Hulk Roaming Montages/Build Vids
I always rage but never quit.
Does not work anymore. In fact, I’m surprised it ever did.
The mobility on this is also not that good actually.
Skullcrack works perfectly fine without points in Strength. Without Forceful GS even.
Take Unsuspecting foe.
Back to topic, it depends… I run my zerk warrior 4/6/0/4/2/0
Ssssh, don’t tell people we have a 6th traitline!
I like this one better but I think that the damage modifier may be increased to 0.9, but the third charge be reduced to 18 seconds of fury. By doing this you make your skill a bit more intuitive (6 seconds of fury per chrage) but also make the damage equal or higher then any of the auto attack chain.
The reason I increase the increments in fury duration is because that way the warrior won’t spam his F1. Getting more Fury per bar is incentive to not use your burst until your bar is full, thus it increases the skill ceiling. Another option is to go 5-11-18.
hopefully we will get more support this time and hopefully they (anet) might do something about it.
While I appreciate your initiative, you will not get support for this. The general concensus is that buffing diversity to a class that’s in a good spot is not done. People want other classes to be buffed/warriors nerfed before warriors can be more diverse.
The fact that they completely overlook the possibility that both could be done at the same time is just unknown.
Inb4 warriors don’t need buffs, they OP!
On topic; Mending is the prime candidate for a buff.
Healing Surge as it is now is actually used by people who want to be different and they might find some use in it. I think it does need a buff, but the core mechanic appeals to some. IMO it does not punish the warrior for using their mechanic, instead it raises the skill level required to utilize it fully. That being said, if healing surge has the highest skill ceiling, it should also have the biggest payoff. Right now, it does not.
Defiant Stance is just not meant to be used outside of PvE and ZvZ. And in those areas it does it’s job very well. I guess they feared it being OP and gave it a casttime, which I find ridiculous as well (it is a stance). I also don’t think the extra 1 second from sure footed would make it OP. Just stop attacking the warrior, and you will be fine (like others pointed out, it has one of the easiest and solid counters in the game).
Thus, Mending is the only healing skill never worth taking in it’s current form. It is not hard to imagine this skill being a viable alternative for CI. Especially with Restorative strength. And let’s face it, if your not using CI, you will be investing into Strength. Due to the often mediocre Adept traits in that line, taking restorative strength with such a low CD healing skill makes perfect sense.
Thus I would just like to see the cooldown reduced to thieves Withdraw, 15 seconds. This will allow the warrior to cleanse more often, which is what the skill is meant to do. Reduce the healing appropriately as to not make mending outheal Surge. Something like 4-4.5k sounds alright.
However, you also have to think about what this would do if warriors take both mending, restorative strength and cleansing ire. I myself run a build right now (4/0/6/0/4) taking Death from Above in Strength (cause it is so boss). I could easily replace that and be a condition cleansing machine.
I’d say tone that down to 0,5 second cast time, and you have a possibly usable skill.
Buff the F1 in small increments as to not overbuff it. Increasing the Fury duration is already a significant buff. Perhaps an even more cautious approach is nessecary;
Arcing Slice 2.0
“Slice your foe with an uppercut and gain fury.”
Activation: 0.50 seconds
Damage: 0.8 * Power * Weapon Strength / Target Armor
Level 1 adrenaline: Fury 6 s
Level 2 adrenaline: Fury 12 s
Level 3 adrenaline: Fury 20 s
Range: 150
Does a little more damage, but less Fury in the lower adrenaline ranges. I do want a burst skill to do significant damage on it’s own, that’s just how a warrior ‘feels’ to me.
…
tl;dr – Warriors are in a decent state, thus you must nerf before making useless skills useful.
The logic of people on this forum is crazy.
On topic, GS burst skill needs a rework. I like the idea of it giving Fury, maybe just speed up the animation and see what happens from there. This way, it would yet become more reliable without becoming a sure cleanse like longbow F1.
P.S.: this guy’s post was so long that I couldn’t save my post. Talk about fanatic QQ.
The short asnwer is no.
A longer answer would tell you that using hammer for anything else then solo content is severely limiting your party.
And even for solo content it falls far behind a lot of other weapons (GS, Axe, even sword).
While this is not supposed to be a condition build, the increased condition damage sometimes serves as a feint and sometimes throws them off. A lot of wars/thieves/guards think that because they start taking some condition damage that they can quickly overpower me in a straight melee. Then they start taking some pretty heavy damage and panic. That gives me an advantage in those situations.
I think you hit the nail on the head here. It’s the panic you induce when everything you do hurts, even if single attacks don’t hurt as much as they could.
Still disagree on the vitality, though. Your point of power not doing any good when your not hitting your target is valid. But there is a flipside to that coin. Your vitality, after it has mitigated that 5k damage, does nothing for you for the entire remaining fight. That is, if your opponent is actually decent and doesn’t let you recover to beyond 20k HP.
But in the end it is still a playstyle difference. I like to think that every defensive attribute, trait or skill also has an offensive use. Your extra vitality means you can stay in the fight longer (thus maintaining pressure).
So gg.
thanks for the explanation. However, I was aiming more towards your use of Celestial over Killahmaynes zerk. One could go Zerk/cavalier for instance, have more toughness, power and crit chance whilst forgoing condition damage (of which you don’t really have a lot either) and instead focus on might to increase condition damage.
I am asking because I firmly believe vitality to be a wasted stat on a warrior other then zerging. Also, healing power is very lackluster for healing signet and adrenal health. We are talking maybe a 600hp difference every 30 seconds.
Also, I am not implying in any way that your build is inferior, just openly trying to discuss the two versions.
I notice you’re on Piken, if we get matched up again we must duel!
It’s good to agree to disagree, but on this bit I most definitely agree!
Keep it up with the vids.
Well, that’s another obvious one, although off course I agree. But this build seems heavily focussed on 1v1 and 1v2. In such fights, being able to cleave downed enemies is more important, and that’s what this build does very well.
You should not be aiming for team fights with this, hambow quickly surpasses it in terms of team fight utility.
What do you think are the downsides to this build, other then the obvious (mobility)?
Like Highchu said, I can confirm that you keep the stacks if you have your underwater weapon equipped with the same stacking sigil.
IMO stacking sigils will always be worth it, as they benefit both weapon sets.
Ok, I’ll bite.
http://wiki.guildwars2.com/wiki/Endure_Pain -> invulnerability to direct damage
http://wiki.guildwars2.com/wiki/Berserker_Stance -> invulnerability toward condition damage against 90% of the builds there are around
http://wiki.guildwars2.com/wiki/Berserker_Stance -> combined with stability invulnerability to all incoming attacks for 3 sec and stability is easy accessible on warrior
What?
Just to clarify, invulnerability in this game means being immune to all sources of damage. Neither Endure Pain nor Berserker’s Stance achieve this. Sure, if you combine both of your 60 sec cooldown utilities you get invulnerability for 4 seconds, 5 traited.
However, Berserker’s Stance gives total immunity to conditions, not just against 90% of all builds.
And I asume you were linking to Defiant Stance. Why are you even referring to this when it comes to roaming? It is completely useless in this aspect… I guess you are just trying to make a point, but it also appears that’s the only thing you are trying to do.
http://wiki.guildwars2.com/wiki/Counterblow same for shield stance since you need to be in melee range to break this block, which will make you very vulnerable for the f1 of mace
So why break the block? Wait for an astounding 2 seconds and continue hammering.
Also, again, please stop spreading false information. Counterblow is also nullified by ranged attacks, making it useless apart from blocking 1 attack (which can well be a stray clone bolt or something). You can trait for it to reflect, but it does not do this on it’s own.
http://wiki.guildwars2.com/wiki/Shield_Bash You need to dodge that also, since if they land it on you they can land f1 also
So, what, you don’t slot a single stun breaker? Soak the bash, soak the F1, stun break and /laugh.
so they do have invulnerability.
This also nullifies your claim the only thing you have to dodge is the f1.
It doesn’t. You just need to realise that you need to be ranging or blinding, or whatever the warrior while he is on mace.
and they are chasing they opponent for 90% of the time?
Don’t make me laugh, their have 3 gap closers in that build.
This sentence more then anything else shows your complete lack of understanding towards this build. Your talking about 3 gap closers. I asume you mean GS3 and GS5, along with shield bash? This would be a phail on your behalf, because regarding shield bash as a gap closer is completely missing the point of that skill. Or maybe you mean Bull’s Rush (which is not solely available to mace/shield, off course). But then, you only have 2 utilities left… Oh no, there goes our ‘invulnerability’!
Let me wake you up, 2 out of the 3 ‘gap closers’ you refer to won’t help you land your F1, because they are on GS.
And it seems you did actually miss something there, since I did also state why, but you clearly did not read that in the first place.
So with your response you are giving me the idea you are just afraid to lose your toy. And that does cause you to come up with poor arguments.
I missed any reasonable argument.
And I play Hammer GS almost exclusively now, Mace Shield is just for giggles. It does work very well against some of the condition heavy specs in WvW, but there are a lot of specs that completely destroy it.
@Cufufalating.8479: so what you are saying comes down to the claim that someone should be ranged to kill a warrior with a gs+ x/shield build. Does not sound like proper balance to me. And like I stated above warriors have 3 gap closers, especially if they hardly get bother by conditions due the massive amount of reduce the food and runes of melandru gives, this means every warrior that does need to to chase like that does not use his gap closers properly.
So what you are saying comes down to that the heaviest melee class in the game should, when using the most melee oriented build ever, be countered by…melee? That does not sound like proper balance to me.
Good day.
If you have so much money, why make a legendary? Everybody with money has one.
Instead, make a cool looking weapon that is not legendary.
Internet bro. This is an uphill battle.
You do know that when facing a mace/shield GS warrior the only thing you have to dodge is the mace stun right? You can literally soak everything else. He has no sustained damage.
You did really not get the point right?
You say warriors with GS+xshield are out of bounds. Then you start talking about how nerfing food might be the solution to this. Am I missing something here? A tl;dr next time would suit your wall of text.
I disagree with you about everything you said.
Saying a full melee warrior has no drawbacks is not really getting the point. But the poster above me has already adequatly pointed out the drawbacks, which is more then I feel this topic deserved.
I just stated the obvious drawback to the mace shield GS build. If you can not comprehend this, nay, feel obliged to make a topic about it, then, good sir, I wish you a good day.
Edit: please don’t say warriors have invulnerability. They don’t.
Jeez let the guy play how he wants. He’s not doing too shabby.
I do agree with the cooldown timer, it just makes using skills right off the timer more doable. But hey.
About the build (which is what this topic should be about, no?), what does it do better then, say, killahmayne’s GS/Longbow build?
You do know that when facing a mace/shield GS warrior the only thing you have to dodge is the mace stun right? You can literally soak everything else. He has no sustained damage.
I like the vid! Thanks for that.
I play a lot of hammer/GS, actually since beta. Your sigil choice is really the only thing I don’t agree on in your build. Having two Fire sigils limits your damage. Also, the majority of the burst in this spec should come from hammer. That’s why I find sigil of impact to be incredible for it. You could couple that with bloodlust, as that 250 power benefits both Hammer and GS. Then put Air+Fire on GS for that wtfwhereizmyhp.
Or at least that’s what I run.
I have two warriors and a mesmer level 80… Surely out of the 8 professions, there is one you don’t ever wish to play?
You can get 8 character slots through gems…
It’s OP until all of your mobility gap closing and escapability is meaningless because of immobilize spam. And then its meaning less becasdue unlike ele warriors need to be 130 ish range to hit something and they have nothing like flash and RTL and mistform. And no where close to the condition removal that also isn’t tied to landing burst skills.
What works good in Spvp doesn’t necessarily work in wvw where people dont run the builds, and you get spammed with CC. Unless you are talking about 1v1 but that is unreasonable in wvw most the time its 1vx or more.
I agree with you on this.
You can forgo Dogged March+condi food+condi runes, but then you are almost forced to take Mobile Strikes.
This is pretty crazy.
Killahmayne is right on all accounts. However, try this;
You will have base 30% crit chance. Add Fury to this, of which you have ~90% uptime, and you have 50%. Now, if you stun a guy, Unsuspecting Foe will net you 100% crit chance. This is pretty insane coming off of 190% crit damage.
There, damage problem resolved.
Out of the four sigils you mentioned, strength is the weakest one IMO. Though it is still good.
But bloodlust will net you 250 power. You need ~7 stacks of might to reach that amount of power. Sigil of strength will not net you those stacks, thus bloodlust is the better sigil.
However, like Assassin said, without knowing your build it is hard to provide an accurate answer. For instance, if you also utilize condition damage, might stacks become more potent.
2/10
The build lacks in critical areas.
You lose 3 points for not bringing fast hands.
Another point is lost for trying to do two things, power and condition damage, but the build focusses on condition damage sources. Thus you are weakening your damage output by trying to increase your weaker power damage inflicting skills.
Going that deep into arms is also unwise (we’re at a 5/10 already). 10% extra dmg against bleeding only increases power damage. See above.
Shield master is decent, but this build would benefit so much more from Missile Reflection. You have 3 blocks, use them!
No stability=lose in WvW. How do you expect to stomp anything in 1v>1?
Last but not least, the little mobility you have is unsupported by -condition duration. Any build which does not invest in this should without exception invest into mobile strikes. Immobilize will simply hard counter you otherwise.
Without looking at your gear, this might be a better starting point;
I’d go with option 2.
With Defy Pain you say it can activate when you don’t really need it… But it activates at 25%… Nuff said.
Auto stability is way worse then auto-EP. I will always bait out my opponents stun breakers or stability with weak daze/stun/kd. Picture me using pommel bash on you, you get auto stability for 8 seconds, then the next 82 i can go to town on you with skullcrack.
Also, stability is important for stomps. It’s hard to manage to kill your target within 8 seconds.
Mesmer should never lose a 1v1 with a power based warrior.
Condition warrior is a bit scarier for mesmer.
/thread
DotE is not good because it always gives a damage increase. It’s good because it gives the increase when you need it; when your target has protection. Those targets almost always have at least 3-4 more boons.
You could go 0/0/0/0/0 and still destroy people. Great vids.
The paths I run frequently up till now are AC p1/3 and CoF p1 and 2. CoF p2 is actually slow.
But a single dungeon run nets you around 2g. That’s without selling junk and rare or exotic finds.
Some paths take like 10minutes with a pug, so you can do 4-5 in an hour if you push it.
Thanks for all answers. Off to farm!
We should have some duels. This match-up has a lot of roamers in it, loving it.
Nice vid.
Guys do you really find ‘cleansing ire’ good on this build?
I mean if you manage to land the burst skill it’s pretty much game over (for enemy)
And if you can’t land it then the condis will eat u up anyhow
So is just for the adrenaline on hit?
Won’t shield master be a better choice here?
Cleansing Ire still provides cleansing. Which is useful. I even find myself using GS F1 in the most dire of moments.
But most of all, you take it for building adrenaline. The grandmaster trait in arms can do that as well, but then you actually have to hit your opponent. Using this build you will often find yourself chasing your opponent, blocking and gapclosing, waiting for that moment to strike.
Thanks to all posters for the input!
Hello all,
I want to make some gold, and i believe running dungeons is a good way to do so. I run CoF p1 daily (as I gear up most my alts in zerk), but I am wondering what other dungeon and paths are quick to run? Is CoF p1 still the shortest?
Thanks!
I would need a lot of balance, because your giving the warrior a choice.
Hi all!
I’ve been having a blast with the old mace/shield+GS build in WvW roaming.
For those unfamiliar with it;
That’s the version I use at least, feedback is always welcome.
Why use this build?
Wall of text incoming.
Mace is fun
With the recent buff to sigil of paralyzation, stun increase is now a significant 30%, I feel mace is back with a vengeance. Like every other warrior skill that’s good, be aware that the mace F1 is very telegraphed. Thus, you will need to adjust your timing, and utilize Shield #4 and Bull’s Rush to open up your burst.
Count dodges, watch for blocks/stability, bait stun breaks, etc. When you get the hang of it, you can start to quickly dispatch of targets when you’re HB has 90% crit chance without fury and 212% crit damage..
Why anti-meta?
This build currently feels very anti-meta. It boasts great survivability through high mobility, excellent soft CC reduction, high toughness thanks to melandru runes, a free dodge on swap to your defensive set and two great blocking skills of which one is on a very low cooldown. But the main reason why it seems to work so well for me in the roaming scene right now, is because of the reflect on block. Many engineers/mesmers/p/d thieves, basically anything ranged, will dislike you.
Many specs with which warriors struggle often slot just 1 stunbreak. This spec allows you to get up close while damaging them through their own attacks, bait out their stunbreaks (if any), before unleashing your gamechanging combo.
The downside
The sustained damage is somewhat lacking. GS is meh at it, sigil of Air does help. Feel free to swap this out for sigil of hydromancy, which also adds burst (less then Air of course) and a nice chill (which often hits because you will swap to GS after skullcrack). The lack of sustained damage is why I run with 40% base crit chance and Furious Reaction, so you will have about 75% fury uptime. Another option is to swap out sigil of Impact for sigil of Fire. This will decrease burst potency, but increase sustained damage (and watching Bladetrail hit for 7k damage is always funny). I have tested this, and it is actually very useful, sometimes a better option then Impact.
Moar boss
Mace/Shield offers you 3 forms of CC (F1, Pommel and Shield Bash). Bull’s gets you another one, gives you a way to land Skullcrack and adds more mobility and gap closing (which I feel is no luxury when on Mace). I sometimes tend to switch out Bull’s Rush for stuff like EP or Dolyak Signet (then I switch DotE to Signet Mastery).
Last but not least, the damage from Mace #2 is underestimated. To compare, it does more damage then Rush (GS #5) or 60% of a fully powered eviscerate. And with Missile Deflection it won’t get wasted on a random clone bolt. If you make sure to stick to your target while blocking, you will either block all ranged attacks for the duration, or deliver a very powerful blow.
Dude, I have Hoelbrak runes because power is boss.
For all those warriors out there with less cash and Hoelbrak runes, there is a spin off to the regular version of the build.
Might baby
Instead of utilising Unsuspecting Foe for that insane Skullcrack>HB, you instead focus more on might building (to not waste the Hoelbrak). Apart from SoR, this is done through Forceful GS, which net’s you a short lasting ~5 stacks if you’re SC>HB combo hits. Mighty Defenses can get you any amount of might, and is usually funny to use. Picture using it to get close, blocking everything, then SC>HB with 20-25 stacks.. Mace block can get you another stack as well. Finally, Sigil of Air is replaced with Sigil of Battle for another 6 perma-stacks after about 20 seconds into the fight.
This build has less on demand burst potential, but can achieve insane amounts of power, with might stacks that can incidentally go up to as high as 25. Note that you lose the reflect ability, due to Mighty Defenses not proccing if you reflect an attack. You do get the 20% cooldown on shield and on GS though.
Swapping back to reflects and DotE can also work. You will have fewer stacks of might, but man, that reflect…
I believe it was Burr The King who first posted the skullcrack build. Thus I am not reinventing the wheel here. Only pointing out that this build still has potential in WvW roaming. And more importantly, it’s still a boatload of fun.
Meh at burst precision. If you want many hard hitting blows with hammer/axe, you need burst mastery. Cleansing Ire for building adrenaline, so no room for burst precision.
I’d say something like 0/20/20/0/30 with zerk/cavalier, 30% base crit, lots of fury, and sigil of impact.
It gets me killed more than it saves me, actually I don’t think it has ever saved me.
Can we delete it? I’ll take anything.
For those that don’t know, is the 5 point minor trait in SA that auto stealth’s you at 25% HP.
It has never saved me, but killed me often. This trait needs to be balance for reveal.
I like the blind idea, something like black powder without the stealth part.
Sounds like somebody is using Unsuspecting Foe.
Well, first of all, hambow is good in pvp, not in WvW. In PvP, people are forced to stand on a point to win, hambow denies that. WvW combat is much more mobile. Both longbow and hammer still remain good, but without a secondary set that offers defense and preferably mobility, you will end up at the wrong end of the gank.
On the positive side, warrior is very viable as a roamer. So the first question, out of sword or greatsword, which do you like?
I don’t mean to neglect your desire to use hambow, but take it from me, it is just not useful in WvW other then zerging (and even then, you will need some mobility to avoid getting AoE’d to death).
It is pretty correct in that sure you will do 3% more damage for their protection boon. But I am fairly certain that isn’t enough DPS to cut through it. Its an argument as old as the implementation of the trait. I was there when the trait 1st came out. I remember the discussions we had about it. We kinda got this trait to help warriors counter bunker guardians at the time. If you remember correctly at that time bunker guard was the meta. It was a trait designed to punish boon spamers and help take down that meta at the time. And pretty much the trait fell short of that. doesn’t serve the purpose of that. It helps but its not enough to overcome it.
I was there, as I was there since beta. And I do remember those discussions.
But still, the trait does exactly what it is meant to do. You are viewing it as a glass half-full trait. If I do 100 damage, without protection on my enemy, then I would do 67 damage with. That’s without DotE. Now factor that in, and I would do 67*1.03 damage=69.01. That’s still more then the person not using DotE.
And where that may seem mediocre at best, one must adjust that damage for the other boons the class is using. In the case of elementalists and guardians, which I think are the classes who get the most ways to apply this boon (engineer too?), they often run with 5+ boons including protection, if not more. Thus, I will do 77.05 damage instead of 67, which is in fact still 15% more then without DotE. This is where the trait excels.
If a single trait could nullify a class’ primary means of mitigating damage, it would not be balanced.
Perhaps it is a good idea to offer a bit more information on exactly what you are finding difficult to defeat.
Also, you can learn a lot from video’s on youtube by warriors who comment on their actions.
Other then that, the above posters said it all.
Some necro accused me of hacking the other day when he was apparently perma-rooted by my GS/Hammer warrior in WvW.
Funny, my ranger friend used his elite to r00t him.
But there really is a bug, and I experience it often after using a ‘movement’ skill as well.
it does what it says it does. If one of those boons is protection though forget this trait helping you as much as it says it does.
That’s not correct. A person with DotE will still do the said extra damage if the target has protection compared to somebody who does not use DotE.
This build is really funny.
Try replacing one of your battle sigils though, the cooldown will often prevent one from proccing. If you want more might (=swag) try sigil of strength on GS.
Why correcting me ? I’m saying that NO class have it in adept, so why warrior should have it in adept ? Or even for free like you’re asking for ?
By the way i’m not QQing about warrior, in 1V1 i crush warrior with my ele so dont worry. I’m just saying facts
High DPS doesnt define warrior ?
High armor doesnt define warrior ?
High HP pool doesnt define warrior ?
High mobility doesnt define warrior ?You’re right, you need more OP things to define warrior, we might not actually know that it’s OP ^^
This is warrior QQ. I should not have to explain this to you. Try to contribute, really.
Your earlier comment could easily be interpreted as you thinking warriors actually do ‘have it in Adept’ (even though we are not talking about Adept, but about minor traits. Other classes actually do have defining Adept traits). Especially because of all the QQ you are doing. But I guess I was wrong.
So let me tempt you into saying something constructive; can you think of a build that is viable, nay, better without fast hands?
Pretty much says it all, if the trait is so good that it is mandatory it is probably too good.
That is one interpretation. Another one is that without this trait, warrior is not viable….
That seems a far stretch …
Then again, give me a viable build that is not improved by Fast Hands? This is not meant as an insult, I have just never seen nor encountered a viable warrior build that is better, or even equal, without it…
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