I’m relatively new to warrior and kinda just figured sw/sw /bow is the only way to do it on a condi build designed for solo-Small group roaming.
Moving on,
First off I decided on Rabid everything. Crit is needed with this, so dire is out the window, I decided that Antitoxin runes provide the mix between Melandru runes as well as applying extra offensive pressure needed in a condition setup.
Traits : 0/30/30/0/10
Arms:
III- Deep cuts 50% bleed duration
IX- Opportunist Fury on immobilze, which is handy on flurry and pin down
VIII- Blademaster – Really helps set off a flurry as it is in conjunction with fury, Providing 30% crit on top of the inherent 50% the amor/weps/trinks provides.
Defense:
II- Dogged March – Good health regen on top of the signet, reduces time on movement impairs, Always essential IMO.
IX- Clensing Ire – Another good skill, capped out flurry will remove 3 conditions.
XII- Spiked armor – I felt this skill important for thieves and mesmers due to the fact they can be hard to lock down. so why not let them damage themselves in the meantime?
Dicipline:
VI- Signet mastery- Reduced CD on signets, Bread and butter at the start of a fight. signet of rage, only for it to get ripped and stolen But either way, after thats ripped worst case scenerio this build still provides fury retaliation Stability and swiftness.
I decided that this setup would apply alot of pressure by applying bleeds consistantly both through duration of existing bleeds as well as easy application of new ones, which is why instead of dire armor I went rabid, for extra crit to stack more bleeds through precise strikes and deep cuts.
For my weapons i went Ofc, Full rabid with the longbow using a poison sigil(Sigil warriors beware) on wep swap, Generosity on main hand sword and +10 Condition on kill for the offhand.
The Doom sigil is probably my favorite. apply 15 stacks of bleed, let them cleanse, hit the bow and apply poison just before a heal. love it! I’ve found generosity is best used in conjunction with flurry as it has the highest odds of transferring the condition, and naturally getting +250 condition damage is always nice.
Then for utilities I went with bull’s charge, For the KD and extra movement, Signet of stamina for a condition clear, and then balanced state. With signet of rage being my elite. I really like this setup with the reduced CD on signets because balanced state and signet of rage can be alternated for almost full time 33% movement speed.
there are many similar versions of this setup that i’ve seen but this one has worked best for me. I’ve tried Melandru’s/lyssa runes as well as condition duration/damage sigils and I believe I found the best mix of runes/sigils to my taste and liking.
What do you guys think?
Alternate Trait setups:
0/25/30/0/15
So instead of running Spiked armor and Dogged march, I took into consideration that I am already using a condition duration reduction armor. Which also effects movement impeding conditions, and being as I have a long bow to deal ranged damage, I didnt feel that it was that big of a loss, and that spiked armor(While efficient) could pale in comparison to the other traits I’m currently looking at:
Sure footed,-Increases all stance durations by 25%
Last stand- Automatic Stability that lasts 10 seconds with sure footed applied, Cool thing about this is it applies and negates any CC that takes the form of a stun, so those trolling downed players will knock you on your kitten NO MORE!
Defy pain- Great automatic OSHI- Proc that applies at 25% and pops endure pain which is a 5 second direct damage negation utility (If traited) 4secs if not.
Dicipline line- I noticed two options here, Signet recharge or Vigor on popping a stance (Signet mastery and Vigorous focus respectively) This is where the build kinda defines your utilities however; (I also added 5 points for fast hands onto this as advised by the community)
You could use bezerkers to gain adrenaline and prevent conditions (Traited for 10seconds) on a 60 second cd, Or you could run signet of stamina and get a full clear on a 36 second CD traited.
So signet’s with reduced recharge or stances that give 6 seconds of vigor per pop,
*Obviously you can still run one or the other, just a matter of cohesion and benefits from traits to utilities come into play here.
and onto the heal:
Defiant stance is also modded by your trait line, Its situational and can fail and screw you over, but it can also save your life, Also can be used as a direct damage and condition barrier which negates damage and heals. Can also be screwed over by Defy pain at 25% proc.
Or you can just roll with the healing signet for passive regen which we all know is nice, but not effective for bursting.
(edited by kornfanxx.3751)