Use forge runes!
GS, can’t beat that whirlwind.
If I had to pick between those, I’d pick GS + longbow or rifle. Rifle more for roaming, longbow for zerging.
If you can keep your health above 90%, scholar are better.
Yeah thick skin is atrocious. I’d take anything (except for our tactics minors) over it.
The warrior forum might not be the best place, seems like they only read it only once per month.
Roaming is pretty much the only thing I do..
I’ve seen a lot of people talk about the 180 toughness, but realistically, unless you run dolyak as a backup to balanced stance, you will have used it in the first 5-10s into a fight. When you use it you won’t get the 180 toughness until the CD is up. Balanced stance on the other hand recharges 8s shorter and provides 8s of swiftness, which is quite key as I brings your swiftness uptime to 38/48s with signet of rage.
Think about it another way: for 8 seconds extra cooldown you get 180 passive toughness when you’re not using it. Personally I don’t care that much for the extra swiftness (have enough), so why wouldn’t I?
If you do have enough swiftness you don’t need it. Then it’s debatable. However from my experience the ability to stick on your target is usually better then the initial toughness this is especially true the earlier you have to pop balanced stance. One way to see if it fits your build is simply by taking note of how early into the fight you are first using dolyak signet.
I’ve seen a lot of people talk about the 180 toughness, but realistically, unless you run dolyak as a backup to balanced stance, you will have used it in the first 5-10s into a fight. When you use it you won’t get the 180 toughness until the CD is up. Balanced stance on the other hand recharges 8s shorter and provides 8s of swiftness, which is quite key as I brings your swiftness uptime to 38/48s with signet of rage.
The sword chain damage is still significantly lower from my testing 30% or more. While the leap is nice, the key to the GS is the evade on whirlwind. The shield is the best offhand we have, but even with pairs with a sword, I’d only put it second to the utility of a GS. Also while sword 3 does a lot of damage (if the enemy has 50% health that is) a rush does around 80% of that damage and I’d argue at point blank rush is easier to land then the long wind up of sword 3.
That’s the issue I saw already from reading the leaked patch notes.a moderate fix would be cleansing ire removes as many conditions as we have adrenaline bars the moment we start the burst.
Why are you taking sword instead of axe? Considering that you are still in a heavy power build the axe burst is superior to the sword bleeds.
If you’re serious about bow dps, you need the 1200 bow trait to convert your basic shots into 100% finishers ( that you do, of course, thru combushot.)
This build is not cased on condition damage, it’s based on AoE burst (longbow) and mobility (sword.)
If we are talking mobility wouldn’t the GS be a better fit then sword?
Why are you taking sword instead of axe? Considering that you are still in a heavy power build the axe burst is superior to the sword bleeds.
Sure back on topic, with the recent move, I still can’t justify taking anything over signet mastery. That trait cuts down your elite from 60s to 48s. Which also means that the time in between reduces from 30s to 18s. I don’t think vigorous focus can compete with that.
You know, no movement is a pretty big downside..
However I like at least what you are trying to do. Now that our bursts are 7s, we can almost spam them and then weapon swap to the next set. Your build basically is the standard hammer build where you really rely on the enemy taking those hits and becoming disabled. Your effective power drops to 2.8k the moment the enemy stunbreaks.
I think there are probably opportunities to make a burst based build that doesn’t involve heavy CC to function.
I play a phantasm mesmer and I’m happy that we got toned down a bit.
Cleansing ire won’t get nerfed as it’s not good to start with.. Man I was looking forward to the healing CD reductions the most..
Killshot warrior, now with 15% more damage
So.. I’m not home now, so I can’t check in game, but the healing cool down reductions didn’t make it into the patch?
Burst Recharge: The Discipline trait line no longer improves burst damage. It now decreases burst cooldown by 1% per point in Discipline.
Honestly, the main build that got a lot better is killshot warrior
Run 30/0/0/10/30. That’s because destruction moved down, burst mastery gives extra damage on burst (not sure how much) and berserker power is now 15%. Also in tactics you can choose empower allies (150 power) or empowered (6% dmg)
As much as I want to make this work, I don’t see it happening. Interrupts aren’t that often and you need shield, mace and hammer to get interrupts from weapons. Now these weapons have exactly 0 other damaging conditions. You can also get interrupts from utility skills, but warrior utilities are too valuable to let them waste on unreliable interrupts.
Could use some feedback.
Pros:
1. Permanent Signet of Rage. PERMANENT. Never goes down. That means 5 stacks of might, swiftness, and Fury.
2. Really good mobility. I use the greatsword these days more for the mobility than anything else. It is truly unmatched. The way a solo or skirmisher warrior survives is by resetting the fight by kiting; we have no other mechanism.
3. Conditions fall off you. Not as extreme as wearing runes that help but it is still significant enough that you don’t have to micromanage conditions on top of trying to get on the target.
4. Quick weapon swap and 1 trait swap and you are a longbow wielding fiend when up against a keep in a zerg setting.
5. Gap closers and root specialist to keep the target close to the big sword and big hammer; essential when running no range weaponry as main build.
6. Damage pressure WITH stuns. I am a firm believer of the Hammer now after using it over the last week. I’ve managed to win and live on a few 3 on 1s with the hammer. Yes, it was really poor players but really nice to see those kinds of results. The key is decent burst damage WITH the CC so that you not only shut people down but damage comes with it.Runes to help with Permanent Signet of Rage:
The build involves using 3 sets of boon duration runes and 20 in tactics to ensure you can run signet of rage for 48 seconds. Then pick up signet mastery to reduce the reset timer of signet of rage to 48 seconds.Utilities:
Signet of fury is critical for this build to offset the lower critical chance AND more importantly it gives you options to open. If I am about to enter a skirmish (not 1 v 1) I typically pop this to gain full adrenaline and open up with earthshatter. If I am in a keep battle and there are some annoying folks up top, with signet of mastery, you can continuously pop this signet to drop F1 bombs all day long from your longbow. It is actually quite effective whether you’re attacking the keep or up top defending it.This build also gives me the opportunity to use Frenzy – you can use endure pain, balanced stance (on top of last stand) or any other utility like fear me alternatively and I often will switch it up for a change of pace. The key here is that I like to be able to use different utilities and not feel locked down. I always ran with FGJ to offset when signet of rage is down but with the perma swiftness, might, and fury no longer do you need it, which is great. I’ve also been running with signet of stamina. Remember we have signet mastery so any other signet you might find useful can help. The passive on signet of stamina = more dodges, and in the event you are being spam rooted and the 73% condition reduction on immobilizes isn’t enough it is a get out of jail free card; specially skills like the ranger elite that continuously roots you and you don’t have enough time to kill the roots.
You also can comfortably use Healing Surge because honestly it’s the best heal we have in terms of numbers and giving you a full adrenaline bar if you didn’t have one. Conditions again will relatively bounce off you with Dogged March and Lemongrass.
Without the hammer and a timed pressure earthshatter swing it is very very difficult to take down thieves for me. Even with the hammer it is difficult because of how over the top they are when the heal at will in stealth and blind like nobodies business. This build gives me a chance. Alternatively I am thinking that if I use Balanced Stance and drop Last Stand I MIGHT try Spiked Armor to see if retaliation actually helps.
Armor Choices:
I am wearing primarily full zerker. I have run 3k to 3200 armor with knights gear and to be honest I really haven’t noticed a difference. The main difference I see is I do less burst and that is enough for me to consider going back to full zerker.Stats:
You get 72% crit with 0 specced in arms (81% crit with full adrenaline) and 76% critical damage bonus; I feel this is great! Power is low, so I carry a greatsword with bloodlust on it to farm some mobs some before I want to seriously skirmish to get the power up, then switch back to the air signet greatsword.Pending on your choice, you can switch out Empowered for Shrug it Off. I find 6% damage boost pretty nice without ANY other boons on you since you’re guaranteed to have those up unless someone strips it. Plus, by not speccing 10 in Strength you offset it with this trait; remember permanent 3 boons on you unless someone strips it.
If you want more damage you can move 10 from tactics and 5 from defense into strength for berserker power, damage on dodge and endurance regain on burst. You’ll loose 3s from SOR, but I think you’ll be ok. Of course new patch on 25th which wil change quite a bit in your build.
Actually, with signet mastery it’s 12s per heal
3275/12= 273 which is pretty close to mending now. I’ll definitely be trying some funky altruism rune build around that!U must be the mighty Jon Peters 5 signet jojo.
Even if trained, mending is better than that as its actually removes..2 conditions.
Yes.. I’m not arguing that. I just said that the heal per second is in line.
Actually, with signet mastery it’s 12s per heal
3275/12= 273 which is pretty close to mending now. I’ll definitely be trying some funky altruism rune build around that!
(edited by peter.9024)
none of the passives i listed require a weapon, they require adrenaline. So, they are passives because as long as you ignore your utilities and f1, you get increased stats. Ignoring your class mechanic should not net you more damage, nor should ignoring your 6-0 buttons either. My suggestion would turn the sedentary warrior into a more proc based class where you actually have to use your abilities.
Well in your idea warriors would simply spam bursts every CD, which is not what the warrior is about either. We should be using the burst situationally, such as in that new trait, not just mindlessly spamming it.
No, I disagree. I think that these passives are good as a balance. It allows us to choose if we want to use burst and loose the benefits or not burst and keep the benefits. I do like that we have abilities tied to burst, but I would not want to see every single skill depend on the warrior landing a burst ability.
Hmm I have a feeling that we might see some of those changes..
Does a full (or near full) tank warrior have any place in WvW? For any aspect? Always wanted to be a huge meatshield, but unfortunately I don’t believe they have a role in anything in Guild Wars
Yes, you can go frontline in a Zerg. Recommended is pure PVT or sentinel of you can afford it. Run with runes of forge (15s protection at 50% health). Just jump into enemy Zerg with a hammer, be flashy and hope that they focus you instead of your back line.
Ok guys, I have to chime in on this one. The original suggestion was to remove conditions whenever we gain a bar of adrenaline. This one is we remove conditions whenever we use a bar of adrenaline. Now what’s the difference? Well the main difference is that it is heavily tied to your burst. Now looking at your burst, the only burst that will greatly benefit from this is earthshaker, as with the aoe targeting you are bound to hit someone. The other bursts for example eviscerate rely heavily on you actually connecting your burst. Now if you are heavily tied down by chil, cripple etc. that 300 jump range will actually go to 200 and less. You aren’t going to hit kitten, and with that you aren’t going to remove any conditions since you didn’t actually use any adrenaline. Of course we’ll find out the exact implementation on the 25th, but just some thoughts beforehand.
Yes, even if the thief gets off the first hit, you should just pop your aegis and protection. If the thief continues to attack you you should be able to mitigate most of the damage between your blind, block and protection. With 3300 armor and protection you should have upwards of 70% damage reduction. Put down your symbols, retaltiation and the thief will basically kill himself trying to do damage to you.
Of course, the recent change to boon stripping hurts you, but then you probably won’t get back stabbed since its a different weapon set combination.
This must be satire…
I dont do alot of wvw with my warrior, mainly tpvp, but i would like to understand how to get a lot of crit dmg (something like 90%), and still have good toughness, power and precision.
I’m on my phone so I can’t link a buildcraft, but I usually run with 20/0/20/0/30. Armor is a mix of zerker and knights, trinkets are a mix of zerker and cavalier. You can get to around 3k armor and 90 critical damage.
Hmmm good warriors have to stay mobile. We really only have a few key locking moves: 100b, killshot, some slower hammer skills. Out of those, in wvw you’ll find that 100b is very very situational. Most likely you’ll be moving all over the place with whirlwind, rush and other moves. That’s because unlike other classes warriors don’t have access to gimmicky tricks (stealth, in vulnerabilities, blinks) or protection. So staying alive really relies on your active positioning, dodging and really using the few survival skills we are given (shield block, endure pain and balanced stance). If you get locked down as a warrior you are dead.
If you run sentinel armor with apothecary trinkets you’re really making sure that you’re not doing any damage at all. However if you run all sentinel you could basically act as a damage soak and CC role if you choose to run hammer.
Can’t be worse then T5
I guess I really need to map PvE
Bull Rush + Frenzy + Hundred Blades = Dead target. Three skill uses just like 3 + 3 + 3 spam for S/D Thieves.
Oh but wait, dodging and evading is NOW a viable answer, amiright?
I hope you do realize that you compared a spam able weapon skill to a 40s CD combo that uses 2 utility slots..
I have very similar ideas, I was wondering the following about your build:
- Without additional 10pts into discipline you loose 5s weapon swapping and signet mastery. This means your signet of rage uptime is also only 50%, do you think that affects your game play?
- I personally like Last Stand a lot, but I was wondering if you tested running without it. If you can give up last stand, you can ditch furious and take slashing GS alongside Building Momentum. Building Momentum helps a lot to recover additional dodges as you are not running signet of stamina. Slashing GS is a huge DPS increase for the GS with both additional power and 10% damage multiplier.
- Have you played with boon hate? I’ve done some calculations on my build and I find that it usually pays off to have it when the target has 1 or more boon. I don’t spec into arms and I take signet of fury instead of might to compensate for that.
Thanks!
Skullclamp
(edited by peter.9024)
REAL MEN ROAM WARRIOR OR NECRO
Not bad, imho, I wouldn’t mind it being just 5%. I’ve been playing around with that trait a bit and the damage increase is nice against most non-protection spamming classes. Against classes with protection it helps, but still hard to go through. I wouldn’t mind it having +15% damage per protection boon and keep constant 3% for all the other boons.
The one build I’d suggest is:
20/0/20/0/30
You get the 10% damage trait for GS, you get signet mastery, heightened focus (9% makes up for not going into arms) and boon hate (3% per boon can add up quickly against boon spamming classes)
I think I’ve posted this a while ago, at least some of my experience in duels:
So I’ve done a lot of duels recently and I can try to summarize some of the experience from my side:
My play style: GS + Axe/ shield, all berserker except 3 knight pieces in armor (hoelbrak), 20/0/20/0/30. Utils are healing surge, balanced stance, signet of stamina, endure pain, signet of rage. I don’t win with bulls rush frenzy, but rather steady axe / GS pressure and eviscerate. Hoelbrak, food and dogged mitigate most of the movement impairment now and last stand / balanced stance allows me to mitigate quite a bit of the CC.
Could you do us a favor and plug in your build here You do not have to of course since many like to keep the full ins and outs of their builds private. As a lyssa warrior I have yet to run into a warrior build that could pressure me. Mostly because I use a sword and bull charge for movement allowing me to reset or escape pressure situations. Vs most other warriors they are more glass and my stats too balanced to burst me down without getting killed themselves. Either way haven’t run into the build you have described.
Your analysis of the common builds seems right to me.
I’ve been using this:
The empty spotted in defense is for dogged march and the empty spot in discipline is for boon hate. Sometimes I run signet of stamina instead of fury if I expect more condi damage.
I think I’ve posted this a while ago, at least some of my experience in duels:
So I’ve done a lot of duels recently and I can try to summarize some of the experience from my side:
My play style: GS + Axe/ shield, all berserker except 3 knight pieces in armor (hoelbrak), 20/0/20/0/30. Utils are healing surge, balanced stance, signet of stamina, endure pain, signet of rage. I don’t win with bulls rush frenzy, but rather steady axe / GS pressure and eviscerate. Hoelbrak, food and dogged mitigate most of the movement impairment now and last stand / balanced stance allows me to mitigate quite a bit of the CC.
Thiefs:
Backstab Thiefs are easiest. The burst will never down me and my return damage from axe and GS does quick work.
DP: good dp Thiefs usually ends in a draw as he can’t burst me down, at the same time I can’t stop them from regening in perma stealth
PD: this one is nasty, a good one will still kite me 24/7 and that’s the only class is switch to a rifle to deal with.
SD: This one has been popping up more recently. Against decent ones, you’ll usually win because the immobilize from infiltrator strike will fall off fast and you can stay mobile. However against really good SD players, you’ll probably loose as you can’t match the mobility due to infiltrator spam and heavy boon stripping (removing Signet of Rage almost everytime).Mesmer:
Shatter: shatter is probably one of the easier mesmers to deal with. Dodge the burst and let the axe do its work.
Confusion: pure confusion is ok now with the damage nerf.
Phantasm: any one with half a brain playing you won’t be able to beat. The swordsman or duelist phantasm pressure is too high and the high uptime of protection + reduced damage will kill you eventually. Best advice is trying to kill the phantasms before the signet of illusion buff kicks in, but most of the time this just extends the fight as eventually the phantasms pressure will overwhelm you.
Immortal builds: drawGuardian:
Glass cannon: Win-able, keep whirlwind as much as possible, don’t stand in their bursts and sometimes wait out their protection.
Boon: Draw, you won’t get through protection at the same time he doesn’t have enough damage to kill me. In fact, I find most of the damage I take when fighting them comes from retaliation.Necro:
Power: Power necro is easy, with – condi duration and decent armor your pressure is higher and you can stick on then easily. Dodge through wells.
Condimancer: their + condi duration is greater then my – condi duration. Probably kite feat and you’ll loose most fights unless he messes up with the movement conditions.Ranger:
Zerker: really easy, he can’t kite you and he’s paper. If you move a lot, his pet will miss a lot
Regen: the sustain is too high. I don’t think I can beat them unless I manage to land a perfect whirlwind, rush, shield bash, eviscerate combo.
General trap: 50/50. Conditions still hurt, but if you manage to to stick on him it’s winableEle:
DD bunker ele: with the boom hate, I can still win 70% of the fights. Early pressure will force the ele into a defensive mode, where you’ll eventually beat him down.
SD: win almost every fight. A lot of the skills are telegraphed hard.
Other builds: boon hate melts them especially those with lower protection uptime.
Oh, since almost no ele runs +condi-duration food, you won’t get kited at all.Engineer:
Confusion engi: with the – condi damage on confusion, it’s much easier now. Whirlwind on supply crate and should be fairly straight forward. Sometimes you do get still locked down by burn or poison. Around 70%
HGH: very hard. Condis eat you alive and he will kite you a lot. If you have good dogged and cleans its winable. Around 30% win rateOther warriors:
Similar builds: pure skill. Dodge evis, whirlwind. Hope yourkitten. Clutch endure pains usually win the match
Bulls charge: lol easiest fight. Dodge the bulls charge and they are a sitting duck.
Rifle/bow: very easy, stick on them and both will go down really fast
Hammer: hammer is soo slow. Pretty much anything can be avoided with stability, of which my build has a lot
Bleed build: usually you can down them before they reach critical bleed stacks. Worst case change endure pain for shake it off and it’s an easy fight.
PVT might stacking: a lot of Hp, but no damage. You should be more mobile that he can’t get high stacks from GS. Also if they run shouts, they barely have any good utilities so shield bash and whirlwind will do good damage.
The easy way is to try to kill the two scouts from range first. Their blind is probably the worst. Then just go in, with GS and use 100b + whirlwind till they are dead.
If there is a good spot, you can also bunch up all of them behind a rock / building and then 100b them. I’d suggest using endure pain + balanced stance during that initial burst in order to prevent getting CC’d and some of the initial damage.
Lies, Luzano is a ranger.
Ha!
I used to think Thief was the dirtiest of all dirties but after watching you dastardly Regen/Bunker Rangers……………………………………………………………………………………..I cry.
I don’t know any Ballerina moves aka melee Ranger dodges.
There is one class even dirtier then regen ranger..
Kite the pet. Kite the pet and you win. DO NOT fight on point. Just get your phantasms up and land all your shatters.
Phantasm mesmer does destroy BM as well.
Phantasm mesmers have a chance to win, just like engineers, but if the ranger is any good he too can kite the phantasms and send his pet to swipe them down and the mesmer’s dps drops to zero for a good 10-15 seconds.
Mesmers are pretty rough if you let them surround you with clones, but if you kite said clones as well their damage drops by a lot and your pet can wittle the phantasms down and then go to the mesmer.
Engineer by far is the ranger’s worst match up because he can do a lot of his pistol condition damage from range and have permaswiftness up to kite your pet while spamming boons on himself.
Instinct tells most BM rangers to go close quarters to shotgun their splitblade and melee cripple opponents, but against these two classes you’ll get blown up (you’re making it very easy for a glue shot into a supply crate drop and getting destroyed by their following condition bomb) if you try that, so you just want to kite as well with monarch’s leap, bait their dodges with throw torch/splitblade, and hope to land a winter’s bite/crippling talon once they’ve dodged your first 2 ranged attacks so the pet can get to them and pressure.
Phantasm mesmer will win most of the time:
- he can put up phantasms much faster then your pet will chew threw them
- swordsman and duelists are very hard to kite even with the high endurance regen and evade skills. This is especially true if the attacks are not synchronized
- Chaos storm and chaos armor messes up your pet really hard
- blurred frenzy helps mitigate a lot of the burst
- Defender / nullfield- Nope. A phantasm even with the HP signet+inspiration HP trait (which this build doesn’t even use) still dies in 2-3 hits to a Frostgorge Sound alpine regular wolf. Test it yourself. It takes at best 2-3 seconds to kill a phantasm in between your pet and your autoattack, and his phantasm summoning time at the very least is 16 seconds.
- You cannot use swordsman or duelist at the same time, and with the duelist you can actually sidestrafe and mitigate a lot of the hits without even needing to dodge. The swordsman’s single hit every 4 seconds is a leap, and you’ll have recharged with vigor your endurance just fine.
This brings me to my greater point, which is that people’s mistakes is letting those phantasms ramp up. That’s when you get overwhelmed, when you get them stacked up instead of immediately reacting to them.
- Chaos Storm and Armor do very little besides give him 4 secs of protection and maybe an aoe daze field largely RNG based. They are both also on pretty large cooldowns. Play a mesmer yourself and see how “great” these skills are. The damage is negligible, and the conditions are unreliably applied.
- Defender, Null Field, and he’ll either will have to take Blink or Decoy. Defender still occupies an illusion slot and gladly comes to die in your bonfire skill pretty quickly.
Null Field untraited is a 45 sec cd. If you can’t pressure conditions in between a 36-45 sec cd, you are doing something wrong.
- with a s/s and s/p you can have both swords man and duelist up at the same time.
- once the signet applies the HP buff it will take more then 2-3 attacks to chew throw that phantasm
- chaos storm is mostly used defensively to allow for the phantasms to stay alive and build momentum
- while nullified and defender do take a slot, a phantasm Mesmer can live with decoy only as blurred frenzy and staff can give enough surviveability
Thea reason why it’s 6k is because of 50% crit chance from unsuspecting foe and 25% damage from merciless hammer. Without those two, effectiver power is at 3k. That means you have a strong burst, if you can pull the combo off, but the rest of the fight is more Low damage.
Kite the pet. Kite the pet and you win. DO NOT fight on point. Just get your phantasms up and land all your shatters.
Phantasm mesmer does destroy BM as well.
Phantasm mesmers have a chance to win, just like engineers, but if the ranger is any good he too can kite the phantasms and send his pet to swipe them down and the mesmer’s dps drops to zero for a good 10-15 seconds.
Mesmers are pretty rough if you let them surround you with clones, but if you kite said clones as well their damage drops by a lot and your pet can wittle the phantasms down and then go to the mesmer.
Engineer by far is the ranger’s worst match up because he can do a lot of his pistol condition damage from range and have permaswiftness up to kite your pet while spamming boons on himself.
Instinct tells most BM rangers to go close quarters to shotgun their splitblade and melee cripple opponents, but against these two classes you’ll get blown up (you’re making it very easy for a glue shot into a supply crate drop and getting destroyed by their following condition bomb) if you try that, so you just want to kite as well with monarch’s leap, bait their dodges with throw torch/splitblade, and hope to land a winter’s bite/crippling talon once they’ve dodged your first 2 ranged attacks so the pet can get to them and pressure.
Phantasm mesmer will win most of the time:
- he can put up phantasms much faster then your pet will chew threw them
- swordsman and duelists are very hard to kite even with the high endurance regen and evade skills. This is especially true if the attacks are not synchronized
- Chaos storm and chaos armor messes up your pet really hard
- blurred frenzy helps mitigate a lot of the burst
- Defender / nullfield