
I know what an enemyg thief can do with that.

Coming to much the same conclusion. I ran your build for awhile this morning and it is indeed functional, but I find a dead spot without Fast Hands I have a hard time with so I’m staying with Disc over Arms for now.

Feeling like SoF is a tossup, the precision and on demand fury is nice, but with SoR I’ve already got more rage than my cooldown can handle. It’s kind of situational use between SoF and Zerk Stance or Endure Pain. 2x Bolas is situationally kind of nice too for those that insta run after your first burst.

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Posted by: WUROCKET.5182

WUROCKET.5182

This is much better for small scale fights: http://gw2skills.net/editor/?vJAQNAR5ejEdQXIWFCmdAnIGMCKcEy7TwCgGIn1t45vCA-TFCBABnpEEgHAwWKHwSJXFXAg80BUp6PBt/QAAEgbezAgbezb2m3sUAjt1C-w

Gear: Mostly berserk/assassins with a side of toughness (knights/cavaliers)

i am only going to speak to the Discipline versus Arms line.

To the advantanges of Discipline over arms in these particular builds.

The only thing I see would be the Condition cleanse on fast hands and access to the second weapon set faster.

Warriors sprint is superceded by Signet of Rage activated.
Adrenaline gain in Arms with high crit build is higher.
Might only stacks to 25 max. Using might on crit food and a sigil you can usually get there with GS without the might on weapon swap.
Burst mastery is generating a percentage of damage more on burst only. My build with a higher crit rate and ferocity will generate more damage on every hit including the burst.

I think people underestimate the amount of Adrenaline Furious can fuel . with a crit rate as high as my build has If I am cleaving 2 enemies just the AA cycle will generate 6 adrenaline for the AA chain. Using 100 blades can generate 16 adrenaline. Every single attack that hits has a 90 percent chance of giving adrenaline. I am not forcing myself to swap weapons just to get might and adrenaline. I just have to attack and there a whole lot of times I do not want to swap my weapons.

Can you detail what advantages your build has by taking Discipline over Arms?

-Fast Hands (this is a life saver trait, lets you switch to your other weapon to block, interrupt, or burst when you NEED to)
-With rune of lyssa, save signet of rage to use as condi clear (also lets you benefit from signet of rages passive, which generates a lot of adrenaline)
-Burst mastery, saves 10 adrenaline everytime you burst
-Generates 5 adrenaline on weapon swap
-Lower burst CD
-The extra condi clear lets you take Last Stand over Cleansing Ire, which gives stability and a lot of vigor. (vigor when combined with might makes right = infinite dodges)
-Mending gives 5 strength on a 15 sec CD (remember 5 strength = 700 hp and 10 endurance)
-2 might on weapon swap

Essentially what you get is: More bursts, more might, and much more mobility/survivability

I do not think you get more might given might is capped and I am already able to have 20+ might easily in my build.

I tested the adrenaline gain of both back and forth and I get more out of arms. Your return of might on your burst as example is 10 and you get 5 off a swap. If you do the math covering those seconds (and especially if you cleave) you are getting adrenaline every hit in arms and in the period of time for swap/burst you can easily get 15 hits thus 15 adrenaline.

I am not sure where you get added mobiity. It just warriors sprint and swiftness overwrites that. There certainly a downtime on swiftness where sprint kickin might help but it manageble with a lower signet of rage cooldown from Arms.

Fury uptime in arms is also higher.

To more bursts, you get all of one second shaved off in the time between bursts and I do not think it all that significant given Arms pumps out more damage on each and every swing including those bursts and the ones between bursts.

I understand fast hands for the condition clear and faster access to other weapon and as mentioned that the only real edge Discipline has so it gets down to "More damage (in arms) versus more utility/flexibility in discipline.

if you are hitting mindless dummies, then yes your build is better. However, your build has NO stability, and it’s only good condi clear is to land a burst. Anyone good is going to condi bomb you and they just need to dodge 1 skill and you’re dead.

Your build is for zerg or pve, which is fine. But you will get absolutely dumpstered in a 1v1 against someone competent, because your build simply does not have the tools to survive.

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Posted by: Tinnel.4369

Tinnel.4369

This is much better for small scale fights: http://gw2skills.net/editor/?vJAQNAR5ejEdQXIWFCmdAnIGMCKcEy7TwCgGIn1t45vCA-TFCBABnpEEgHAwWKHwSJXFXAg80BUp6PBt/QAAEgbezAgbezb2m3sUAjt1C-w

Gear: Mostly berserk/assassins with a side of toughness (knights/cavaliers)

i am only going to speak to the Discipline versus Arms line.

To the advantanges of Discipline over arms in these particular builds.

The only thing I see would be the Condition cleanse on fast hands and access to the second weapon set faster.

Warriors sprint is superceded by Signet of Rage activated.
Adrenaline gain in Arms with high crit build is higher.
Might only stacks to 25 max. Using might on crit food and a sigil you can usually get there with GS without the might on weapon swap.
Burst mastery is generating a percentage of damage more on burst only. My build with a higher crit rate and ferocity will generate more damage on every hit including the burst.

I think people underestimate the amount of Adrenaline Furious can fuel . with a crit rate as high as my build has If I am cleaving 2 enemies just the AA cycle will generate 6 adrenaline for the AA chain. Using 100 blades can generate 16 adrenaline. Every single attack that hits has a 90 percent chance of giving adrenaline. I am not forcing myself to swap weapons just to get might and adrenaline. I just have to attack and there a whole lot of times I do not want to swap my weapons.

Can you detail what advantages your build has by taking Discipline over Arms?

-Fast Hands (this is a life saver trait, lets you switch to your other weapon to block, interrupt, or burst when you NEED to)
-With rune of lyssa, save signet of rage to use as condi clear (also lets you benefit from signet of rages passive, which generates a lot of adrenaline)
-Burst mastery, saves 10 adrenaline everytime you burst
-Generates 5 adrenaline on weapon swap
-Lower burst CD
-The extra condi clear lets you take Last Stand over Cleansing Ire, which gives stability and a lot of vigor. (vigor when combined with might makes right = infinite dodges)
-Mending gives 5 strength on a 15 sec CD (remember 5 strength = 700 hp and 10 endurance)
-2 might on weapon swap

Essentially what you get is: More bursts, more might, and much more mobility/survivability

I do not think you get more might given might is capped and I am already able to have 20+ might easily in my build.

I tested the adrenaline gain of both back and forth and I get more out of arms. Your return of might on your burst as example is 10 and you get 5 off a swap. If you do the math covering those seconds (and especially if you cleave) you are getting adrenaline every hit in arms and in the period of time for swap/burst you can easily get 15 hits thus 15 adrenaline.

I am not sure where you get added mobiity. It just warriors sprint and swiftness overwrites that. There certainly a downtime on swiftness where sprint kickin might help but it manageble with a lower signet of rage cooldown from Arms.

Fury uptime in arms is also higher.

To more bursts, you get all of one second shaved off in the time between bursts and I do not think it all that significant given Arms pumps out more damage on each and every swing including those bursts and the ones between bursts.

I understand fast hands for the condition clear and faster access to other weapon and as mentioned that the only real edge Discipline has so it gets down to "More damage (in arms) versus more utility/flexibility in discipline.

if you are hitting mindless dummies, then yes your build is better. However, your build has NO stability, and it’s only good condi clear is to land a burst. Anyone good is going to condi bomb you and they just need to dodge 1 skill and you’re dead.

Your build is for zerg or pve, which is fine. But you will get absolutely dumpstered in a 1v1 against someone competent, because your build simply does not have the tools to survive.

Wasn’t my experience playing around with it in WvW this morning. It’s only missing the condi clear on swap. You have tons of adrenaline for Cleansing Ire (literally a 3 condi clear on demand with SoF alone), Healing Signet resistance every 16 seconds and Berserk Stance. All of which are plenty to stand through a condi bomb and deliver big burst.

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Posted by: babazhook.6805

babazhook.6805

This is much better for small scale fights: http://gw2skills.net/editor/?vJAQNAR5ejEdQXIWFCmdAnIGMCKcEy7TwCgGIn1t45vCA-TFCBABnpEEgHAwWKHwSJXFXAg80BUp6PBt/QAAEgbezAgbezb2m3sUAjt1C-w

Gear: Mostly berserk/assassins with a side of toughness (knights/cavaliers)

i am only going to speak to the Discipline versus Arms line.

To the advantanges of Discipline over arms in these particular builds.

The only thing I see would be the Condition cleanse on fast hands and access to the second weapon set faster.

Warriors sprint is superceded by Signet of Rage activated.
Adrenaline gain in Arms with high crit build is higher.
Might only stacks to 25 max. Using might on crit food and a sigil you can usually get there with GS without the might on weapon swap.
Burst mastery is generating a percentage of damage more on burst only. My build with a higher crit rate and ferocity will generate more damage on every hit including the burst.

I think people underestimate the amount of Adrenaline Furious can fuel . with a crit rate as high as my build has If I am cleaving 2 enemies just the AA cycle will generate 6 adrenaline for the AA chain. Using 100 blades can generate 16 adrenaline. Every single attack that hits has a 90 percent chance of giving adrenaline. I am not forcing myself to swap weapons just to get might and adrenaline. I just have to attack and there a whole lot of times I do not want to swap my weapons.

Can you detail what advantages your build has by taking Discipline over Arms?

-Fast Hands (this is a life saver trait, lets you switch to your other weapon to block, interrupt, or burst when you NEED to)
-With rune of lyssa, save signet of rage to use as condi clear (also lets you benefit from signet of rages passive, which generates a lot of adrenaline)
-Burst mastery, saves 10 adrenaline everytime you burst
-Generates 5 adrenaline on weapon swap
-Lower burst CD
-The extra condi clear lets you take Last Stand over Cleansing Ire, which gives stability and a lot of vigor. (vigor when combined with might makes right = infinite dodges)
-Mending gives 5 strength on a 15 sec CD (remember 5 strength = 700 hp and 10 endurance)
-2 might on weapon swap

Essentially what you get is: More bursts, more might, and much more mobility/survivability

I do not think you get more might given might is capped and I am already able to have 20+ might easily in my build.

I tested the adrenaline gain of both back and forth and I get more out of arms. Your return of might on your burst as example is 10 and you get 5 off a swap. If you do the math covering those seconds (and especially if you cleave) you are getting adrenaline every hit in arms and in the period of time for swap/burst you can easily get 15 hits thus 15 adrenaline.

I am not sure where you get added mobiity. It just warriors sprint and swiftness overwrites that. There certainly a downtime on swiftness where sprint kickin might help but it manageble with a lower signet of rage cooldown from Arms.

Fury uptime in arms is also higher.

To more bursts, you get all of one second shaved off in the time between bursts and I do not think it all that significant given Arms pumps out more damage on each and every swing including those bursts and the ones between bursts.

I understand fast hands for the condition clear and faster access to other weapon and as mentioned that the only real edge Discipline has so it gets down to "More damage (in arms) versus more utility/flexibility in discipline.

if you are hitting mindless dummies, then yes your build is better. However, your build has NO stability, and it’s only good condi clear is to land a burst. Anyone good is going to condi bomb you and they just need to dodge 1 skill and you’re dead.

Your build is for zerg or pve, which is fine. But you will get absolutely dumpstered in a 1v1 against someone competent, because your build simply does not have the tools to survive.

Your build only has one source of stability on a 40 second cooldown. As I indicated I play thief and can deal with no stability. I also dropped endure pain long ago on another warrior build and have absolutely no issues with it being gone.

Note given I play thief as well, your warriors stability will do little to defend against said thief. I just steal it.

As to conditions, Ire Signet and Zerker stance are key. You use those along with the much larger damage burst the build has to get through the generally higher armor the condition builds have. In other words rather then waiting on your next swap to get a cleanse (which implies a more extended fight) you end the fight quicker, much like a power thief tries to do with burst.

Now as I stated this was more a test build just to see what the upper threshold on ferocity was in a high crit rate build. Traits chosen along with gear and utilities can be tweaked. (ie I am considering a few Sentinel pieces). Arms and Strength saw some enhancements that are significant. Discipline remained unchanged. When such changes made they beg to be tried out.

(edited by babazhook.6805)

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Posted by: WUROCKET.5182

WUROCKET.5182

You have to land the burst for the condi clear and resistance can be stripped easily…

The reason Hambow was a thing is because cleansing ire procs on longbow burst even if it doesn’t hit anything.

WvW is potato land so run whatever you want but just know any good mesmer is going to annihilate you

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Posted by: babazhook.6805

babazhook.6805

What I am trying to do is prepare a build for the upcoming spellbreaker. I think I have established I can do quite well without Berserker line. I have also determined to my own satisfaction that both Arms and Stregth are now very Competitve lines and the Discipline can also be dropped.

Defense is the only one I am not sure on. I just can not see working without it.

So it going to be Sb/Defense and X with X being one of STR , arms or Discipline.

I am not seeing what Tactics can do in the build.

Natural healing might become my go to heal but that long time to cast is worrisome.
I know what an enemyg thief can do with that.

Coming to much the same conclusion. I ran your build for awhile this morning and it is indeed functional, but I find a dead spot without Fast Hands I have a hard time with so I’m staying with Disc over Arms for now.

Feeling like SoF is a tossup, the precision and on demand fury is nice, but with SoR I’ve already got more rage than my cooldown can handle. It’s kind of situational use between SoF and Zerk Stance or Endure Pain. 2x Bolas is situationally kind of nice too for those that insta run after your first burst.

I also tried Stomp in there as well. It can be pretty useful. The thing with warrior that i have found is too many fixated on Endure pain. It my feeling Zerker stance a bit more useful so if you are locking yourself into endure pain AND Zerker stance you are limiting yourself to one added utility in those three spots.

If a person can not divorce themself from Endure pain , the SB utilities will be of lesser use. Given I play thief most often I found myself counting on those utility skills as they quite important to thief. I am reluctant to use any utility that does nothing 90 percent of the time. Thus i tend towards things like signets which have both an active and passive . or on utilities with lower cooldowns.

Break Enchantments and Featherfoot grace look like must haves for my upcoming SB build which this guy was created to transform to.

(edited by babazhook.6805)

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Posted by: Tinnel.4369

Tinnel.4369

The one condi clear every 5 seconds is hardly relevant against a true condi build in this meta, you’re going to be relying on your resistance and Cleansing Ire anyhow. Stab gets stripped too…….

I agree the loss of Fast Hands and Versatile Power has a klunkiness to it, but not in relation to condition clears.

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Posted by: babazhook.6805

babazhook.6805

You have to land the burst for the condi clear and resistance can be stripped easily…

The reason Hambow was a thing is because cleansing ire procs on longbow burst even if it doesn’t hit anything.

WvW is potato land so run whatever you want but just know any good mesmer is going to annihilate you

Your build will not fare much better against mesmer. Adding one condition cleanse every 5 seconds on a swap is the only edge you have. Mesmer can still kite and pressure with shatters.

Necro with boon corruption a bigger threat but again I do not see how that weaponswap cleanses helps a lot. I fight these warriors with my own condition thief and it relatively easy to ensure a swap just cleanses a cover condition. the cleanse is LIFO so all you do with a thief is dodge through to load cripple and his swap removes cripple.

As to bursts, the GS burst is not all that hard to land especially against a mesmer using clones or a slow moving Necro. Arc divider hits all foes around you to 450 , whic is easier to land then the AXE burst just as example.

Not being able to swap to your other weapon every 5 seconds is certainly an issue but one I have learned to deal with.

(edited by babazhook.6805)

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Posted by: WUROCKET.5182

WUROCKET.5182

Zerker Core Warrior Ferocity build

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Posted by: babazhook.6805

babazhook.6805

Understood and In fact I will be regearing to in time to better work with the SB. I was soeaking more to benefits form the respective traitlines.

I was wondering on why so many have a fixation with Discipline. Just saying you are not going to have a lot of flexibility if having to keep that and defense for the SB specs and those other lines do offer a lot.