- Updated on 1.10.13 with a new build overview video for the Spartan.
- Call to experienced Warrior players: I would like to provide a high-quality resource for people seeking well-constructed builds and strategies. Beyond my own contributions, I would be happy to feature your builds and thoughts here with full attribution and links to your twitch stream and/or videos. If you are interested, please write up your builds in the style I have used for my own below and try to explain both the reasoning behind your decisions and how your build functions during play. I'd also be happy to feature videos of you using any of my builds!
- If any of the information below appears outdated, please send me a message identifying inaccurate information and including substitute text (I will give you full credit for any contributions).
I find it entertaining but not very surprising that the Warrior is often dismissed in competitive tournament play. The Warrior build meta-game is much to blame for this reputation: Hundred Blades is highly effective against inexperienced players, and relatively easy for inexperienced players to use themselves, causing greatsword builds to proliferate among nearly all Warriors. However, as players learn to use dodges and stun-breakers to limit the effectiveness of Hundred Blades, this specific Warrior build decreases in power. So the present situation of the supposedly “inferior” Warrior is easy to explain: when skilled players face Warriors, it’s usually a highly predictable Hundred Blades Warrior and therefore easy to deal with.
The second most popular use of the Warrior is as point defense with a hammer, mace, and banner or shouts. While the amount of crowd-control abilities of such a build can be annoying, it isn’t as seemingly invincible as the point defense builds of other professions, leading to its perceived lack of effectiveness as compared to a Guardian or Engineer.
Oddly enough, neither the greatsword build nor the hammer point defense build struck me as how I wished to play the Warrior, so my perception of the profession is not solely influenced by those builds. And I happen to think that the Warrior is highly viable for tournament play if you’re willing to break away from the mainstream builds.
What distinguishes the Warrior from other professions in tournament play? It has perhaps the best single-target disables in the game. Its ability to burst down opponents or sustain a high level of damage are rivaled by other classes but not surpassed. Heavy armor and the largest starting health pool (tied with the Necromancer) mean that the Warrior’s base survivability is higher than any other class. With access to near-permanent swiftness and several mobility-enhancing weapon skills, the Warrior has strong roaming potential. Finally, the Tactics trait line turns the Warrior into a solid supporter and one of the best combat revivers available.
Given these qualities, there are two specific roles in which Warriors truly excel, I will call them “Offensive Roamer” and “Support Roamer.” Both roles rely on high mobility to rapidly respond to the opposing team’s actions. The difference being that the Offensive Roamer emphasizes its own damage and survivability while the Support Roamer provides benefits to its team in addition to maintaining decent damage output.
The current meta-game seems to emphasize “bunker” Guardians and Engineers as hardy point defenders, alongside relatively weak but quick and burst-heavy roamers like Thieves (and skilled Elementalists). Mesmers are found on nearly every team in the solo role (i.e., often defending near-points on Niflhel Forest and Legacy of the Foefire in 1v1 situations, or using the trebuchet on Battle for Kyhlo). A Warrior built as an Offensive Roamer meshes well in these team compositions by occupying the spots of Thieves and Elementalists.
The Support Roamer functions quite differently on teams because it contributes to the survivability of those it is assisting rather than solely focusing on killing opponents as quickly as possible. When paired with a bunker Guardian or bomb Engineer, this added support element is not so necessary due to their already high survivability – damage is more critical, making the Offensive Roamer a better counterpart. However, a condition Ranger or a Mesmer defending the near point would greatly benefit from the Support Roamer’s presence as they can deal good damage themselves but are far less durable in 1v2 situations compared to bunker point defense builds. Further, the combat revive ability of Support Roamer Warriors (e.g., easy access to stability, AoE Fear, instant-reviving Battle Standard, minor traits in Tactics for faster revives, providing boons allies that are revived, and a large amount of additional toughness when reviving) is of great use to professions that lack the mobility to escape unfavorable encounters or lack the survivability to weather focus-fire in team-fights.
Arms is my favorite trait line to maximize in damage-focused builds because it has several very strong choices that synergize well with a high critical strike chance (Precise Strikes and Rending Strikes), the use of a sword (Deep Cut and Blademaster), mace (Unsuspecting Foe), hammer (Unsuspecting Foe), greatsword (Forceful Greatsword), and rifle (Crack Shot). Last Chance is a fantastic thirty-point trait, and as an added bonus all of the minor traits are great! Opportunist is only really worth taking when paired with Leg Specialist in Tactics, but that combination is powerful in sword, axe, greatsword, and rifle builds.
Discipline is used nearly as often, even if only because Fast Hands provides such an advantage that it is undesirable to do without. That said, it has solid major and minor traits at each tier, so it’s often advisable to take twenty points in a damage-focused build, or thirty if you are focusing on the use of burst skills, as in Double Eviscerate set-ups. Mobile Strikes is nearly mandatory for a greatsword build, Sweet Revenge is surprisingly useful when roaming as down-fights are not too rare, Signet Mastery is wonderful if you have several signets, Warrior’s Sprint is solid if you lack other forms of mobility-enhancement (best with axe, mace, and hammer), and Inspiring Shouts ought to be taken in shout-heal builds.
Defense is an interesting trait line as Adrenal Health is the only useful minor trait, but just about every major trait option is fantastic. Embrace the Pain, Sure-Footed, Missile Deflection, Merciless Hammer, Sundering Mace, and Cull the Weak are solid offensive choices. Turtle’s Defense, Last Stand, Shield Master, and Defy Pain add to survivability. Spiked Armor is interesting because it doesn’t increase your survivability, instead it adds to the damage potential of builds that normally lack offensive power – it is best taken alongside increased boon duration provided by armor runes or the Tactics trait line.
Strength has several decent major traits at the ten and twenty point levels, but its thirty point traits and minor traits are subpar. Restorative Strength and Berserker’s Power are strong ten-point additions when condition removal or sustained damage are needed, while Slashing Power, Dual Wielding, and Axe Mastery are good twenty point choices but often out-classed by Arms or Discipline traits.
Tactics is rarely worthwhile for an Offensive Roamer as there are simply better options, but it’s a requirement in any Support Roamer or Point Defense build as it increases the effectiveness of support utilities (i.e., warhorn, banners, and shouts) and its thirty-point traits provide access to the Warrior’s only healing options outside of the self-heal. Desperate Power (for an Offensive Roamer engaging in 1v1s) and Leg Specialist (when paired with Opportunist from Arms) are useful offensive traits, though situational. For a Support Roamer, you will be using some combination of Inspiring Battle Standard, Lung Capacity, Shrug It Off, Empower Allies, Inspiring Banners, Quick Breathing, and Vigorous Shouts.
Axe – Ideal for high damage while fighting at a point, limited chase potential.
Sword – Superior mobility and immobilize for sticking on an opponent and bleed/cripple are wonderful for chase situations.
Mace - Good defensive and teamfight utility, as well as potentially solid damage output, worst option for sticking on a target.
Axe – Highest damage potential and long-duration whirl for combo field use.
Sword - Good for a condition build and provides a bit of defense that is lacking without a shield.
Mace – Best utility for single target damage, commonly paired with an axe, and the ranged stun is very useful in teamfights.
Shield – Desirable in almost any build as the combination of a stun and a three second block makes the shield useful both offensively and defensively.
Warhorn – Useful support functionality for team-fights and the combination of swiftness with vigor makes the Warrior very difficult to catch in solo encounters.
Hammer – Strong burst potential and teamfight utility, though the lack of an offhand and its slow attack speed are concerns.
Greatsword – High mobility and burst potential, but inferior for sustained damage and completely lacking in crowd control.
Rifle – More avoidable damage output as compared to melee weapons, its primary advantage is the ability to kite and to avoid being kited.
Longbow – The burst ability Combustive Shot is the primary advantage of the longbow. It offers an immobilize, a blind, a blast combo finisher, and a decent point-blank spread shot, but these all either serve to enhance the burst ability or to add utility. In specialized builds intended to fight several opponents (or illusions/pets) at fixed points, the longbow has a place in sPvP and tPvP.
More on the Longbow: In considering weapon sets to pair with the longbow, the desire is for weapons with combo finishers and the limitation becomes the need for defense. The main-hand axe has almost no synergy with combo fields, but the off-hand axe is quite good due to the whirl finisher; the main-hand sword has a leap finisher and the off-hand sword has a block; the main-hand mace has a block but the off-hand mace has no combo-field synergy; the rifle has many projectile finishers, the hammer has a leap finisher and a whirl finisher, and the greatsword also has a whirl finisher; the shield offers a stun that is a leap finisher, and warhorn offers nothing. Assuming you want to maintain some amount of defensive capability, you’ll either need the main-hand mace, off-hand sword, or shield; the best counter-parts for these are the off-hand axe and main-hand sword. Leaving aside all defensive abilities (or ensuring that the lack of defensive abilities is made up for through high toughness/vitality) opens up more options but it’s questionable whether the longbow is the best choice as a second set if one’s build focuses on the rifle or hammer.
Offensive Roamers ought to focus on signets and stances, whereas Support Roamers should use banners or shouts primarily. The physical utilities can be used to acquire supplementary abilities selectively found on certain weapons. For example, if you need a charge or movement ability but cannot fit a sword or greatsword into your build, Bull’s Charge can be used. If you are not using a mace, hammer, or shield, but need a control ability, Throw Bolas, Kick, and Stomp are available. Stances offer access to the most powerful short-duration boons, including stability (Balanced Stance), quickness (Frenzy), and invulnerability (Endure Pain), while signets generally provide minimal but useful passive bonuses alongside specialized activations – Signet of Stamina and Signet of Fury stand out as having no true counterparts (Berserker Stance generates adrenaline over time and as such cannot provide the instant level 3 burst ability that Signet of Fury allows).
Shouts are not ideal for offensive builds as they require investment into tactics to maximize their power (twenty points for Lung Capacity to thirty points for Vigorous Shouts) – this significantly impairs your damage-dealing potential. Signets do not require a significant trait investment (only ten points for Signet Mastery) while still providing greater sustained benefits than stances or physical utilities. Signet of Might is more powerful as a self-buff than “For Great Justice!” during bursts (Fury only stacks in duration, while Might stacks in intensity, and as Signet of Rage already provides Fury for 30 seconds, more Might is the better route for damage) and its passive buffs your sustained damage. Healing Signet’s passive regeneration means that it cannot be interrupted and it has great synergy with the Superior Runes of Lyssa due to its low cool-down (and all other runes that activate some sort of effect when a heal is used, like the Superior Runes of the Centaur or the Superior Runes of Balthazar). Signet of Stamina is the best source of condition removal available to Warriors, and its passive boost to endurance regeneration is quite handy. Signet of Fury would be useful for builds that emphasize burst skill use, though I have not pursued this direction in most of my builds. Only Dolyak Signet is lacking: compared to Balanced Stance, ninety toughness is not sufficient to outweigh the disadvantages of a longer cool-down (even with Signet Mastery), an activation period (making it unsuitable for use during stomps), and not being a stun-breaker.
A signet build should either intend to be actively using signets (Superior Runes of Lyssa and Signet Mastery spec) or leaving them unused for the most part (Deep Strike spec), and presently I see active signet-use as superior.
For elite abilities, it is hard to pass up Signet of Rage in any situation, especially when you’re taking Signet Mastery. That said, a well-timed Battle Standard can decisively shift a key team fight, and with Inspiring Banners its cool-down is similar to the Guardian’s Tome of Courage – another infrequent but significant team-fight elite.
Spartan (Axe/Mace Roamer)
High burst and sustained damage, high mobility Warrior used as a roamer. This build works by almost never spending adrenaline on burst skills; instead, your adrenaline will provide 12% increased damage (Berserker’s Power), passive health regeneration (Adrenal Health), and high burst healing (if you use Healing Surge). As well, you have two complete condition removals (Signet of Stamina and Signet of Rage while using the Superior Runes of Lyssa); high-duration and low-cooldown might, fury, and swiftness; two cripples, Savage Leap, and two stuns for staying within melee range; and the Warrior’s naturally-high survivability and Shield Stance allow you to mitigate bursts of direct damage.
It’s difficult to understand how well all of these qualities synergize without seeing it in action, but I will say that in 1v1 situations I typically beat anything other than Thieves Guild and some Mesmer builds. However, against point defense Guardians, Engineers, Minion Master Necromancers, and Mesmers it’s usually not worth engaging them 1v1. I do engage in 1v1s for point assault purposes when I see other Warriors, Thieves, Elementalists, Rangers, and Condition/Power Necromancers. Overall, this specific build is very strong against other roamers and condition builds so long as you avoid bursts (e.g., Hundred Blades and Pistol Whip) by using Balanced Stance and Shield Stance or dodge, use your condition removals wisely, and let your superior sustained damage win you the fight. Thieves and Elementalists are the only professions that can match your mobility as a roamer, but both are far less durable and neither have your amount of sustained single-target damage (Thieves can out-burst you due to the initiative mechanic and roaming Elementalists have greater access to support abilities due to the versatility of attunements, so all three classes have distinct advantages as roamers).
The sword is used for gap-closing, general mobility, and stacking bleeds to benefit from Attack of Opportunity; however, the axe is the primary source of damage. A shield is critical in builds that do not have high health pools (e.g., this one has 21.7k – mediocre for a warrior) and especially for a roamer as you’ll often be fighting thieves and rangers, both of which are far easier to defeat with the help of Shield Stance. The off-hand mace provides an additional vulnerability skill and a second stun, making it strong in both 1v1 and team-fight situations.
Signet of Stamina, Balanced Stance, and Signet of Rage are core skills. For the third utility slot I have used both Signet of Might and Frenzy depending on whether I desire greater sustained damage or the ability to burst (Signet of Might can be used as a lesser form of burst by activating it). Your heal should either be Healing Signet (if you wish to take advantage of the ten-second random boon provided by the Superior Runes of Lyssa every sixteen seconds) or Healing Surge (for very strong healing due to your constant stage three adrenaline, and a way to quickly gain adrenaline when needed).
You can see the specific allocation in the build editor, so I’ll discuss the theory a bit here. First, passive regeneration and sustained damage are emphasized (e.g., Adrenal Health, Attack of Opportunity, Berserker’s Power, Deep Cuts, Precise Strikes, Rending Strikes). You will be activating your signets often, so Signet Mastery is a good choice while Deep Strike is not. Last Chance is wonderful for finishing off opponents and taking advantage of quickness-stomps. Finally, Missile Deflection is chosen for dueling purposes because reflecting stuns/immobilizes/burst damage is an easy way to gain an advantage.
The glass-cannon version of this build replaces Adrenal Health and Missile Deflection with Axe Mastery and Heightened Focus.
The Superior Runes of Lyssa are fantastic for a signet build due to the very low cool-down of Healing Signet and Signet of Rage (low for an elite, at least). In effect, using only Signet of Rage you’ll have swiftness, fury, and might for 35 seconds on a 48 second cool-down due to the acquisition of all boons for five seconds by using the Superior Runes of Lyssa – nice, right? And having two full condition removals on fairly low cool-downs means you should have no trouble beating most condition builds. I use Sigil of Rage and Sigil of Force on the axe/mace set, and Sigil of Superior Air and Sigil of Superior Bloodlust on the sword/shield set. The Berserker’s Amulet is best-suited to roaming builds focused on direct damage.
This is one of my favorite builds to use as a roamer in tournament play. Do you want to play a viable roaming Warrior that doesn’t rely on Hundred Blades? Try this build. I would recommend playing with the standard variant until you feel comfortable using your condition removals and heals optimally, then transition to the glass-cannon variant as it is superior at bursting down opponents, which is one of the primary purposes of an Offensive Roamer.
Below is a video of Frakko using a build very similar to the Spartan (he uses Endure Pain and "Fear Me!" in place of Balanced Stance and Signet of Stamina, giving him superior survivability and utility in team-fights but making him more susceptible to conditions -- the much shorter cooldown of Balanced Stance also makes it superior to Endure Pain as a stun-breaker):
Accepting video submissions!
Centurion (Mace/Mace Roamer)
By applying bleed using the sword then switching to maces, you will be consistently hitting for 25% additional damage (i.e., Attack of Opportunity, Cull the Weak, and Sundering Mace). If you are using Signet of Might as your third utility, you’ll want to emphasize Flurry for adrenaline use. If you chose Frenzy, Skull Crack ought to be your go-to burst skill as you can deal out a large amount of damage during the stun period by using the mace chain.
Mace/mace is superior in team-fight settings as the many disables are wonderful for interrupting stomps, saving a teammate from Hundred Blades, or holding an opponent in place while your Thief executes Pistol Whip. For point assault purposes and most 1v1s, I prefer having a main-hand axe and the superior healing-over-time of the Spartan. Also, the Centurion’s damage potential takes longer to maximize as weakness is not applied until the third hit in the mace chain, so for immediate burst potential the Spartan is also superior (stealing Svanir/Chieftain, for example).
Signet of Stamina, Balanced Stance, and Signet of Rage are core skills. For the third utility slot I have used both Signet of Might and Frenzy depending on whether I desire greater sustained damage or the ability to burst (Signet of Might can be used as a lesser form of burst by activating it). Your heal should be Healing Signet so that you can take advantage of the ten-second random boon provided by the Superior Runes of Lyssa every sixteen seconds.
You can see the specific allocation in the build editor, so I’ll discuss the theory a bit here. Passive regeneration and sustained damage are emphasized (e.g., Adrenal Health, Attack of Opportunity, Cull the Weak , Deep Cuts, Precise Strikes, Rending Strikes, Sundering Mace). Last Chance is wonderful for finishing off opponents and taking advantage of quickness-stomps. You will be activating your signets often, so Signet Mastery is very useful. Also in Discipline, use Sweet Revenge as Warrior’s Sprint is currently bugged.
The Superior Runes of Lyssa are fantastic for a signet build due to the very low cool-down of Healing Signet and Signet of Rage (low for an elite, at least). In effect, using only Signet of Rage you’ll have swiftness, fury, and might for 35 seconds on a 48 second cool-down due to the acquisition of all boons for five seconds by using the Superior Runes of Lyssa – nice, right? And having two full condition removals on fairly low cool-downs means you should have no trouble beating most condition builds. I use Sigil of Rage and Sigil of Force on the mace/mace set, and Sigil of Superior Air and Sigil of Superior Bloodlust on the sword/shield set.. The Berserker’s Amulet is ideal because the stun, interrupt, and block on the main-hand mace contribute to survivability and you will not be saving your adrenaline, so Adrenal Health will not benefit from additional healing power.
Mace/mace play is for you if you find stunning and interrupting your opponents as entertaining as I do. Also, who would expect such a Warrior to have quite strong burst damage on demand? As compared to the Spartan, you’ll have more team-fight utility but slightly lower damage – an equally viable build for competitive play.
Accepting video submissions!
Teutonic Knight (Hammer Burst DPS)
Team-fight DPS: http://en.gw2skills....Nuak1swYYxmgJGA
Hammer burst warrior with decent sustained damage and mobility, filling the role of roamer or teamfight damage-dealer. The hammer is used for high-damage bursts using Frenzy, and secondarily for control. The sword and shield on the roamer variant allow for great mobility and survivability should you be focused, as well as superior sustained damage against a kiting foe. The mace and shield set on the team-fight variant provides more disables and a second block.
Entering a fight, you will want to use your sword and shield to close with a foe, build adrenaline, and stack bleeds. Once you have full adrenaline or otherwise decide to initiate your burst, use Signet of Rage (and Signet of Might if you have it), then Shield Bash and switch weapons. Activate Frenzy, and chain Earthshaker, Fierce Blow, autoattacks, Backbreaker, and more autoattacks as quickly as possible – do not use your cripple or knockback as they provide suboptimal damage (and why would you want to knock your opponent away from your hits?). If you were attacking a low HP target it should be dead at this point. You can also switch the order of your burst by opening with Backbreaker, which has a less obvious animation, and keeping Earthshaker in reserve as a gap-closer in case your opponent dodges away.
Balanced Stance, Frenzy and Signet of Rage are core skills. For the third utility slot I choose between Signet of Might and Signet of Stamina depending on whether I desire optimal burst damage or require condition removal (if I can burst down an opponent, like a condition ranger, or I can rely on a teammate for condition removal, then Signet of Stamina isn’t so necessary). The roamer variant uses Mending as another source of condition removal while the team-fight variant uses Healing Surge due to its focus on adrenaline and more powerful heal.
The arms tree is fantastic for taking advantage of critical hits and increasing your damage when using the sword. Bleed damage is the not focus here, but you do want it applied to benefit Attack of Opportunity when you use your hammer burst. Rending Strikes, Unsuspecting Foe, and Last Chance are obvious choices for a crit-reliant burst spec. Merciless Hammer and Cull the Weak are bets for a hammer burst build. Signet Mastery and Mobile Strikes in Discipline are core traits because you’ll be constantly using signets and immobilize is the bane of burst builds.
The team-fight DPS variant emphasizes maintaining a higher level of adrenaline by using Adrenal Reserves and Embrace the Pain. Berserker’s Power and Adrenal Health benefit from constant adrenaline, and Earthshaker will be available for use whenever it’s off cooldown.
The Superior Runes of Divinity are desirable for a burst-damage build to maximize crit damage. For the roamer variant, I use the Sigil of Superior Air on the hammer and the Sigil of Superior Earth on the sword to maximize single-target damage, and a Sigil of Superior Force on the shield to increase the sustained damage of the sword and shield set. For the team-fight variant, I use the Sigil of Superior Fire on the hammer, Sigil of Superior Blood on the sword, and Sigil of Superior Accuracy on the Shield. The Berserker’s Amulet offers the greatest burst potential and is used in the roaming variant, while the Knight’s Amulet with the Berserker’s Jewel provides more survivability in teamfights without sacrificing too much damage.
The beauty of your burst damage as compared to a greatsword warrior is yours cannot be easily avoided. You have enough CC to lock down a target for the entire duration of Frenzy, Earthshaker will stun all nearby foes for 2 seconds, providing you with a window of invulnerability to execute your chain, and it functions as a gap-closer. Three of your weapon skills remove immobilize (Savage Leap, Shield Bash, and Earthshaker), and you have stability using Balanced Stance if needed during your burst or for stomping/reviving. Finally, you have so many stuns that it’s impossible for your opponent to dodge: he will likely try to dodge your Shield Bash, he may try to dodge your Earthshaker, but even if he’s extremely skilled and succeeds at dodging both, you still have Backbreaker. And good luck to him if he tries to use a stun-breaker instead of dodging as you can follow up your first stun with another very rapidly. Stability is the only thing you ought to be concerned about, and the funny thing about stability is that people get overconfident when activating it (“I don’t need to worry, I have stability!”) and tend to use it when going on the offensive, meaning they’re unlikely to dodge (you don’t need to stun your foe if he’s willing to take your frenzied hits, though you will have a reduced critical hit chance without Unsuspecting Foe). Oh, and you know how Hundred Blades roots you to the ground for the duration? Not so with a frenzied hammer.
In choosing a variant you’ll notice that the roamer has slightly higher crit chance and crit damage, as well as access to both vulnerability and quickness through the Arms tree – for single-target damage it is superior. However, it lacks the survivability and adrenaline of the team-fight variant, making it undesirable for sustained fights.
Accepting video submissions!
Black Knight (Greatsword Burst DPS)
The sword and greatsword combined with swiftness provide the highest mobility build available to the Warrior. As for burst potential, the greatsword is very strong, and this build makes use of Flurry to set up a Frenzied Hundred Blades. If you select Bull’s Charge for your third utility, you will have amazing gap-closing potential and, combined with Shield Bash and Flurry, several ways to bait dodges and stun-breakers.
Unlike the hammer burst sequence, Hundred Blades roots the Warrior in a single position and does not keep the target stun-locked. Especially against a Guardian, Engineer, or Warrior the lack of stun-locking is a crucial distinction as defensive abilities (like Shield Stance) may be activated during Flurry’s immobilize. Your choice of a burst build depends on whether you desire superior mobility with a greatsword or superior crowd-control with a hammer. I should also note that greatsword builds will have more power and condition duration while the hammer builds will have more toughness and healing power due to their respective trait lines.
Balanced Stance, Frenzy and Signet of Rage are core skills. For the third utility slot I choose between Bull’s Charge and Signet of Stamina depending on whether I desire an additional disable to set up Hundred Blades or condition removal (I consider also whether I can rely on my teammates for disables or condition removal). If you choose Signet of Stamina then Healing Signet is a good choice, otherwise Mending and Bull’s Charge will be your ideal heal and third utility.
The arms tree is fantastic for taking advantage of critical hits and increasing your damage when using the sword. Bleed damage is the not focus here, but you do want it applied to benefit Attack of Opportunity when you begin Hundred Blades. Rending Strikes, Forceful Greatsword, and Last Chance are obvious choices for a crit-reliant burst spec.
Use Signet Mastery in Discipline as Warrior’s Sprint is currently bugged. Mobile Strikes is a core trait because immobilize is the bane of burst builds.
Lastly, twenty points are placed into Strength for Restorative Strength and Slashing Power to add to condition removal and maximize damage.
The Superior Runes of Divinity are desirable for a burst-damage build to maximize crit damage. I use the Sigil of Superior Air on the hammer and the Sigil of Superior Blood on the sword to maximize damage output and survivability respectively, and a Sigil of Superior Force on the shield to increase the sustained damage of the sword and shield set. The Berserker’s Amulet offers the greatest burst potential.
I don’t claim that this is a highly original build, but I feel that it is solid if used appropriately (i.e., not how most Warriors play). One should play a greatsword Warrior like a Thief: use your high mobility to enter and exit fights often, have your teammates hold the attention of your opponents (and ideally land a disable) while you come in for a burst sequence, and do not remain in prolonged fights on points unless absolutely necessary.
Accepting video submissions!
Myrmidon (Axe/Mace Versatile Roamer)
The Myrmidon pairs full access to invulnerability (Shield Stance with Shield Master, Defy Pain, Endure Pain) with full access to quickness (Sigil of Rage, Frenzy, Last Chance), allowing for a survivable burst build that can counter glass-cannon burst builds. Oppa of Team iO pioneered this type of Warrior build and I am now beginning to test different variations myself (his original build may be found at http://www.gw2build....hield-6254.html).
As this is a versatile build, the Myrmidon's damage and mobility are inferior when compared to the Centurion or Spartan, but the tradeoff is higher survivability and access to some team-support (Empower Allies and Determined Revival). While not a true point defender, the Myrmidon's emphasis on personal survivability (as opposed to team-focused shout heals or banners) allows it to act as an anchor during team fights that small groups of opponents will find difficult to displace.
Mending, Bull’s Charge, Endure Pain, Frenzy and Signet of Rage are core skills. In the present build, Mending is the only form of condition removal and Bull’s Charge provides much-needed in-combat mobility.
I already explained most of the trait selections in the playstyle section. In case you’re wondering, Attack of Opportunity is still useful in builds without a sword or rifle because you can apply bleeding with Precise Strikes (for additional bleeding, the Sigil of Superior Earth is a good choice). I am currently using Furious Speed to make up for the lack of Signet Mastery (meaning less swiftness from Signet of Rage) and minimal in-combat mobility.
The Superior Runes of the Wurm work well to increase survivability a bit and add to damage (since precision is already quite high, crit damage is a good choice). I use the Sigil of Rage and Sigil of Superior Bloodlust on the axe/mace set, and Sigil of Superior Earth and Sigil of Force on the mace/shield set. The Berserker’s Amulet provides much-needed crit damage and power.
I am still experimenting with this build, especially the selection of armor runes (Oppa uses the Superior Runes of Melandru, and I think the Superior Runes of the Pack and the Superior Runes of Vampirism would be strong in this build). Others have clearly had success with it through hundreds of games, so it’s safe to say that it is a viable build for a versatile Warrior. The important question is whether this sort of Warrior fits well within your team’s composition: there are better pure roamers, supports, and point defenders, so you should not attempt to fill those roles directly.
To give an example of a suitable team composition in tournaments, suppose you have a point defense hammer Guardian intended to hold the center point, a phantasm Mesmer intended to hold the near point, a power short-bow Ranger, and a scepter/dagger Elementalist roaming. Such a team is highly mobile but quite lacking in across-the-board survivability, even though its point defense ability is adequate; by this I mean that in a typical fight, only the Guardian is able to sustain much damage – the Ranger, Mesmer, and Elementalist will need to use distance, evasion, and mobility to avoid damage. While those forms of damage avoidance are fine for the individual player, the result is the opposing team will often concentrate its damage on whatever is accessible, in this case the Guardian. By having a versatile Warrior like the Myrmidon, the opposing team is given another accessible target to damage that also has several strong disables and far higher survivability than the other damage-dealers – one way or another, the result will be less focus fire on the Guardian.
Accepting video submissions!
Purifier (Longbow DPS)
I originally created this build as a counter to Mesmers defending a point or the trebuchet as their clones and phantasms suffer greatly from the large fire field provided by Combustive Shot, and the Mesmer’s evasion abilities are less effective against condition damage than direct damage. However, the Purifier also excels in team-fight situations and against opponents who specialize in defending against direct damage.
In a typical fight, you will use Signet of Fury to immediately gain full adrenaline and then fire a level 3 Combustive Shot followed by Pin Down and Arcing Arrow for the blast combo finisher, all while you’re running directly at your opponent; most of the time you’ll still be a fair distance away at this point, so switch to your sword and use Savage Leap to gain the Fire Shield combo finisher. Now, regain adrenaline and apply as many bleeds as possible. As you have Furious and a very high critical-hit chance, it should be easy to build a bar or two of adrenaline so you can use Flurry to apply even more bleeds and immobilize – also, use Hamstring to assist in keeping close to your target. Switch back to your longbow and run through the sequence again, mixing in a point-blank Fan of Fire whenever you can (and Smoldering Arrow if you’re being attacked).
Alongside damage-dealing abilities, this build offers strong defense against burst damage (Shield Stance with Shield Master, Endure Pain), good condition removal (Signet of Stamina with Signet Mastery), and a powerful heal from Healing Surge due to this build’s high adrenaline gain. You can either use your heal as another way to build adrenaline when Signet of Fury is on cool-down, or immediately after using Signet of Fury for maximum healing power.
Healing Surge, Signet of Fury, Endure Pain, Signet of Stamina and Signet of Rage are core skills.
I rarely consider using Furious in builds because Last Chance is so powerful, but in a build that emphasizes continual use of two burst skills it is surprisingly strong. The rest of the trait choices are fairly straight-forward in that they either complement the focus on critical hits and condition damage, or add to survivability. I would say that Shield Master could be switched to Last Stand if disables prove to be a significant problem. As well, Sweet Revenge could be replaced with Heightened Focus, though I personally find the former’s occasional use to have such a large impact that it outweighs the more minor but constant benefit of Heightened Focus.
I have also been testing a glass-cannon version of this build that emphasizes Discipline (Adrenal Reserves) and Strength (Berserker’s Power) instead of Defense, and I want to test an even more survivable variant that trades 10 points in Discipline for another 10 points in Defense (losing Fast Hands and Sweet Revenge, but acquiring Defy Pain). It’s too early to tell which of the three variants I’ll like best, so I decided to focus on the hybrid rather than either of the more extreme versions for now.
The Superior Runes of Balthazar synergize with the burning focus of this build, and the ability to gain quickness at 20% health is very useful in one versus one encounters (against a Mesmer at the trebuchet, for example). I use the Sigil of Superior Earth on the longbow, another Sigil of Superior Earth on the sword and Sigil of Minor Corruption on the shield. The Rampager’s Amulet provides the precision and condition damage this build needs, and the Celestial Jewel adds a bit of critical damage along with minor boosts to all stats.
I’ve found this build’s playstyle quite a departure from my standard Warrior play, and it also seems to require an organized team to be truly effective. As a team-fight damage-dealer and anti-Mesmer specialist, it must be placed in a team composition that already has point defenders and roamers such that it isn’t forced to play outside of its specialties.
Accepting video submissions!
Praetorian (Shout-Healing Support Roamer)
Shout-healing, condition removal, sustained damage/CC, used as a Support Roamer. Mace/Mace, Sword/Shield weapon sets combine the supreme disruption/disable of the first set with the utility of the second set (Sword/Shield is probably my favorite secondary set for a roaming melee Warrior). This build is not optimized for burst damage, but stacking Might using shouts and weapon sigils allows both Mace direct damage and Sword bleed damage to be respectable. The key thing to remember with this build is that it's only worthwhile around teammates, if you don't have allies to buff with your shouts you might as well use an Offensive Roamers with entirely self-buffs.
As this is a shout-healing build, “For Great Justice!” and “Shake It Off!” are obligatory. Your third utility should either be “On My Mark!” or “Fear Me!” depending on whether you wish to maximize healing and debuffing or CC. I think “On My Mark!” is heavily underused at present: 10% increased damage taken is very useful and it only has a 24 second cooldown with shouts traited – this means that it provides 266% the healing power of “Fear Me!” Your heal should be Mending because you are not taking any signet traits and you will benefit from the additional condition removal.
Lung Capacity, Vigorous Shouts, and Inspiring Shouts because this is a shout-spec. Desperate Power because you may need the additional boost to raise your damage in close fights. The Arms traits are chosen to provide a fair amount of sustained damage.
There are two primary ways to tailor this build: more support or more damage. The former spec uses the Superior Runes of the Soldier for AoE condition removal and the Cleric’s Amulet for increased healing power. The latter uses the Superior Runes of Strength for even more might-related bonuses and the Valkyrie’s Amulet for higher critical damage. Sigil of Superior Force and Sigil of Superior Battle on the Mace/Mace set, and Sigil of Superior Earth and Sigil of Superior Battle on the Sword/Shield set.
This is a very flexible build as you can tweak it to be more offensive or more support with small changes here and there. For example, Battle Standard instead of Signet of Rage would increase your teamfight support ability but significantly reduce your contribute to smaller engagements. You could also replace the mainhand Mace with an Axe to substitute support for offense (Weakness, the Mace interrupt, and the Mace burst ability are all most useful in teamfight situations as you won't have the damage output alone to capitalize on the disables): this would actually turn the Praetorian into a Spartan with different traits and utilities -- do not play them in the same way, though. I really enjoy using Shout Heals to support teammates, and this build does retain the mobility and utility of the Offensive Roamers I more commonly use, the only drawback being a reduction in pure damage potential.
Accepting video submissions!
Edited by Golradaer, 11 January 2013 - 05:16 AM.