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Showing Posts For avexis.9047:
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i think you want an spvp build more like this for might support/burst damage roamer
http://intothemists.com/calc/?build=-sg-7w;0NKkP0e4BL-60;9;49J-T93;049;217C5;0SZG6R;1H7W3H7W35D
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basically you hit like a truck, give your group permanent 25 stacks of might through perma 5 stacks with signet of rage, perma 3-6 with for great justice, and even more with sigil of battle, sigil of strength, rune of strength, short temper and forceful greatsword. and if your group doesnt need the cleanse/perma swiftness/weakness aoe/vigor from warhorn(which can also convert to might, LOL) you can run empower allies instead for even more group power, with all the buffs you have around 3400-3600 power as does your group members in berserker or soldiers gear, and it even boosts condi damage to 1100 on a zerk build, im considering the bleed duration over rending strikes because the bleed on crits will actually hit hard, but i’m still testing/theorycrafting. basically you still do massive damage with greatsword and axe while granting yourself and your group tons of might stacks
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roaming builds:
greatsword/hammer zerker
sword/sword longbow condition
zerg builds:
hammer/ sword/warhorn frontline shout tank/control/heal/condi removal/boon support
hammer/ sword/axe stance dps
personal favorite is shout heals warrior, hammer aoe control is awesome, your are invicibly tanky, sword/warhorn is extremly mobile, you have lots of condition removal and the new immobilize meta makes flurry hilarious
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Hello, I created this build mixed between condition and healing power, and wanted to know the opnion of you who have more experience, or if you have any build to recommend me focused on the S / S + LB’ll be eternally grateful!
http://en.gw2skills.net/editor/?fIIQNAscTjkONvFPqQMxBE0DNsK2iThkQ9wOmj4A-jkCB4gCi0CgkAQk0A5RFRjtsuIasKZAaZLqWpEzYuIa1SBMp0I-w
the weapon set up and traits are pretty good, I would change your gear and utilities.
i have done testing with both apothecary gear and dire gear, the new vitality/toughness/cond damage gear, and the extra health and condi damage far outweighs the scaling of healing power, plus you do more condition damage.
perplexity is Op at the moment, but you dont have interrupts, so its useless.
warriors primary weakness is conditions to counter the regeneration, most warriors condition or not run melandru runes for the toughness and reduced condition duration and stun duration.
rune of scavenging works GREAT with dire gear because of the high amount of vitality, and its very cheap.
hoelbrak could also be used for passive might, higher attack damage to counter people with a lot of defense against conditions and of course -2)5 condition duration\
antitoxin could work.. but i dont see it being great
nightmare is good for the condition damage and duration plus a defensive fear as well.
there are several superior options for sigils:
sigil of energy on longbow/oh sword for extra defensive dodges
sigil of doom for poison pressure to kitten heals and do extra cond damage on oh sword and longbow
sigil of accuracy for extra crit
sigil of fire on mainhand sword, your low crit would make it iffy but paired with accuracy its pretty great for extra aoe damage
sigil of tormenting
as far as traits those are pretty standard for condition warrior. another option i have seen is to take 10 from defense into tactics for stronger bowstrings (which increases longbow range as well as making longbow 1 and 2 gauranteed projectile finishers in your fire feild for more burning. it also increases vitality which increases condition damage and increases boon uptime on stability and signet of rage.
leg specialist in tactics also makes sword much more deadly.
as far as utilities, if you have lemongrass poultry, which you should because your main weakness is conditions, combining it with melandru runes or hoelbrak/antitoxin makes your condition defense very good, and removes the need for berserker stance.
most warriors i know run both balanced stance and dolyak signet to counter control, so that you have significant control AND condition defense paired with high armor, health, and regeneration.
the 3rd option can very greatly, you could run stomp for a stun break combined with a control effect to gain distance when you are low and works great with longbow, bulls rush is great for a gap closer, and bolas adds to your massive amount of immobilize. also if you want to run perplexity bulls rush and stomp are a great addition because that are both control and extra damage through confusion.
sigil of stamina gives you extra endurance regen and even more condition removal.
also if you take the 10 out of defense for tactics you can use endure pain for your 3rd if you feel you need the defensive aspect, shake it off is viable too but i feel that there are better options.
besides that the trait set up i have seen a lot lately and is most definitely viable, i’d just make a few min/maxing adjustments
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I agree. Traited banners is nice but you don’t need the buff 100% of the time. I’d say empower allies is best and if another warrior already runs it than empowered or the original 10 points in arms for vuln on crit would be best. I didn’t think 15% crit would outburst evisc but I will definitely try it. It also removes the need for the signet for extra precision and you can bring on my mark, frenzy or signet of might. Also rifle does do less auto attack/ aoe damage than longbow so I think you are right if we are going to abuse the 15% bonuses from a full adrenaline bar longbow would be best. Thanks for the input. As for scholar runes. They are definitely a strong dps option, but the amount of damage you take from bosses, agony and generally tanking in melee can easily put you below 90% in zerker gear. I find my survivability to be fine as long as I know when to dodge, heal, and stay out of melee so I would expect other skilled warriors to be the same
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also, axe offhand is one of the most useless weapons that warrior has, as well as mace mainhand being the slowest and least useful mainhand weapon.
mace is just too slow and doesnt provide the tankiness it should, and the axe 5 skill is very terrible in damage and is outdamaged purely by auto attack unless you are hitting 7+ targets.
it will become apparent once you hit 80.
warriors are the burst damage class in this game, we can tank quite well compared to other classes, but gaurdian far outweighs our tankability. with that in mind. axe/mace, greatsword, and rifle compliment warrior the most as those are our burst damage weapons and allow us to burst as effectively as possible.
if you want aoe damage with control and defense, hammer is a much better option than mace/axe. it is faster and does quite a bit of burst damage and has unmatched aoe control. personally as a pvp/wvwer it is my favorite weapon, i suggest you give it a try.
hammer isnt great in pve though, it lacks damage in comparison to other weapons and the control isnt often needed and doesnt really have an effect on most bosses
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axe/axeis nice but the aoe from 5 is barely useful and auto attack normally outdamages it. axe/mace is best
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https://forum-en.gw2archive.eu/forum/professions/warrior/Max-DPS-dungeon-pve-warrior/
highest damage build/weapon set in game
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soldiers. you will be in the fray taking damage often so you will neee the vitality and toughness. and it gives you enough power to deal equal if not more damage than knights gear without relying on precision for damage.
20 in defense is a must, cleansing ire is a life saver as we are very susceptable to conditions and all the damage you take keeps your adrenaline full, also giving you the regen.
most warriors run 0/0/20/30/20 or 0/0/30/30/10. a lot use shouts heal combined with soldiers runes and for great justice/shake it off.
balanced stance. also a must. stability keeps you from being knocked around.
warbanner. big must. i know signet of rage is flashy and all but rallying 5 downed people in a zerg or small group easily changes the tide of battle.
hammer sword/sheild is almost perfect. hammer is warriors best weapon in wvw with the aoe control. however i only see shield used for commanding. warhorn is the superior offhand as combined with sword 2, warhorn 4 gives you an amazing amount of mobility, and the key factor is the blast finisher in warhorn 5. this is essential in groups.
lightning field + blast = aoe swiftness. have 10 warriors do this and bam your whole zerg has 2 minutes of swiftness.
fire field + blast = aoe 3 stacks might. great for might stacking pre battle
and most importantly, water field+ blast = aoe healing. you will heal you and 5 allies for ~2k.
im in tier 1, and i dont know how valid your server is in wvw, but all of our warriors run this. in small groups it is somewhat less effective but it is king in zergs/following commanders.
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https://forum-en.gw2archive.eu/forum/professions/warrior/Max-DPS-dungeon-pve-warrior/ highest damage build in game. if you use healing signet with this things will die before they get you past 90% health in world pve and in dungeons there is nothing even close to matching the damage
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(edited by avexis.9047)
condition damage is not viable in world vs world. any decent player/group of players will have large amounts of condition removal. in pve it is viable but is nowhere close to as high in damage as axe/mace berserker.
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warrior has the most diverse and the largest amount of weapons available in comparison to every other class in the game. it explains warrior as the weapon master on the class description on the wiki.. two handed axes will not happen as axe is a burst related weapon and greatsword already takes the cake for 2 handed burst, plus 2h axe was never a weapon in guild wars 1.
we have the most weapon sets/combinations available to our class than any other, if you think it needs more you either need to re roll to one of the other classes that has less aka all of them or deal with it
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http://wiki.guildwars2.com/wiki/Charge_
learn your kitten before you post stuff like this. confirmed. warhorn has ALWAYS been this way.
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warriors in wvw are frontliners.
in zergs you should ALWAYS be in soldiers gear/runes (power toughness vitality)
also i am in tier 1 and every single warrior uses hammer sword/warhorn.
food being -40% condition duration or omnomberry compotes, normally compotes.
as a frontliner in wvw, you are going to bull rush into groups of 40 players often. because of this you will take A LOT of damage so the toughness vitality gear is extremely important as well as a defensive spec.
bleeding/condition damage will do nothing to a good group of players. any good guild runs multiple cleanses and your 1 second of cripple/immob will only hit 3 people and will be almost useless.
in tier 1 wvw, the warriors job is to run in with the gaurdian and earthshaker(hammer f1) to aoe stun the enemy, as well as using 4 for more cc and 3 combined with leg specialist for immobilize cone, sword/warhorn is for mobility with sword 2 and group mobility with warhorn 4 and using 5’s blast finisher in lightning fields. it is also used in fire fields for might stacking and water for aoe healing.
every single warrior in tier 1 uses this for zergs and roaming if they arent bad/non wvw focused.
most build are 0/0/30/30/10, 0/0/20/30/20, or 0/0/30/20/20 for max survival
for utilities, for great justice and shake it off(condi removal, stun break, and group might/fury and balanced stance. stability is a huge thing for frontliners as you will get knocked around like a rag doll without it. for elite war banner is a must simply for the fact it rallies 5 downed people and can single handedly turn a fight on your favor.
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https://forum-en.gw2archive.eu/forum/professions/warrior/Max-DPS-dungeon-pve-warrior/
axe/mace is our highest damage single target with axe/axe aoe.
basically you use axe 2 and mace 4 on cooldown for maximum vulnerability, use eviscerate on cooldown if you have 3 stacks of adrenaline if you should, and rest is auto attack.
for rifle use 3, 4 and f1(kill shot) on cooldown
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incorrect. Eviscerate, like the burst skill on EVERY warrior weapon, is the bread and butter of the build and does the most damage per second by far, a 17-20k crit in 3/4 of a second far outweighs 5 2-3k hits in 1 and a half seconds, you may lose 10% damage from the trait but the way the build works your adrenaline bar will be full almost all of the time and you should be able to eviscerate with 3 bars on a 7 second cooldown. i agree that the 20% banners trait should be taken however, although that makes the build supporty and you would lose damage, although that does do better for the group.
15% crit will almost never outweigh burst mastery. that is one of the best traits warrior has right now.
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true, i like going full dps but that would help the group more and the uptime of the banner would outweigh the crit. ill miss the vuln but that makes sense
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this build is designed for maximum dps as a warrior. it utilizes axe/mace to put as many stacks of vulnerability on foes as possible while dealing massive damage and having some control for sticky situations with mace 5, which also hits like a truck.
with this build and gear, your axe auto attacks hit for 2-3k with a final hit of 5-8k depending on might stacks/vuln stacks, and eviscerated averages betweeen 12-22k for me depending on buffs, mostly between 14-17k.
you can use the lifesteal food to do even more damage as well as having more survival from the self heal, this was nerfed in the past but is still very useful.
i have been running this build in dungeons recently and have never seen so much damage, and personally i hate how faceroll greatsword is so im glad to see greatsword become less useful.
it may seem a bit squishy at first, but if your a good player and know when to dodge i find dungeons fly through easily with the amount of damage i put out.
rifle has no traits in the build, but its obviously for those all-too-common pve situations where ranged is required simply because melee is suicide. i still crit for 15-24k with kill shot so rifle is a valid ranged option
i use the signet of fury to get my crit as high as possible, because due to the 120% crit damage, most of your damage comes from crits, for example, a 20k eviscerate crit is only around 4-5k damage non crit, and axe attacks are only around 700 whilst critting for 2-3500.
for great justice and disc banner are not only great to boost your dps, but also boost your allies. other warriors could use other banners, or simply go all out damage with signet of might or frenzy.
considering how expensive divinity runes are, runes of strength and ruby orbs are also very viable. personally i use ruby orbs as i too cannot afford div.
note: due to precision being our best stat because it bring out the damage of power and crit damage combined, fury is very important in this build to max out your crit %.
let me know what you guys think! enjoy the massive crits
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and everyone knows that hammer is the only good weapon for warriors in wvw, looking forward to farming you and your freinds for the rest of the week
love tarnished coast
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(edited by avexis.9047)
you obviously fail to realize that wvw is not about 1v1 combat but more group combat. terrible build if you want 1v1 go to spvp
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(edited by avexis.9047)
also as far as boons, we are a damage class and do not focus on support, but there are shouts and banners that provide them, we do lack combo fields but have an abundance of finishers that interact extremely well with guardian combo fields for condition removal as well as having the utility of getting buffs and applying conditions by using the finishers intelligently, if you want to sit back and do no damage while buffing. healing, and staying alive, you should roll guardian or elementalist as these are NOT and NEVER will be the main purpose of the warrior class
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lol.. dude. what you are asking is to make warriors into gaurdians. warrior is the designated melee dps class, guardian is the designated tank/support melee class. burst skills make up 30% or more of a warriors effectiveness in battle, if you aren’t gs and you aren’t using burst, your playing the class wrong. sword, warhorn and gs have some of the highest mobility in the game as does signet of rage. you can trait in defense for an auto endure pain as well as going into shouts healing with a base 1k heal(2k with 1k healing power). mace, shield and hammer provide excellent control and defense and we have the highest health and armor pool in the game to match our unbeatable damage
lol.. dude. what you are asking is to make warriors into gaurdians. warrior is the designated melee dps class, guardian is the designated tank/support melee class. burst skills make up 30% or more of a warriors effectiveness in battle, if you aren’t gs and you aren’t using burst, your playing the class wrong. sword, warhorn and gs have some of the highest mobility in the game as does signet of rage. you can trait in defense for an auto endure pain as well as going into shouts healing with a base 1k heal(2k with 1k healing power). mace, shield and hammer provide excellent control and defense and we have the highest health and armor pool in the game to match our unbeatable damagein short: stop complaining or roll a guardian, they do much less damage but are the defensive soldier class. if you aren’t managing adrenaline and using burst skills, then you are losing out on the main and most important aspect of warriors. burst skills do the most damage, condition damage, control and overall effectiveness of any of the warrior skills.
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