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#1 Ivarr_Ironfist

Ivarr_Ironfist

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Posted 12 June 2012 - 12:17 AM

The Build Guide Thread


Last updated: 10/08/2012
Latest "What's New" (06/07/2012)

Contents

A. Introduction

B. Structured Player versus Player
  • Greatsword, Axe and Shield Build
  • Run and Gun
  • Captain Hammer [Updated - 10/08/2012]
  • Mobile Backbreaker
  • Double Eviscerate/Three Axe Build
  • Flurry Bleed Spiker
  • Furious Burst
  • Defensive Healing Warrior
  • Mouse's Stress Test Build
  • "There Will Be Blood"
C. World versus World
  • Zergshaker
D. General Player versus Player
  • Root & Fury
  • The Vigorous Defender
E. Player versus Environment End-game

F. Posting a Guide

G. Changelog

A. Introduction

This thread is dedicated to organizing the various high quality in-depth build guides people have posted in a structured, easy to read manner. If you want to post your own personal build and ask for advice, please do not do that here, instead use Post/Discuss your builds!. However, feel free to discuss anything relating directly to the builds/guides contained within. If you want your build guide posted in this thread please see the section on this at the bottom.

I took the liberty of adding a few of the existing guides. If you are unhappy with this and want your build removed, or entry changed then please PM me or ask in this thread.

B. Structured Player versus Player

SPvP Build 1: Greatsword, Axe and Shield Build by Moldran
Primary weapons: Greatsword, Axe and Shield
Style: Burst damage
Guide/s: BWE1 Original [Video] and BWE2 Update [Video]
Updated for/created: BWE2

SPvP Build 1a: The Berserker by Red_Falcon
Primary weapons: Greatsword, Axe and OH Mace
Style: Burst damage
Guide/s: The Build Guide Thread [Guru]
Updated for/created: BWE2

SPvP Build 2: Run and Gun by Taugrim
Primary weapons: Rifle, Axe and Warhorn
Style: Burst damage
Guide/s: taugrim.com [Full]
Gameplay: YouTube [Video] and BWE3 Tournament Footage [Video]
Updated for/created: BWE3

SPvP Build 3: Captain Hammer by Taugrim
Primary weapons: Hammer, Mace and Mace
Style: Control/Support
Guide/s: taugrim.com
Updated for/created: BWE3

SPvP Build 3a: Mace/Hammer/Shout Framework by Raggok
Primary weapons: Dual Maces and Hammer
Style: Control/Support
Guide/s: Anonymous Defender blog
Updated for/created: BWE1
Notes: The original SPvP Builld 3; became outdated due to BWE2 updates.

SPvP Build 4: Mobile Backbreaker by Ivarr_Ironfist
Primary weapons: Hammer, Sword and Mace.
Style: Control
Guide/s: BWE2 Update and BWE1 Original
Updated for/created: BWE2
Notes: Original and update differ significantly.

SPvP Build 5: Double Eviscerate/Three Axe Build by Moldran
Primary weapons: Axe, OH Axe, Axe and Shield.
Style: Burst damage
Guide/s: Post/Discuss your builds! [Guru/Brief] and Youtube [Video]
Updated for/created: BWE2

SPvP Build 6: Flurry Bleed Spiker by Ivarr_Ironfist
Primary weapons: Sword, OH Axe and Hammer
Style: Condition damage
Guide/s: The Build Guide Thread [Guru]
Updated for/created: BWE2

SPvP Build 7: Furious Burst by Nonplusultra
Primary weapons: Axe, Shield, Axe and OH Axe
Style: Burst damage
Guide/s: The Build Guide Thread [Guru]
Updated for/created: BWE2

SPvP Build 8: Defensive Healing Warrior by Moldran
Primary weapons: Mace, OH Mace, Axe and Shield
Style: Tank/Survivability/1v1/Outlasting/Control
Guide/s: Youtube [Video]
Gameplay: Youtube [Video]
Updated for/created: BWE2

SPvP Build 9: Mouse's Stress Test Build By: Mouse
Primary weapons: Sword, OH Axe, Axe and Shield
Style: Burst damage/Defensive
Guide/s: YouTube [Video]
Updated for/created: Stress Test 2

SPvP Build 10: "There Will Be Blood" by Ayestes
Primary Weapons: Sword, Shield and Rifle
Style: Condition damage/Survivability/1v1/Control
Guide/s: The Build Guide Thread [Guru]
Updated for/created: BWE2

C. World versus World versus World

WvW Build 1: Zergshaker by Weizen
Primary weapons: Hammer, Sword and Warhorn
Style: Front line WvW/Control
Guide/s: The Build Guide Thread [Guru]
Updated for/created: BWE3

D. General Player versus Player

General PvP Build 1: Root & Fury by Picpoc
Primary weapons: Sword, OH Sword and Rifle
Style: Condition damage/Control
Guide/s: The Build Guide Thread [Guru]
Updated for/created: Stress Test 2

General PvP Build 2: The Vigorous Defender by Primum_Agmen
Primary weapons: Mace, Shield, Sword and Warhorn
Style: Support/Control
Guide/s: The Build Guide Thread [Guru]
Updated for/created: BWE2

E. Player versus Environment End-Game

Write some guides!

F. Posting a Guide

If you want your guide posted in this thread it has to meet various requirements:
  • Detailed. It must have all the information required to create a fully functional build and usage of the build must be explained.

  • Distinct. The build must be distinct from all the other builds to get it's own build number and name. Builds that follow the same general theme, yet are mildly distinct in their implementation may be posted as a subcategory of the original build. Very high quality guides with builds that are not distinct from an original may also be published, simply to provide alternatives.

  • High quality. The build in your guide must be high enough quality or near high enough quality to be part of the current meta game. Your submission should be posted in this thread so that the community can provide feedback as to whether they think it is.
  • Sufficient information on the submission. Please give me all the links required to make an entry for your guide. I am not going to trawl through a dozen web pages to find them.
  • Make it clear you are submitting a guide. At the top of your post type BUILD SUBMISSION.

  • Do not submit via PM, your guide needs to be here so the community can provide feedback as to whether they think your build justifies a spot in the OP.
Please be patient and give me time to update the OP. I will probably be checking the thread every day, however, real life might get in the way of this.

Here are some guidelines (not requirements) for creating a good build:
  • Don't name the build after yourself. Multiple guides might eventually be contained as a sub-category of your build, and naming the build after yourself creates confusion. I reserve the right to relegate the guide to a sub-category if you name it after yourself and the community comes up with a standard name.

  • Make the build a framework (see Raggok's guide) rather than being very specific. List the possible alternatives that could go in X slot or Y slot to make your guide as comprehensive as possible.
  • Post your guide in this thread in addition to external sources. It makes it nice and easy to find and discuss.
G. Changelog

Older changes come earlier on the list. Dates are in European format.
  • Added Changelog section. 01/07/2012.
  • Merged SPvP Build 3 and 8 due to similarity and 3 being out of date. 01/07/2012.
  • Changed the colouring throughout the thread. 01/07/2012.
  • Changed the formatting to save space. 01/07/2012.
  • Updated the links with direct links to posts, rather than links to the page of the thread. 01/07/2012.
  • Added Mouse's Stress Test Build. 03/07/2012.
  • Removed anchors. 06/07/2012.
  • Added two builds "There Will Be Blood" and Root & Fury. 06/07/2012.
  • Added the General PvP section for builds that fit in to both SPvP and WvW.
  • Move Vigorous Defender to the general pvp section and updated Taugrim's Run and Gun. 12/07/2012.
  • Made required updates to Run and Gun + Zergshaker. 24/07/2012.
  • Updated Captain Hammer. 10/08/2012.

Edited by Ivarr_Ironfist, 12 August 2012 - 02:02 AM.


#2 blakdoxa

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Posted 12 June 2012 - 03:13 AM

Your prayers have been answered.

Seems we now have our version of the gw pvx wiki.

I think it would save you the trouble of having to update the op for future builds.

#3 Ivarr_Ironfist

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Posted 12 June 2012 - 04:26 PM

The build: http://en.gw2codex.com/build/580/show

In this guide I will discuss the three bleed spiker builds that I believe to be top quality. The first one (my de facto choice), can be found in the build calculator above. The other two involve the Mace/OH Sword and Longbow, these will be discussed later in the guide.

General Usage

All three of the builds revolve around using Flurry to quickly stack 25 bleeds to do huge armour ignoring damage. This is primarily achieved via the use of Whirling Axe, which quickly charges up adrenaline and also provides a considerable amount of bleeds in itself. The two pure melee builds revolve around defensive play when Whirling Axe is down and Flurry is on cooldown, covering conditions and shut-down to stop bleed removal. The Longbow options involves higher condition damage at a range using burning, which also acts as a covering condition for bleeds.

Generally, using the two melee builds you would start of using the Sword/Axe weapon set. Charge in (if necessary) and Cripple your target straight away if you can. Next, you should start auto-attacking and lining up for a good Whirling Axe. When you see a good opportunity you should use the Axe number four ability or "For Great Justice!" (not both) to gain Fury for the maximum amount of Bleeds over Whirling Axe. Obviously the next step is pressing Whirling Axe. If you cannot line it up properly then it is a good idea to use CC abilities from your second weapon set.

When you have fully charged your adrenaline it is time to think about using Flurry. You need to use it at the right moment because putting it on cooldown is a huge waste of time. Using it directly after an opponent dodges is a great idea. Directly before you Flurry you need to put Fury up again using either the Axe number four ability and "For Great Justice!". You also need to use Balanced Stance if you do not have Stability, as many good opponents will likely use an effect on you otherwise, countering your Flurry.

After you have applied your Flurry it is then a case of swapping to your second weapon set, playing defensively and trying to stop your opponent removing their Bleed stack. If you're using the Hammer, you can use weakness and cripple to cover the Bleeds, while using knockdown (number 5), knock back (number 4) and stun (burst) to disable healing/condition removal and stop the opponent from hitting you. If you're using the Mace and OH Sword you can use weakness to cover the Bleeds, as well as daze (number 3) and stun (burst) to prevent healing/condition removal and for the defensive aspects. Additionally, you can use the Sword number four and five abilities to further stack more bleeds and the number two and give abilities to block your opponent. Then it is simply a case of rinsing and repeating.

The core of the Longbow build is very similar, you will use Whirling Axe to rapidly generate adrenaline for use with Flurry. However, since you have a more versatile range you should aim to make use of it. On melee opponents you should stay at range as much as possible, only coming in at key moments (and when you just can't avoid it) to deliver your Whirling Axe and Flurry chain (using Cripple as well for a cover), then swapping back to your Longbow to apply your vast array of covering conditions, in the form of Burning, Blindness and Immobilize. On ranged opponents you should aim to stay in melee range as much as possible (but invariably you won't always be able to), swapping to the Longbow after delivering your 25 bleed chain to use the covering conditions. Furthermore, in some scenarios where you have a group of opponents that are very close together, it might be worth using the Longbow burst and number two burn to apply AoE pressure from Burning.

Please remember this scenario is idealized, in order to be a great PvP player you must be adaptable. It might not necessarily be worth using the moves in this order on every opponent. You can even switch the weapons around at will, for example, you could use the Longbow when in the clock tower, Mace/OH Sword when fighting 1v1 versus an Eviscerate Warrior (block Eviscerate) and Hammer when fighting a group of enemies.

Utility, heal and Elite skills

In the build calculator, I have gone for a very shout orientated because I feel it solves two large problems. Firstly, the problem of condition removal is solved by using shouts in conjunction with Rune of the Soldier. It is important as a defensive player to not get owned by armour ignoring condition damage, as well as prevent your own conditions from being used against you. Secondly, it solves the problem of Immobilize used in conjunction with hard hitters. When the Elementalist Immobilizes you and tries to drop a Dragon's Tooth on your head, you need to be able to get out of it. The only other good alternative for this is Mobile Strikes in the Discipline tree, which is not an ideal solution as it involves spending a large amount of points in an offensive that doesn't particularly compliment a Bleed build.

If you want to shift the build away from shouts you need to either pick up Mobile Strikes or heavy conditional removal in the utility slots.

Good alternatives to the shouts include Bull's Charge (for Mace/OH Sword Variant), Throw Bolas (Longbow and Mace/OH Sword variants), Signet of Fury, Signet of Stamina, Endure Pain, Frenzy and Berserker Stance. My favourites would be Signet of Fury (Flurry straight away) and Signet of Stamina (removes all conditions, which would be problematic for a non-shout build). If you are going for a Signet orientated build then you could also use Doylak Signet instead of Balanced Stance.

There is not much choice as far as healing skills go, it's Mending and it has to be. It's just a complete and utter no-brainer.

With Elite skills you do have a little choice, you can go for either Battle Standard or Signet of Rage. Battle Standard is more helpful for your team, but has a short range and longer cooldown. Signet of Rage is better for you personally, however, you are very vulnerable to boon removal/stealing (giving someone an extra Elite = bad). Juggernaut has no synergy with condition builds.

Traits

Obviously, there are various different alternatives for traits. Most notably, you can choose to go 30 points in to Arms, giving you a wide variety of trait options that work very well with this build. If you are going for a Signet orientated build you can use Deep Strike for extra precision, Unsuspecting Foe allows you to stack bleeds very quickly if an ally is using stuns, Rending Strikes adds Vulnerability to cover your bleeds, Opportunist allows higher fury uptime in conjunction with Leg Specialist (Tactics) and Furious lets you generate adrenaline significantly faster.

Strength and Discipline are only worth considering if you want to go for more direct damage (or just flat out need Mobile Strikes). Heightened Focus (extra crit), Inspiring Shouts (10 adrenaline when you shout) and Warrior's Sprint (slight movement speed increase) are three traits that stand out from Discipline. 20 Strength will get you the new Distracting Strikes trait, causing confusion when you interrupt an opponent, which is very interesting considering it is yet another condition that scales with your Malice.

There is nothing particularly attractive past 20 points in the Defense tree, however, there are a few reasonable traits, such as Embrace the Pain (adrenaline when hit) and Missile Deflection (reflect projectiles when you block).

I am not going to list every possible combination of traits, there are just too many. However, I have named the vast majority of top contends for alternative builds.

Runes

As this is quite a defensive build that relies on condition damage, it is very important that you have a sufficient amount of condition removal so you can counter the huge armour ignoring damage of an opponents conditions, as well as get out of nasty combos such as Immobilize and a hard hitting move. This is especially important against the professions that can send their conditions to you (such as Necromancer). Hence, I have chosen Rune of the Soldier (Toughness, Vitality and condition removal on shout) so that you can remove conditions every time you shout.

A possible alternative is Rune of Melandru (defensive stats, -33% stun duration and -45% condition duration), especially if you want to shift the focus of the build away from shouts.

Sigils

Any of the three builds require that you have at least one Sigil of Superior Earth on each weapon set. You will, therefore, have one or two weapons left over to choose a Sigil for. Options include Sigil of Superior Accuracy (+5% crit chance), Sigil of Superior Agony (+10% bleed duration), Sigil of Superior Frailty (30% chance to cause 10s Vulnerability on critical hit), Sigil of Superior Geomancy (7 second bleed on weapon swap, 9 second CD) and Sigil of Superior Purity (60% chance to remove a condition on critical, 10 second CD).

There are many more viable options, these are simply the top contenders. Personally, I would go for Purity, Frailty and Accuracy, in that order.

Amulets and Jewel

There are three viable amulets for this type of build. Rampager's Amulet, Rabid Amulet and Shaman's Amulet. Personally, I feel that with the bursty nature of SPvP at the moment, Rampager's Amulet and Rabid Amulet pull ahead of the more defensive Shaman's Amulet. Rabid Amulet is slightly more defensive and bleed damage orientated, whereas Rampager's Amulet relies less on bleed damage and more on high crit while providing you a little power, putting more emphasis on stacking a high quantity of bleeds and higher direct damage. I have played with both Amulets and both are perfectly viable.

Regarding jewel choice, you should pick the jewel that fills an attribute hole in your build, for example, if you have low toughness you go for the jewel that provides some toughness as well as the other stats we are focusing on. Like the amulets, you have a choice between Rabid's, Rampager's and Shaman's. You will likely not be picking the jewel and amulet with similar names.

View Postblakdoxa, on 12 June 2012 - 03:13 AM, said:

Your prayers have been answered.

Seems we now have our version of the gw pvx wiki.

I think it would save you the trouble of having to update the op for future builds.

Half the people on this site seem to be down-rating just to push up their own builds in the ranking. I'll definitely use it to display my guides and builds, however, I think I will still try keep this thread alive purely so that more weight is put on the opinions of respectable Warriors from the Guru community, rather than the twats just down-rating for no good reason.

Furthermore, there are apparently 71 Warrior builds, yet I cannot access more than 20 because there is no option to go to a second page of the search...

This is not really like PvXwiki. PvXwiki has a strict voting system where you actually have to provide a valid reason as to why you think a build is not good, encouraging discussion and discouraging the morons that just want to click their five shiny stars without putting any thought in to why. If you want to read up on it, go here: http://www.gwpvx.com...ki:Real_Vetting

Edited by Ivarr_Ironfist, 12 June 2012 - 04:39 PM.


#4 Nonplusultra

Nonplusultra

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Posted 12 June 2012 - 07:38 PM

BUILD SUBMISSION

Furious Burst

http://www.gw2codex.com/build/538/show


Basic idea
Since I am confident ArenaNet will change the Sigil of Intelligence + Eviscerate combo I looked for a different approach to the same goal.
So with this build you want to get as close as possible to 100% crit chance most of the time. This is basically achieved by having Fury up close to or actually 100% of the time.
Your main source of damage are your Burst skills – those are either Eviscerate on both weapon sets or Eviscerate and Flurry (as explained way below). You need to build adrenaline fairly quickly for that to work. One of the main skills for that is Whirling Axes and your basic auto attack of course.


How to keep Fury up 100% of the time
Your main skill for that is “For Great Justice!”. Due to Lung Capacity its recharge is reduced to 20 seconds. With 20 points in Tactics you have an increased boon duration of 20%. If you invest into Rune of Rage, you get a further 20% Fury duration increase. That gives you 11.2 second Fury on a 20 second recharge. Dual Strikes provides a 2.8 second Fury on 12 second recharge and Signet of Rage has a 42 second Fury on 120 second recharge. If you pop Signet of Rage and FGJ at the beginning and keep casting FGJ every 20 seconds, you can keep up Fury for nearly 100 seconds. If you add to that 2.8 second Fury due to Dual Strikes every 12 seconds – if you are in combat – and the Fury proc on Rune of Rage – if you are in Combat – you basically have an upkeep of 100%.


How to build adrenaline as fast as possible
For that purpose you trait into Inspiring Shouts which provide you with two bars of adrenaline every 20 seconds off the bat. In addition Furious utilizes the high crit chance of the build to get adrenaline up really fast. Versatile Rage is useful as well.


How to reach a high crit chance
Given that you have Fury up all the time that gives you 25% crit chance (if you go for Rune of Rage). 20 points into Arms gives you further 10% crit chance in addition to the 4% base chance. The rest depends on your choice of sigils and amulet. To maximize crit chance you want to equip double Accuracy and Rampager which leaves you with 92% crit chance on normal attacks and 100% on burst skills due to Critical Burst (Arms minor). Slightly less extreme would be to go for Berserker (or Knight) amulet, giving you 79% on normal attacks and 89% on burst skills. If you drop one Sigil of Accuracy you are left with 74%/84%. That is a judgment call.


Basic play-style
Going into combat you want to build adrenaline, which is your priority (casting FGJ and “Shake it off!” at the beginning of each match should start you with two bars of adrenaline). It doesn't matter how you do that, but Chop should suffice to fill the remaining bar, letting you use Eviscerate. Switch weapons (getting adrenaline again), start building adrenaline fast and wait for Eviscerate to go off CD. Shield Stance is a nice defensive ability and Shield Bash adds some needed CC to your build.


Utility slots
FGJ is mandatory for the build as explained above. “Shake it off!” is not as crucial though and can easily be substituted. Viable alternatives for a more offensive build include Frenzy and Berserker Stance, for more CC you want to get “Fear Me!”, Bull's Charge or Stomp and for a more defensive setup which could prove to be vital to this build, get Endure Pain, Balanced Stance, Dolyak Signet or Signet of Stamina. A more team based approach can be to choose “I will avenge you!” which synergizes well with Empowered.
If you do not have two shouts on short CD (FGJ and SIO), I would seriously consider dropping Inspiring Shouts and getting Heightened Focus or Sharpened Axes.
Bolas provide much needed CC, especially to prevent kiting and using Whirling Axes efficiently, but if you want to, change it to get some more defensive utilities.


Elite slot
Signet of Rage is mandatory for the basic idea to work.


Traits
If you indeed go double axe as sketched in this build (for an alternative: see below) there is not much room to meddle with the traits I chose except for Inspiring Shouts as stated above. Although it is possible to trait Vigorous Shouts and sacrifice either Rending Strike or Furious and 5% crit chance. An alternative to Empowered would be Leg Specialist. (Empowered would need to be tested but since Fury and Might is constantly up it could prove to be quite powerful.) Another possibility is to get either Shrug It Off or Last Stand in exchange for either Rending Strike or Furious and 5% crit chance.


Runes
If you want to stick to the basic idea of the build, you need Rune of Rage. It is as easy as that.


Sigils
I would get at least one Sigil of Accuracy on each weapon. You can go double no problem. If you do not want to, viable choices include Sigil of Superior Energy, Sigil of Superior Battle, Sigil of Superior Force and most of the “on critical hit” ones.


Amulet and Jewels
As stated above Berserker and Rampager are the obvious choices. Berserker has the advantage of providing the 15% critical damage bonus. Knight is possible to choose as well.


Alternative
Basically what you want to do is switch one mainhand axe to the sword. That way you do not have to wait for the 8 second Eviscerate recharge but can get your Burst skills out more frequently. If your adrenaline generation proves to be too slow for that, you can change Quick Bursts to Adrenal Reserves. You probably would also want to change Rending Strikes to Blademaster, ensuring Flurry to hit critically.

Edited by Nonplusultra, 12 June 2012 - 08:23 PM.


#5 Ivarr_Ironfist

Ivarr_Ironfist

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Posted 13 June 2012 - 04:12 AM

View PostNonplusultra, on 12 June 2012 - 07:38 PM, said:

snip

Updated the OP with your guide. Personally, I think I would prefer the Sword alternative but it's nice you've given people a few options.

If Moldran updates his guide for BWE3, the two builds might lose the distinction that they have now. If that happens I will probably list both builds under the same category i.e. it will be SPvP Build 5: <Standard Name> Variant 1: <Your build details> Variant 2: <Moldran's build details>. Just wanted to forewarn you.

Edited by Ivarr_Ironfist, 13 June 2012 - 04:13 AM.


#6 weizen

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Posted 14 June 2012 - 12:39 PM

BUILD SUBMISSION

UPDATED FOR BWE3

Zergshaker

gw2skills.net: http://gw2skills.net...IrROjkGt+YgwGEA


This is a Build aimed at being a frontline Warrior in WvW charging into the enemy before your mates do and causing havoc there.

The Main Focus is on the Hammer for the AE CC it provides. The second Weapon Set provides mobility for you and your team. Most of the traits and utlities are used to give you the survivability you need in order to be in the middle of a zerg longer then 2 seconds without getting killed.

Playstyle:
Roaming around you use the Warhorn to give your Group the Speed Buff, with a Ranger or second Warri you can have it up all the Time. You alone can have the runspeed up 10 out of 17 seconds. which is not bad. For the start of the Fight you can either charge with bull rush or use Savage Leap, i prefer Savage leap because of the shorter cooldown. When your in the middle of your enemies, use call to arms and switch to hammer. Hammer Shock, fierce blow, backbreaker and then the Hammer chain, use staggering Blow to get other people of of you, don't use it at the beginning, because you'll knock people out of your teammates AE. with enough adrenalin use the burst skill. Use Balanced Stance as needed.  Stomp for another Area CC.

Using the Elite Skill can be difficult, because the Banner can be destroyed, so placing it in Positions where it's hidden but still gives you the boons is advised, but not always possible. Holding the banner is noch really an option because you loose almost all of your CC. Maybe Signet of Rage is a better Variant for this build, especially for faster adrenalin gain, hammer is not the fastest Weapon to get adrenalin.

Utility:
Bull's Rush: Charge and Rootbreaker, could be changed, but i like it for more mobility.
Balanced Stance: Stability is one of the best Buffs in the Game.
Shake it off/Stomp/Endure Pain: As there are some issues with the internal cooldowns for Defy Pain and Last Stance, i would opt for removing Endure Pain  and adding either Shake it off or Stomp. Shake it off as another Stunbreak and condition removal tool or Stomp for more CC.

Elite:
Battle Standard:
Pro: Best Team Buffs in the Game (after Mesmer 8 second Quickness) 1 minute Stability, 4 might stacks and frenzy. Rally for Teammates.
Con: Standard can be destroyed, or taken by somebody of your own faction, so positioning can be difficult.
or
Signet of Rage:
pro: boosted Adrenalin Gain, good half minute boons on activation
con: selfish, not nearly the same effect on a big battle as the standard.

I would take the Battle Standard, unless i could not gain enough adrenalin to use Earthshaker on Cooldown.

Traits:

Some Major Changes because of BWE3

Defense: 30 Points
Major Trait 1: Sure Footed.
Best Tier 1 Trait when you rely on stances (Balanced Stance)

Major Trait 2: Merciless Hammer
New Trait 20% CD reduce and 50% more damage against knocked down Enemies. THE Hammer trait, take it.

Major Trait 3: Defy Pain
Auto Endure Pain, Defensive trait we get.

Tactics: 20 Points
Major Trait 1: Leg specialist.
Gives the Axe ranged cripple a root, and you get a 1 sec Cone-AE Root from Hammer skill #3.

Major Trait 2: Quick Breathing
Reduces the Cooldown of your Speed Buff and Weakness Debuff by 15% really great. Converts one condition into a Boon, Trait is even Better now.

Discipline: 20 Points
Major Trait 1: Warrior's Sprint
Run faster while Wielding a Melee Weapon, whats not to like.

Major Trait 2: Mobile Strikes
The most Important Trait for the mobility part in this build. This trait makes Savage Leap and Bulls Rush into root breakers. Root is the biggest Weakness for a Warrior right now. That also the Reason why i prefer Savage Leap to open the Fight, because after 8 seconds i have 2 rootbreaks off Cooldown.


Gear
Go for a relativly even Distribution between Power, Toughness and Vitality, Precision is not that important, this build has no "on crit" activations. For more damage go more Power. But this is not a Damage Dealing Build, this is a CC/Tank build.

For Runes use http://wiki.guildwar...une_of_Melandru
-45% condition duration, -33% Stun duration, + 165 toughness. perfect for being in the middle of everything.
For Weapons:
Hammer: http://wiki.guildwar...or_Paralyzation
+15% Stun duration, more Stun = more Damage = great.
Sword: http://wiki.guildwar...Superior_Energy
50% more Endurance = More dodge = Great, and you use the Sword when your in trouble (root) and when your focused you want to dodge more. So great survivability Rune.
Warhorn: http://wiki.guildwar...rior_Hydromancy
AE CC 3 second Chill for Changing to a Weapon is great.

Edited by weizen, 24 July 2012 - 04:44 PM.


#7 Ivarr_Ironfist

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Posted 14 June 2012 - 11:38 PM

View Postweizen, on 14 June 2012 - 12:39 PM, said:

snip

OP updated with your build. I was actually going to write a very similar guide to this myself, after updating Mobile Backbreaker. If I do I'll add it as a subcategory of Zergshaker though :). That's a good name by the way.

#8 Ivarr_Ironfist

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Posted 17 June 2012 - 10:12 AM

Mobile Backbreaker, version 2

1. Build aims

Mobile Backbreaker is an SPvP build aimed at providing extreme control, both single target and AoE, while remaining sufficiently mobile to compete at a high level. The build excels in group situations, however, it is also a reasonable solo build. It especially shines in 1vX environments, where the build's ability to control opponents and reduce their damage output is very beneficial. Lastly, the default build is designed to be extremely well rounded, with no significant weaknesses.

2. The (default) build in brief

Calculator: GW2 Build
Weapon set one: Hammer (Sigil of Superior Battle)
Weapon set two: MH Sword (Sigil of Superior Battle) & OH Mace (Sigil of Superior Purity)
Rune: 6x Superior Rune of Melandru

2a. Attributes

Power: 1989
Precision: 1560 (34.68% critical hit chance)
Toughness: 1281
Vitality: 1524 (24452 Health)
Prowess: 35%
Compassion: 200
Brawn: 2%

3. Usage

3a. Getting in to melee range and staying there

In general, the easiest way to get in to melee range as a Warrior is to use a charge ability. In this build you have two long range charges* (plus one on Elite) and one short range charge** available to you. If it is not necessary to charge to get in to melee range, then don't; it's a waste of a valuable cooldown. If you do have to use a charge to get in to melee range, then try to use Savage Leap (Sword), as it has the shortest cooldown and no other uses.

Once you are in melee range you should try and get a Cripple on the target as soon as possible. Always try and use Hamstring (Sword) first over Hammer Shock (Hammer) in a single target situation, as Hamstring has a limited range and Hammer Shock has other uses.

In addition to your charges and cripples, you also have the abilities Tremor (1200 range KD in a line) and Flurry (melee range Immobilize and damage), however, these are last alternatives. Your Elite skill can also be used to close gaps at last resort.

*Savage Leap (Sword) and Bull's Charge (Utility).
**Earthshaker (Hammer burst).

3b. What to do once you are in melee range

The next step is most likely to swap to your Hammer set if you are not in it already, and putting Weakness on the target using Fierce Blow. However, Weakness can be very situational and you may want to save it for a secondary target. Condition builds and builds with very high critical chance are not very affected by Weakness, if you recognize that your opponent is one of these types of builds then it might be worth considering holding off on the Fierce Blow. Furthermore, you might want to hold off on your Weakness because your opponent might be about to remove conditions due to your Cripple. Nevertheless, your Weakness being removed might actually be a good thing, as it acts as a cover for your Cripple. Saving Weakness for a focus fire target is also highly recommended.

I feel it's also worth noting your Sigils of Superior Battle at this time. Every time you swap weapons these Sigils will apply another stack of 3 Might for 20s. Since you can swap weapons very quickly this can easily lead to having a stack of 12 Might later in the fight. That is quite a significant damage increase.

What you do after this is highly situational, I will cover it more specifically in the next few sections.

3c. Call a target for focus fire (group)

If there is nothing else pressing going on (e.g. you really need to peel someone), and you have a significant number of crowd control abilities up, you should think about calling a target for focus fire.

The target should be a key member of an the enemy group or an easy target (such as a glass cannon). Before you call the target, you need to make sure that the opponent does not have any effects on him/her that will hinder the focus fire, such as Stability and Retaliation. Secondly, you need to think about whether the other members of the opposing have the ability to hinder or stop the focus fire. For example, there may be an Elementalist with the trait Rock's Fortitude (grant Stability to the opposing group when they attune to Earth).

If there is someone in the group that could hinder your focus fire, you should consider bursting them down or using a feint so that they blow this ability. For example, you could start casting Backbreaker (distinctive animation, long cast time) and interrupt it at the last 10%.

You also need to think about what the rest of the opposing team is going to do to you and your team during the focus fire. On a basic level, you should have Stability up from either Balanced Stance or Last Stand. On a more advanced level, it might be worth the team putting their defensive cooldowns and stability up.

With the help of your Elite skill, you can keep a target fully or partially locked down for roughly 17 seconds, if you trigger your skills in the right order. It may be worth putting up Vulnerability from Crushing Blow (OH Mace) before you start your chain, for maximum damage.

Here is an example chain (no elite):
Crushing Blow (Vulnerability), Hamstring (1s Immobilize), Earthshaker (2s Stun), Bull's Charge (2s KD), Tremor (2s KD), Backbreaker (2s KD),  Hammer Shock (1s Immobilize) and Flurry (2s Immobilize, won't be fully charged). Total time stationary: 12s. Total time completely disabled: 8s.

Mixing in the Elite skill moves in the right order will give an additional 2-9 seconds of crowd control. Exact chains are highly situational; you are likely not going to use the exact same chain every time.

3d. AoE Crowd Control

You have the ability to prevent a group of enemy players from performing actions for up to roughly 7 seconds simultaneously. This can be used either defensively, to reduce burst damage, or offensively to keep people from countering hard hitting AoE abilities (e.g. Dragon's Tooth).

The abilities in question are Earthshaker, Tremor, Hammer Shock and Staggering Blow. Plus a few extras attached to Rampage (Elite).

Outside of very specific situations, you need to be conservative about using your AoE crowd control, so you don't waste your focus fire shutdown and peeling potential. The abilities you will be using most commonly for AoE crowd control are Earthshaker and Hammer Shock, due to their short cooldowns. Nevertheless, in a disorganized group focus fire is going to matter a whole lot less, so you should consider using more AoE crowd control in a PuG environment.

At this stage, I think it's also worth noting that you apply confusion when you interrupt an enemy action. Even with 0 Malice the confusion will do several hundred damage per ability used. Multiply this by up to five opponents and multiple interrupts and confusion can do quite a significant amount of free DPS.

3e. Peeling others and getting away yourself

As a control build Mobile Backbreaker has a wide array of abilities to peel allies. If you are unfamiliar with the term peel, it literally means prevent an enemy from attacking an ally, usually allowing the ally to get in to space.

If you see an ally in trouble or someone calls for help, you should attempt to use one of your crowd control abilities to stop the enemy hitting them. This is especially important when trying to revive a downed ally, as you should attempt to interrupt the enemies finishing move or crowd control the enemy/ies to prevent them doing damage to the ally reviving.

You can obviously use your crowd control abilities to peel yourself as well. Try use them sparingly though, you don't want to waste all your cooldowns. As an alternative, you can also de-select your target (click in open space), face away from them and use one of your charges.

The trait Mobile Strikes also allows your charges to break Immobilize,

3f. Knocking people out of circles/guarding circles

In Conquest, it is very important to you knock the opponent out of ground circles to prevent them capping your points and to allow you to cap their points. You can do this using Staggering Blow, Kick (Rampage) and Stomp (Rampage).

As a relatively defensive person, with a large amount of crowd control you are also a good choice for guarding a circle solo. If the circle is attacked by enemies you should fend them off for as long as possible, by knocking them out of the circle, disabling them, and/or popping Rampage for the increased health.

In whatever situation you are in, it is very important that you do not get defeated inside a circle, as this will provide the enemy with 10 points. With 4 charges and 3 forms of Stability, there is very little excuse for dying inside the circle. It should also be noted that, although you are a very good choice for guarding circles, you are not the best choice.

3g. Interrupting key abilities, including revive

You should attempt to interrupt key abilities, such as Battle Standard, wherever possible. You are probably the best placed person in your team to do this, and interrupting these skills can often change the tide of battle to your advantage.

Interrupting revive so an ally can use the finishing move is one of the most important things that you can do.

When playing solo it is especially important to watch out for healing abilities. You have good sustained damage but not massive burst, therefore, interrupting a heal can often be the difference between winning and losing.

3h. Solo play

When playing solo it is important not to go all out offensive in every situation with Mobile Backbreaker. You do not have the burst damage of a GS/Axe Warrior (LOL WTF 1 SHOT!!!), therefore, you need to be aware of your opponents style and ready to counter it.

Against offensive (i.e. squishy) players you should try and wear them down, playing defensively using crowd control, line of sight and gap makers (i.e. charge), interrupting key moves and coming in to deal damage at times when it is advantageous to you, not them.

Against defensive players players you should be in melee range as much as possible, interrupting at key times to allow you to put out enough damage to get the kill.

3i. Moving around the battlefield, how and when to engage

Mobile Backbreaker is a very mobile build, hence the name. You can and should use this mobility to your advantage as much as you can. For example, you can get up either side of the clocktower, even if the boxes have been destroyed. That is perfect for a quick ninja, or a sneak attack from behind. Another example, you can chain Savage Leap and Earthshaker to rapidly cross between the clocktower windows (takes literally seconds) and then Bull's Charge to get you most of the way to the opposing circle.

It's also very important in Conquest not to engage in battles that you probably cannot win. You can use your mobility to avoid combat and get to somewhere you are useful. Furthermore, if you are outnumbered you can also use your mobility to run away and bring your enemies towards your allies, giving you the upper hand.

3j. Condition removal, stun removal and Stability


In high level PvP condition removal or prevention can be the difference between a win or loss. Damaging conditions can tear through your health like no-ones business and non-damaging conditions can shut you down.

In order to tone down the number of condition removal tools taken I took 6x Superior Rune of Melandru, which reduce condition duration by 45% (as well as stun duration by -33%). The duration reduction means conditions are far less bothersome, however, they will still likely be a problem. If you need a condition removing, your health is 19k or less and your heal is off cooldown, your best choice is Mending. Sigil of Superior Purity will passively remove a condition from you every now and again. You can use Signet of Stamina if everything else is on cooldown or you have a large amount of conditions. Immobilize is best broken using a charge, try not to waste condition removal on Immobilize.

Stuns may also need removing with Balanced Stance from time to time. A single stun is not very powerful, however, if you think a chain or nasty move is coming your way, you need to break the stun with Balanced Stance (and possibly dodge away as well).

You may not be the only one in the zone with the ability to chain crowd control abilities, therefore, you should also be thinking about using Stability at the correct time. As an opponent that can wreak havoc on the enemy given half a chance, you are probably a prime target for crowd control and focus fire yourself.

3k. Rampage

Rampage is usually used to deliver a maximum duration crowd control chain. It can also be used for things like reviving and peeling. The ability has two big drawbacks that you should be aware of: a lack of condition removal and Stability. Opponents with Cripples and Immobilizes while kite you endlessly, while heavy condition damage players stack a huge amount of damage on you. The ability is also next to useless if your opponent has Stability, make sure he/she uses it before you blow this ability.

Small note: always Cripple before applying Rampage when playing solo.

4. Alternatives

4a. Utility skills

Balanced Stance and Signet of Stamina can be swapped out for different skills. Bull's Charge is pretty much mandatory for the play style. I would advise you only swap Balanced Stance and Signet of Stamina out if your team can provide you with condition removal and Stability. If they cannot you will likely be owned by crowd control and condition damage. Viable alternatives that do not include help from party members include "Shake it Off!" and Doylak Signet. Nevertheless, you need to be wary not to lose your stun breaker.

If you do want to change the utility skills, the alternatives are: "Shake it Off!", Doylak Signet, Kick, Throw Bolas, Launch, Signet of Fury, "For Great Justice!", Endure Pain and Berserker Stance.

Be warned, if you do swap these utility skills around your ability so play solo fight suffer greatly.

4b. Heal

There are no alternatives, Mending is the only healing skill that makes any sense for PvP builds.

4c. Elite skill

The primary alternative to Rampage is Battle Standard. Your survivability and crowd control will suffer, however, your team will do more damage and gain Stability for a large period of time (if the standard isn't destroyed). The standard also revived fallen allies when planted. The problem with Battle Standard is that it can be destroyed, has a long cast timer (easily interrupted/hard to revive) and limited range.

You can also use Signet of Rage if you really want to, but it doesn't have much synergy with what this build is trying to accomplish.

4d. Sigils

Sigils of Superior Battle (x2) is mandatory for the build. Several hundred power is just too good to give up. The Sigil of Superior Purity can be changed to any number of different sigils, depending on personal prefernce.

4e. Runes

With the relatively poor condition removal in this build, I believe that Runes of Melandru are close to mandatory. However, if your team has a support with significant condition removal, or you want to run a shout variant of the build, it might be worth considering alternatives. The top contender for a shout orientated build is Rune of the Soldier.

4f. Jewellery

Berserk's Amulet is, in my view, the best compromise between survivability and defensive capability for Mobile Backbreaker. Significantly less focus on offensive attributes will severely affect your ability to fight in a 1v1 situation against defensive opponents. That said, if you do wish to switch amulets, viable choices are Knight's Amulet and Soldier's amulet.

As for the jewel, you should always use it to fill attribute deficits made by your choices of jewellery and traits.

4g. Traits

Rather than going over every single permutation of traits, I'll just go through the top few (for practicalities sake). There are obviously more than these few alternatives.

Remove 10 from Tactics and put 10 in Arms. You'd lose Leg Specialization (Cripple on Immobilize) which adds to your control and roughly 1000 HP. You'd gain the ability to deal a near guaranteed crit, via Unsuspecting Foe, after using Earthshaker.

30 in Defense, removed from Tactics or Strength. This would grant you the ability to pick between Blunt Mastery (CD reduction on Hammer/Mace - more CC) or 25% increased Hammer damage on KD (Merciless Hammer). You'd lose about 1000 HP in the case of Tactics or some damage in the case of Strength.

30 Tactics. It's possible to re-work this build in to a shout orientated build by taking 30 Tactics. You could drop Signet of Stamina and Balanced Stance for "For Great Justice!" and "Shake it Off!". Taking these two shouts plus Vigorous Shouts at 30 Tactics would significantly increase your teams damage and survivability. However, the cost would be your ability to do damage and be competitive 1v1.

4h. Weapons

Depending on the opponent and situation in might be worth swapping out weapons. I believe the top options would be Axe and Warhorn (for large direct damage/swiftnes) rather than Sword/OH Mace or Rifle (for a ranged option) instead of Hammer.

To do:
- Proof read. Grammar, spelling and general wording.

Edited by Ivarr_Ironfist, 21 June 2012 - 02:54 PM.


#9 taugrim

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Posted 21 June 2012 - 10:41 AM

After reading Vorsakan's excellent thread on healing mechanics, I did some theorycrafting and created a new build:
http://www.gw2builds..._hammer_warrior
http://taugrim.com/2...hammer-warrior/

This build provides a Warrior with good AOE healing and buffs via shouts, excellent CC capability, high uptime on Weakness debuffs, excellent mitigation with 1,810 toughness, and damage that steadily increases over time (via stacking of might boons). This spec would pair up well with squishier builds.

I'll test it in the next BWE.

I noticed before publishing this post that Oggo (Raggok) already posted a MHS framework with similar philosphies, but unfortunately the trait tiering has messed up some of the talent choices. Hopefully he'll update it. I've known him since Warhammer and he writes top-notch stuff.

Edited by taugrim, 22 June 2012 - 06:54 AM.


#10 Primum_Agmen

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Posted 21 June 2012 - 08:12 PM

Build Submission

http://www.gw2codex....build/2034/show


The Vigorous Defender



Overview:

The purpose of the Vigorous Defender is to provide support for his group in a variety of PvP/WvW situations. This support comes by way of AoE healing/regeneration, CC breaks, condition removal, boons (fury/might/swiftness/vigor), and revives/rallies. In combat, the Vigorous Defender focuses on facilitating the movement of his team, interrupting key enemy skills (heals and burst dps abilities), and assisting his DPS oriented allies in setting up their own burst abilities via stuns. When alone, the Vigorous Defender excels at point capture and defense, but while his abilities can be used selfishly, his full potential is only realized when granting those benefits to a group.

Stats:
Power: 1660
Precision: 916
Toughness: 1860
Vitality: 1216
Attack: 2686
Armor: 3071
HP: 21372
Healing: 1388

Notable Abilities:
Mending heals for 6948hp + 4477 hp/15sec regen (from Rune of Dwayna)
Shouts (x2) every 20 sec, providing:
  • 4604 hp total (2302 each)
  • Stun break
  • Condition removal
  • 10 sec of Fury
  • 32 sec of Might (3 stacks)
Adrenal Health heals for 360hp/3sec (assuming full adrenaline).

In a 20sec window, the Vigorous Defender will heal himself for 18,429hp (or an average of 921hp/sec), and will heal his allies for 9,081hp (or an average of 454hp/sec).

Traits:

Strength - 10

Restorative Strength: Assists with keeping conditions off of you, maximizing the effectiveness your heals and hitpoint pool.

Defense - 30

Embrace the Pain: This build won't build adrenaline very quickly through attacks (and lacks the passive benefit of Signet of Rage). Gaining adrenaline when hit helps buffer this deficiency.  

Shrug It Off: Endure Pain is really good, and 5 seconds of invulnerability can often buy you that crucial time needed for a heal to come off CD.

Missile Deflection: As mentioned before, I've built this not only for shout heals, but also to play around with reflecting burst damage skills back on attackers.

Tactics - 30

Empowered: You're applying quite a few boons regularly; this helps keep you from being totally impotent in combat.

Lung Capacity: Shorter shout cooldowns are important to this build. "Shake it Off!" and "For Great Justice!" are now on 20 sec CD's. Bread and butter.

Vigorous Shouts: Without this, you're not really a "Vigorous Defender" now are you? Each of your shouts should AoE heal for about 2.3k HP with this (assuming a focus on +healing gear)... Not too shabby.

Utilities:

"Shake it Off!" and "For Great Justice!" are pretty self explanatory. This is a shout-based build, in which you have reduced shout cooldowns and each shout provides its usual benefits, as well as AoE healing (= 1192 X (+healing X .80).

Signet of Stamina was chosen primarily to cover condition removal, when Mending and Shake it Off! can't cover all the bases. The passive bonus to endurance regeneration doesn't hurt either in facilitating an extra dodge roll now-and-then.

Rampage was chosen for the significant bump in HP, CC, and CC immunity it lends. Need to some time for your heal to come off cooldown? Rampage. Need to hold a point by yourself until your team arrives? Rampage. Trying to stop your ally from getting stomped when he is downed? Wait for it... Rampage.

Alternately, you can use Signet of Rage as your elite skill. The benefit being that you build adrenaline a bit faster, which helps fuel your adrenal health as well as your burst abilities. Additionally, it gives you 39 seconds (+30% boon duration from the Tactics line) of Might, Fury, and Swiftness in a pinch. I've not found lack of adrenaline to be much of an issue given that this build has Embrace the Pain and there is always someone stubbornly swinging away at me, but some people are opposed to using anything but Signet of Rage on a Warrior... and overall it does not adversely affect the build's efficacy.

Weapons:

Sword or Axe/Warhorn -

Sword was chosen for mobility, gap closing, and escape. Some of your more DPS oriented friends may lack the ability to consistently (read as: without long cooldowns) close distance with a target. The Vigorous Defender is ALL about helping your team out, and a Savage Leap followed by a Hamstring can buy your allies time to get in range. The Warhorn further facilitates team mobility, and burst damage avoidance (via endurance regen and dodge rolls).

Alternately, an Axe can be used in the main hand. This is particularly beneficial in a sPvP situation where enemy mobility is limited, due to the size of the battlefield. In such a situation, the greater damage output of the Axe makes it a superior choice to the sword. Of particular value is pairing this weapon with the Sigil of Intelligence to allow for gainful use of the Eviscerate burst ability (around 3k-5k with this build, depending on the target).

Mace/Shield -

This is your primary combat set. It lacks mobility but allows for good control and defense. With the basic attack you can easily maintain weakness on a target, which has multiple benefits. Weakness reduces their damage (though less effectively if they're a crit-based build). This aids in the survival of both you and your team. Weakness is a condition, which can buffer against the removal of conditions your team might deem more valuable (such as bleeds, blinds, burning, poison, etc...). The more types of conditions on a target, the more likely it is that some effect will remain despite their attempts at removal. It further hinders their survival by reducing their endurance regeneration, allowing for less frequent dodging of the burst skills your DPS-focused allies are trying to land.

And that's just the basic attack. With Missile Deflection, Counterblow can also deflect ranged attacks... which covers one of the most often cited issues with this ability (its ineffectiveness outside of melee range). Reflecting damage back on people, when you don't generate much of it yourself, is a good thing. It also helps build adrenaline to fuel your adrenal health, or your long-duration stun burst ability (Skull Crack).

The final ability on the Mace mainhand is Pommel Bash. Proper timing of this ability can really ruin someone's day. It interrupts whatever skill your target is trying to use (heal skills have pretty noticeable animations, *hint-hint*) and adds a short cooldown to their ability to use skills.

Now, on to the Shield. Shield Bash is great. It has a short distance leap which is nice, but more importantly it can be used to buy yourself time, interrupt a key enemy skill (heals or channeled dps skills are good targets for this), or to set the target up for... you guessed it... the burst DPS of your allies. Are you noticing a theme here?

Finally, there's Shield Stance. Three solid seconds of laughing at your enemies' attacks. Use it defensively to get the heck out of a bad situation... or offensively (thank you Missile Deflection!) when that Ranger tries to Rapid Shot you.  

Gear:

Sigil of Superior Water (on mace and sword)
30% chance to heal allies (10sec cooldown)

Sigil of Superior Leeching (on shield and warhorn)
Heal around 1k HP on attack after weapon swap

Sigil of Intelligence (on axe if used)
Next attack after weapon swap has 100% chance to critically hit

Rune of Dwayna
+165 healing; +20% regen duration; 5% chance regen on hit; 10sec regen on use of heal skill

Cleric's Jewel
+125 healing; +75 power; +75 toughness

Cleric's Amulet
+798 healing; +569 power; +569 toughness

For my itemization, I've chosen to focus on +healing and toughness, but there are a variety of other Jewels and Amulets with other combinations of +healing/toughness/vitality with which you can tweak your individual stats. I personally think that to maximize the group effectiveness of this build +healing is essential.

For instance, one could choose to utilize the Soldier's Runes, Amulet, and Jewel to change roles.

Soldier's Runes
+165 vitality; +50 toughness; Shouts remove a condition

Soldier's Jewel
+125 power; +75 vitality; +75 toughness

Soldier's Amulet
+798 power; +569 vitality; +569 toughness

Changing your statistics to:
Power: 1939
Precision: 916
Toughness: 1910
Vitality: 2122
Attack: 2965
Armor: 3121
HP: 30432
Healing: 300

This version would be beneficial if you find there is already quite enough healing going on in your group. There is a significant drop in healing (Mending = 5,860hp, Shouts= 1432hp each), but a rather large increase in condition removal, power, toughness, and hit points. The additional condition removal negates the need for Signet of Stamina in the more healing oriented iteration of this build, allowing one to choose a different utility. I personally find the cooldown on "I Will Avenge You!" rather long at 68sec, but it does give you access to a number of boons, and the regeneration (162hp/s for 13sec) that was lost with the removal of the Rune of Dwayna, and another minor heal for 1432hp. This third slot is largely up to you however. Your mileage may vary.

Edited by Primum_Agmen, 01 July 2012 - 08:32 AM.


#11 taugrim

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Posted 22 June 2012 - 07:00 AM

View PostPrimum_Agmen, on 21 June 2012 - 08:12 PM, said:

Taugrim, I noticed in your blog post you said the following:

"The Vigorous Shouts trait heals for 1192 base + 80% compassion, so each shout AOE heals for ~2.7k HP. Keep in mind 2 of the shouts have a 20s cooldown. So we’re talking about good AOE sustained healing throughput."

By my calculations, based on your build, you'd only have +1288 healing, which would result in shout-heals of 2222hp. With +1388 healing, they'd hit for 2302hp. The only way to get any higher, would be to drop a Banner of Tactics (+80 healing) bringing you to 2366hp healing. At a minimum, you may want to check your math on the claim of 2.7k hp/shout... Of course, I could be wrong too.

PS - On second glance, it looks like you're not using Dwayna's or the Cleric jewel, further decreasing your +healing (shouts healing for about 1990hp). If your build becomes the standard framework for this playstyle, perhaps you should edit your blog into two sections:
  • Focused on healing - With description of appropriate gearing and corresponding stats/tactics/abilities.
  • Focused on condition removal - As above, but using different gear (ie. Soldiers stuff) reducing overall healing, but increasing condition removal and personal survivability (you'd probably have about 5-7k more hp for instance).
Just a thought!

Thanks for that, I misinterpreted the healing calculation for Vigorous Shouts. That's been fixed in the links.

I switched the Jewel to Cleric's.

I see your point about healing vs condition removal (i.e. Dwayna's vs Soldiers Runes), it's a matter of choice, and for 5v5s team composition. I personally love condition removal so Soldier's Runes suits me better. YMMV.

#12 Primum_Agmen

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Posted 22 June 2012 - 04:53 PM

View Posttaugrim, on 22 June 2012 - 07:00 AM, said:

*snip*

No problem, glad to help. On a related note... Moldran posted a video a few hours ago over in the PvP video thread using a a build with maxed +healing (Cleric gear + Dwayna"s). I don't think Dwayna's should be underestimated, but as you say, team composition is definitely a consideration. I think having a backup set of gear with the "other" set of runes (whichever they aren't primarily using) in it would probably be a good idea, for anyone going the support route.

Edit: Correction. Sorry, that video is actually in the stickied builds thread.

Edited by Primum_Agmen, 22 June 2012 - 04:53 PM.


#13 Ayestes

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Posted 22 June 2012 - 05:32 PM

Dwayna's is actually bugged in that video as well. It'll be more effective when fixed.  I actually thing Soldier's is a bit overpowered, but then again I never though conditions in BWE2 were dangerous enough to even use it.

#14 Primum_Agmen

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Posted 22 June 2012 - 06:38 PM

View PostAyestes, on 22 June 2012 - 05:32 PM, said:

Dwayna's is actually bugged in that video as well. It'll be more effective when fixed.  I actually thing Soldier's is a bit overpowered, but then again I never though conditions in BWE2 were dangerous enough to even use it.

Yeah, I know Dwayna's 6th rune ability was bugged... Still, I think given that you can see the "292hp" regen tick on him when the defensive proc triggers, you can kind of infer the additional benefit that getting that regen on Mending will give; not to mention the possibility of stretching your regeneration duration to 100%+ uptime with some lucky procs.

I really think that the benefit of two warriors spec'd for support: one focused on healing and defense or offense, the other on condition removal and crowd control, will be considerable - both in sPvP and WvW.

Edited by Primum_Agmen, 22 June 2012 - 06:39 PM.


#15 Moldran

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Posted 22 June 2012 - 08:51 PM

Here my new build for those who didn't see it yet:

SPvP Build: Defensive Healing Warrior
Calculator: GW2 Builds
Primary weapons: Mace&Mace, Axe&Shield
Style: Tank/Survivability/1v1/Outlasting/Control
Guide on Guru: N/A
External guide: Guide
Video/s: Gameplay
Up to date as of: BWE2

#16 Ivarr_Ironfist

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Posted 23 June 2012 - 10:35 AM

View PostPrimum_Agmen, on 21 June 2012 - 08:12 PM, said:

snip

Which section would you like your build added to Primum, SPvP or WvW?

Moldran, your build has been added. Made a minor edit to the grammar of your weapons section for consistency, otherwise it's the same.

Edited by Ivarr_Ironfist, 23 June 2012 - 10:38 AM.


#17 Primum_Agmen

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Posted 23 June 2012 - 03:58 PM

Hey Ivarr,

The SPvP section please and thank you. I think the build generalizes to WvW, but it doesn't really mature until later.

#18 taugrim

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Posted 26 June 2012 - 04:08 AM

View PostIvarr_Ironfist, on 12 June 2012 - 12:17 AM, said:

SPvP Build 8: Captain Hammer
Calculator: GW2 Builds
Primary weapons: Hammer, Mace and Shield
Style: Support/control
Guide on Guru: N/A
External guide: taugrim.com
Video/s: N/A
Up to date as of: BWE2
Author/s: Taugrim

FYI.

Revised the spec to Hammer and Mace/Mace.

#19 Ivarr_Ironfist

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Posted 26 June 2012 - 09:10 AM

View Posttaugrim, on 26 June 2012 - 04:08 AM, said:

FYI.

Revised the spec to Hammer and Mace/Mace.

Updated.

#20 taugrim

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Posted 28 June 2012 - 06:54 AM

Recorded footage today of the "Captain Hammer" spec :)



Playing a Hammer and Mace/Mace Warrior takes some getting used to. The Hammer 3-5 and Mace 5 abilities self-root during the animation. The most significant part of turning the corner with this build is getting the timing down. As you can see in the video, I was able to get the hang of it in a few hours, but there is still a lot of room for improvement.

#21 Ivarr_Ironfist

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Posted 30 June 2012 - 01:53 AM

Added your video to the OP Taugrim.

As a small note to guide posters, I'm rather busy with work at the moment, so expect updates to the OP to take a couple of days rather than one.

#22 Raggok

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Posted 30 June 2012 - 01:02 PM

Wow.  Very nice work here, Ivarr.

View Posttaugrim, on 21 June 2012 - 10:41 AM, said:

I noticed before publishing this post that Oggo (Raggok) already posted a MHS framework with similar philosphies, but unfortunately the trait tiering has messed up some of the talent choices. Hopefully he'll update it. I've known him since Warhammer and he writes top-notch stuff.

Thanks  :)

I'll most likely be doing a Guardian as a main now since the people I play with need that role filled.  This baby is all yours!

#23 Ivarr_Ironfist

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Posted 30 June 2012 - 11:47 PM

View PostRaggok, on 30 June 2012 - 01:02 PM, said:

Thanks  :)

I'll most likely be doing a Guardian as a main now since the people I play with need that role filled.  This baby is all yours!

Since your build is a little out of date now and has large similarities with Taugrim's, I have merged them under the same category. It still exists in the SPvP section, however, doesn't appear in the contents. Hopes that's okay.

#24 Mouse of EPIC

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Posted 01 July 2012 - 09:36 AM

BUILD SUBMISSION






SPvP Build: Mouse's Stress Test Build By: Mouse
Primary weapons: Sword and Axe, Axe and Shield
Style: Tank/Survivability/Damage
Guide/s: [Video Guide] & [Full Guide Description]
Updated for/created: Stress Test #2

#25 taugrim

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Posted 01 July 2012 - 11:32 AM

View PostMouse of EPIC, on 01 July 2012 - 09:36 AM, said:

BUILD SUBMISSION

Yo, keep your eyes on the chat next Beta event.

We were in the same match and I was trying to talk to you (same side).

#26 Mouse of EPIC

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Posted 01 July 2012 - 03:16 PM

View Posttaugrim, on 01 July 2012 - 11:32 AM, said:

Yo, keep your eyes on the chat next Beta event.

We were in the same match and I was trying to talk to you (same side).
I believe that was during a game full of [EPIC] members and it was EPIC vs EPIC (with others). I remember you, sorry for not replying as I had my hands tied with guild related stuff at that time :(
^ was pretty much the only free time I had before I went back to work on builds and record footage of them because time was limited

#27 taugrim

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Posted 01 July 2012 - 04:25 PM

View PostMouse of EPIC, on 01 July 2012 - 03:16 PM, said:

I believe that was during a game full of [EPIC] members and it was EPIC vs EPIC (with others). I remember you, sorry for not replying as I had my hands tied with guild related stuff at that time :(
^ was pretty much the only free time I had before I went back to work on builds and record footage of them because time was limited

It's all good. I just recognize your name from the forums and thought it was funny we ended up in the same PVP server game out of the hundreds available.

#28 Pewpew11

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Posted 02 July 2012 - 01:49 AM

Hi guys,

My first attempt on a warrior build

http://www.gw2build.....0.0.30.0.20.20

High crit and crit damage with decent power, 3 ways to buff fury. (1 Immobilize and 2 cripples)

Any feedback.

Anyone knows how Empowered works?

How much more damage you do per boon? And does a stack of boons count as one boon or multiple?

Edited by Pewpew11, 02 July 2012 - 01:50 AM.


#29 Primum_Agmen

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Posted 02 July 2012 - 06:02 AM

View PostPewpew11, on 02 July 2012 - 01:49 AM, said:

Hi guys,

My first attempt on a warrior build

http://www.gw2build.....0.0.30.0.20.20

High crit and crit damage with decent power, 3 ways to buff fury. (1 Immobilize and 2 cripples)

Any feedback.

Anyone knows how Empowered works?

How much more damage you do per boon? And does a stack of boons count as one boon or multiple?


I kindof feel like your build is all over the place; it might be a little unfocused. With three physical utilities, it seems you would have traited for Physical Training (+100% damage and -20% CD on physical utilities). Similarly, Momentous Greatsword synergizes really well with Slashing Power in the Strength line... it seems a shame to take one and not the other.

With Fury, and a full bar of adrenaline, your build will have nearly a 100% crit chance... but you have so little toughness that anything with direct damage will chew through you long before you have a chance to attack them. Similarly, with only Mending for condition removal, and lacking Melandru's to cut condition duration in compensation for this, anything with condition damage is going to DoT you up and walk away while you bleed and burn to death.

You aren't really applying any boons to yourself, so Empowered is extremely situational... and probably not adding value to your build's purpose.

I'm sorry. I wish I could give you more positive feedback. I think your build needs a little polishing. We're all learning here, and developing well thought-out builds will serve to enrich the Warrior community as a whole by increasing diversity and understanding. If you send me a PM, maybe we can figure out what it is you want to do with your build, and find either an existing build that suits your playstyle or figure out something where the abilities all work together to give you the best possible results in line with your goal.

Best of luck!

#30 Pewpew11

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Posted 02 July 2012 - 01:23 PM

Thanks for the feedback, i haven't played a warrior yet, so i have not tried anything out yet.

Here is a updated build:

http://www.gw2build....47.0.30.10.0.30

the faster physical cooldown is too far in the strength tree.  Using the hammer as control to take less damage, with all the knockdowns and stuff.  This is a glass cannon build, will try it out and see how it goes





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