Why this guide?
In this forums there are no complete guides to warrior, there are too many small topics to read to find the information you need. Since i play this game almost only for TPVP and SPVP, and i gained a decent experience as a warrior i decided to make a guide that talks about this class.
This guide wants to be a collection of all the important informations about warrior. Some of them are probably still missing, because either i don't know or i forgot. If you see something wrong or that needs to be added feel free to contact me.
THE GUIDE IS NOT COMPLETE YET, SOME BUILDS WILL BE ADDED IN THE NEXT DAYS. GAMEPLAY VIDEOS OF THE BUILDS WILL BE ADDED SOON AS WELL.
Edit: 16-9-12 -> Added some missing information, corrected some mistakes. Added a variant to the glass cannon greatsword build.
Edit: 18-9-12-> Added a sword build, added a section on warrior roles in a team. Added some tips on combo finishers
1.3 Healing Skills
1.4 Utility Skills
1.5 Elite Skills
2.0 The builds
2.1 Greatsword Build
2.2 Greatsword Build - More Toughness
2.3 Hammer Build
2.4 Hammer Build 2
2.5 Axe/Axe Build
2.6 Sword Build
3.0 Roles in PVP, Runes and Sigils
3.1 Combo Fields and Combo Finishers
WARRIOR GUIDE - PART 1
Why the warrior?
Because this class offers variety. Variety in both play style and gears, since the warrior is the only class that can use almost every weapon in the game.
The warrior offers the highest base HP pool in the game, combined with a high defense thanks to heavy armors. It also offers both melee and ranged options.
For every weapon follows a small description and a preview of the skills. The 6th skill is the burst skill.
Greatsword : this is probably the most choosen weapon. Offers high damaging skills and good mobility. Greatsword range is quite big, so it can hit multiple targets.
It offers zero control/conditions. This weapon is purely based on direct damage. Used mostly for Hundred Blades, the highest damaging skill for warriors.
Hammer : like the greatsword this weapon offers AoE damage. While being slower in the execution, this weapon offers many CCs and a very high base damage. This weapon is probably underused for it's usefullness.
Mace : This is a one handed weapon, it can be equipped both in main and off hand. Similar to hammer, this weapon offers mainly CCs. It provides a knockdown, daze, and stun. This weapon is commonly used as a secondary(main hand) with a shield offhand.
Sword : This is a one handed weapon, it can be equipped both in main and off hand. This is our condition weapon. With 3 skills out of 5 inflicting bleed , plus a leap and an immobilize as burst skill, it's possible to easily stack more then 15 stacks of bleed.
Axe: This is a one handed weapon, it can be equipped both in main and off hand. This weapon uses fast attacks and relies on a big critical damage. The burst skill is a leap and can, if critical, hit for very good damage.
Shield : only usable offhand, shield offers some extra armor , a stun and a defensive skill that blocks all the direct damage we reeive for 3 seconds. Almost every warrior uses a shield offhand.
Warhorn : only usable offhand, both warhorn skills offers a buff and a condition on opponents. It's mostly used for the swiftness it gives. It's a good idea to carry a warhorn in your inventory and use it out of battle for the swiftness buff.
Rifle : a ranged weapon, it offers a good damage and it stacks bleeds on autoattack. this is the highest damaging ranged weapon we have. Ranged weapons in general are rarely used on warriors.
Longbow : the other ( and last) ranged weapon. the damage is very low, and it offers a combo field. The skills and conditions on this weapon are not that good, making it almost unused.
This section will talk about all the other skills, and it's meant to explain which skills should be used, or at least considered good, and which not. The list is divided by skill type, each skill has a desription and some comments. Skill combos and skill usage is something i've not included in this section. That will be included in each build guide, so that this section can stay clear and simple.
1.3 HEALING SKILLS
- Healing Surge : the healing power of this skill changes depending on the adrenaline you have. It has the longest cooldown (30 sec) of the 3 healing skills available. I wouldn't personally use this skill in any build, the cooldown is very long and the effect is not so good if compared to Mending.
- Mending : the cooldown is 20 sec, it heals enough and it removes two conditions. This is the healing skill you want to use, considering that warriors don't have many good condition removals.
- Healing Signet : the base cooldown is 20 sec, it can go down to 16 with the proper trait. It provides a passive regeneration, but the active effect is weak. This skill is nearly useless in pvp.
When making a build it's important to remember that , whatever role you are going to play, you need AT LEAST one stun breaker.
Now, there are a lot of utility skills and there are multiple working combinations. We have a lot of nice skills in this category. I listed all the skills, the ones in green are the good ones, in yellow the decent ones, in red the bad ones. Some comments here and there
- For Great Justice: AoE boons, with a possible 100% might uptime. Great skill!
- Fear Me:This thing is a life saver, sometimes you can have people to waste their best combo if you time it right.
- Shake It Off Removes 1 condition only, it's not much but it helps allies too, and it's good to escape when you get immobilized for a combo
- On My Mark It can be used in a shout build, but imho it is useless
- Bull's Charge Almost every warrior uses this skill, and it's motly used in combination with Hundred Blades. It is a good skill in general anyway, it's a gap closer and it knock down..what do you want more?
- Kick Nothing special here, unless you want to play ranged it's useless
- Stomp An AoE launch effect can help defending a point, it can be used in point holder builds
- Throw Bolas This skill is very good on the paper, coisidering that it can go to a 16 sec cooldown. unfortunately it's easily dodged.
- Frenzy Again, mostly used with Hundred Blades. This skill gives in any case a huge boost to your dps and has a 60 seconds cooldown.
- Balanced Stance 8 seconds of stability, 40 seconds cooldown. It also break stuns. Stability is one of the most important buffs you can have. Great skill overall.
- Berserker Stance In general building adrenaline is not a problem in any build. And even if it is a problem there are better ways to do it.
- Endure Pain Break stuns and , for 5 seconds, block all the direct damage you receive. (condition damage still affects you). Usefull in glass cannon builds, it can help avoiding spike damage.
I'll put an unique comment for all banners. unless you run a banner build you should not pick any of those. They provide good boons for allies but the mobility and range are big problems here.
- Signet of Might The boon lasts only 10 seconds, it's just better to use For Great Justice if you need extra might.
- Dolyak Signet 90 toughness does not make that much of a difference in most situations, and if you need stability balanced stance is just better, same duration but shorter cooldown
- Signet of Fury The active effect is useless. The passive one too. If you need more crit chance wasting a skill slot for it is the wrong way.
- Signet of Stamina This is probably the only decent one, since it gives a full condition removal, and warriors don't really have another skill like this one.
- Signet of Rage: that's what almost everyone uses, gives a lot of might, swiftness,and fury and has a short cooldown.
- Battle Standard: Long cooldown, gives swiftness , fury and might in its range. It can work and replace Signet of Rage in support builds. Also revives allies in downed state. It does not revive allies in defeated state. The standard lasts 65 seconds. Those effects are not listed in the skill description.
- Rampage:this elite skill is not that good, if you don't need to support your team signet of rage is just better.
WARRIOR GUIDE - PART 2
2.0 THE BUILDS
In this section i will try to post a build and a video with a gamaplay fo it. All the videos will be recorded in tPVP. I will try to record only matches played with randoms, so that everyone can relate to the situation.
I will post videos in the next days, since i'm still trying to figure out the best recording settings.
Some general gameplay tips:
- always keep auto targeting deactivated. This way you can use leaps and other skills like greatsword #3 and #5 as movement skills. It is possible to press Esc to untarget foes, then run away from bad situations with these skills.
- always carry a warhorn in your inventory, When you are out of combat switch to it and use skill #4, which gives swiftness to you and your allies. This is also a good way to start a match , since it gives swiftness to everyone.
- this is not strictly related to warriors, but i would suggest moving all the non-weapon skills to different hotkeys, so that you can keep moving while using your skills.
2.1 GREATSWORD BUILD
-low HP pool (for a warrior at least)
-low total armor
This build uses a Greatsword as main weapon, and a mace+ shield as a secondary.
Why a mace and not an axe? Why not 2 mace or 2 axes?
Because the GS damage is already good. Now we need something that can help us survive or finish our opponents. Axes provides a better damage then mace , but no support and utilitiy skills. So that's why the mace, it still can hit hard, but it has a stun, a daze and a block. those skills will help in a lot of situations!
Here's a link with the build:
This build focuses on landing HB combo and stacking might on criticals, while applying some vulnerability on foes.
Bull's Charge and frenzy, in combo with hundred blades is the highest damaging combo we have. Since HB alone is really easy to avoid you have to use carefully those 2 utilities. Try to not be obvious, so don't always start your fight with it! Try to use them when you see someone off guard, onr in the crowd where it's harder to dodge and react in time.
Endure pain, instead, is there to save you when you already used everything else or you made a mistake (es being catched in someone else's HB combo).
When playing this build remember to use warhorn skill #4 out of combat, it will give you some extra swiftness. This, along with gratsword skills #3 and #5 will grant you a good mobility around the map. In fact moving around the map and helping your team in fights should be your main role.
When fighting using greatsword skill #3 and autoattacks will be your main dps source, and with practice you will learn to see good opportunities for a HB combo. (this combo is going to fail a lot of times anyway, you must learn to not be HB dependant).
Sometimes it is usefull to switch to your mace +shield to finish opponents, because you can daze+stunlock them for a few seconds , preventing them from healing.
tips: use GS skills #3 and #5 carefully, once you start them you can't interrupt them , not even to dodge!
Do not try to defend a point alone when playing this build, you have a good mobility and you should use it to go help your team in battles.
2.2 GREATSWORD BUILD 2 - MORE TOUGHNESS
-low HP pool
This build is similar to the previous one, since it uses the same weapons. The main difference is is the trait distribution:
This build still has a good critical chance, which can easily be improved with a sigil of accuracy(+5% crit).
We do not stack might so easily anymore, but it doesn't mean that the damage is bad. The playstyle should be similar to the previous one, this is just a variant of the build for those who want more survivability. Also, Endure Pain has been changed in favor of Balanced Stance. Stability is probably the best boon in the game, and having a bit more toughness allows us to change Endure Pain , which was there only for extreme situations, in favor of a more versatile skill. Remember that Stability can also be used while stomping to prevend being stopped.
2.3 HAMMER BUILD
-needs timing to deal some good damage
This build offers a good support for your team, while mantaining a good damage output.
The main weapon, the hammer, has it's traits in the Defense line, so we can get some toughness without sacrificing anything too important. As secondary, i use again mace+shield. This set allows you to lock your opponent for a long time with stuns, knockdowns and daze. That's the main point of the build, using CCs! do not expect to kill someone in 2 seconds like with a HB combo, you will have to work a bit more in this case.
Here's the build:
This version of the hammer build still focuses a lot on damage, since hammer #1 skill hits very hard (it gets to something like 2.5-3k if crit). Bull's charge gives a knockdown and a leap, which helps a lot when 1v1 occours, and it's a good way to keep the lock going on longer. Remember that you also have a knockdown on hammer #5, a stun on shield #4 and a daze on mace #3. Both weapons' burst skills stun for 2 seconds with max adrenaline. So, if you are playing this build switching weapons and timing your skill is something you must learn.
Also, i usually carry a greatsword in my inventory for switching in case i need to kill Svanir/Chieftain fast or i need to move around the map.
Anyway, when playing this build it's better to stay at a point and defend it. Having an aoe condition removal + aoe stun helps your team alot. If you don't want a full support char that hits low but you still want to be helpfull to your team this build is good, it's for sure less selfish then the greatsword one.
2.4 HAMMER BUILD 2- SHOUT BUILD
+good team support
+you are hard to kill
This build uses the same weapons as the previous one, but it changes traits and amulet. In this case we have a full support build based on giving boons and HEALS. That's why i said it's team dependant, when playing with randoms you might find youreslf alone a lot of times due to lack of communication or simply lack of interest in helping you by the rest of the team. I suggest to use builds like this if you use voice communication.
Here's the build:
Total armor, as you can see, is above 3k, and the high healing makes your shouts heal 2k+ HP yourself and nearby allies. Also , the chosen rune has a good sinergy with this build, since you can remove a lot of conditions and stay alive longer( a total of 6 conditions with heal + shouts), which is your goal. Staying alive, healing allies and providing some help with your hammer CCs to let your teammates land as much damage as they can.
Why didn't i pick "on my mark", instead of Fear Me when it can be spammed alot more, and heal more? Because 2 marks already provide a good healing, and On My Mark is not that great. Fear is a strong condition and it's usefull both for defensive and offensive purposes, since you can fear someone and land a combo, he won't be able to avoid it.
This build can vary a bit, in fact the 10 points in discipline can be moved to the Strenght line for restorative strenght, and the elite skill can be changed for the battle stendard which gives boons to your allies too.
With this build you will hardly kill anyone alone, this is designed for team fights!
Why the hammer again you might ask? A support build could run some condition damage with swords, there still an amulet that gives condition damage and toughness. Why not to use it?
Because that's a build that has different goals. condition damage requires to change amulet to be effective, and your healing power would suffer from it.
2.5 AXE/AXE BUILD
+good control of your character
-not very good survivability
-lacks gap closers
This build runs double axe as main set. The secondary can be , depending on preference, axe+shield or mace+shield. The third axe gives you a second eviscerate, while the mace gives you a stun. I would again go for the mace, since the double axe already provides enough damage, and the stuns if well timed can help you keep your foe in melee range.
When playing this build you have a very good autoattack damage, and your highest damaging skill is axe #5, which allows you to move while using it.
It is also important to note that all the axe skills are very fluent, which means you can always interrupt them for a dodge , or to cast another skill ( this is a big difference if compared to greatsword play).
I invested 10 points in the tactics line because of leg specialist, in fact having only bull's charge as a leap is often not enough and the small immobilize that can be obtained with the said trait and axe #3 helps a bit mantaining melee range.
Why those traits? Wasn't it better to get more crit chance?
I'd say no. I use 2x Sigils of accuracy on my axes. I can already crit alot, and i didn't feel the need to have more. I found more important to have a bit more survivability, which is why 20 points went into the defense line.
Things you can change:
Bull's Charge for Throw Bolas
Shake it Off for Fear Me
Eviscerate is an important skill, damage is extremely high on low toughness classes. Despite being a leap, eviscerate is easily dodged. Be carefull, try to use it at close range, or use a stun or immobilize first. In case you use Fear Me, eviscerating a feared opponent is also doable.
Fear Me can also be used during whirling axe (axe #5), so that your target won't be able to dodge your damage.
2.6 SWORD BUILD
+stacks a lot of bleeds
-lacks variety of conditions
-needs melee range to apply bleeds
The sword build offers probably the highest bleed stacking mechanism in the game.(on single target). The big problem here is that we can stack only bleeds, and a cripple, making even a single conditon removal counter this build. In general the better your opponents are the worse this build is gonna work. Here's the trait distribution:
As you can see condition damage can grow by alot when For Geat Justice and Signet of Rage are active, and at least one of them will always be active.
Since both of our sets have 2 weapons we can use a total of 4 sigils. It's important to use at least one sigil per set that provides a different condition from bleeding ( chill and poison effects for example can be obtained from Sigils of superior ice and superior doom). This way we can mitigate a little bit one of the weaknesses of this build.
The second weapon set offers also a decent extra condition removal, which can also be traited if you prefer ( change Lung Capacity for Quick Breathing). The axe has been choosen because of fast auto attack so that those proc on crit effects can trigger a bit more, and for the immobilize we can get from the cripple (immobilize with leg specialist trait).
Things you can change: change axe/warhorn for a rifle
Rifle gives more bleeds on autoattacks and some minor cc, nothing special, but warriors don't have great options when it comes to conditions.
As it is now i would suggest to NOT make a condition build on a warrior, expecially for tournament play.
WARRIOR GUIDE - PART 3
3.0 ROLES IN PVP, RUNES AND SIGILS
THIS SECTION SHOULD BE CONSIDERED AS WORK IN PROGRESS. IT'S FAR FROM BEING COMPLETE!
At the moment i'd say warrior is a class that doesn't have much use in a team. Some roles can still be covered by a warrior, but probably another class could do it better.
I will anyway talk about the 2 major roles that are needed in every team (roamers and point holders) and how warriors play in that role.
Playing as a Roamer: this role is most indicated for greatsword builds, and it's probably the only one we can play effectively. Playing as a roamer means being always on the move, and running around the map trying to kill alone enemies, or supporting allies in battle, trying to bring the number advantage to your side.Please note that being a roamer means you should not be wasting time capping points for the free glory, being in 2 on a point doesn't help capping it faster. Greatsword builds are better suited for this role because of movement skills and a good swiftness uptime. The 2 most important buffs you can have are swiftness and quickness. One helps you moving fast around the map, the other helps you to kill people fast.
Improving swiftness duration: you can change the runes of divinity on your armor for
- PVP Superior Rune of the Pack
- PVP Superior Rune of the Air
Improving quickness duration: There are 3 different ways here
- using PVP Superior Rune of Baltazhar
- moving 10 points from the Strenght trait line to the Arms one, and taking Last Chance
- using a PVP Sigil of Rage on your greatsword
Tips: when helping defending a point you will often have a guardian or engineer on your side. Using greatsword #3 (whirl finisher) on guardians light fields will remove conditions, and Bladetrail (GS skill #4) will cure a single condition.
Playing as Point Defender: pretty much self explanatory, you pick one of the 2 points your team is supposed to control and you defend it. Since being a warrior means 1v1 is not your strongest point, you should pick a build that allows you to resist long enough for help to come. This leads to the hammer build, which can be tanky and resist long enough. A good way to improve in this is trying to obtain the boon protection.
Improving your resistance:
- use PVP Superior Rune of the Earth
- use PVP Superior Rune of the Grove
- use PVP Superior Rune of the Forge
They all provide Protection for a basic duration of 10 seconds. Also, they both boost Protection duration by 15%-20%. If you invested 30 points in the Tactics line you will get another 30% boost in boon duration. Rones of the Grove and of the Earth both give protection as 4th bonus, so you can combine it with 2 runes giving another +boon duration, like PVP Superior Rune of the Monk.
Said that, even if you can get a good 15+ seconds of protection , boons can be turned into conditions, stolen, or simply (in this case) avoided by condition damage. Warrior remains a weak class for point holding, doing it with a guardian/engineer would be a better idea.
Tips on using combo fields. When fighitng with an allied mesmer remember that earthshaker, used in mesmer ethereal combo field, will give AOE Chaos Armor. Blast finishers on thieves Shadow Refuge will give AoE Blindness. Use them to your advantage
Edited by Lucrimm, 18 September 2012 - 02:54 PM.