WvW GS/Sword/Shield Warrior - need help with build
Posted 12 December 2012 - 08:33 PM
I would like to run with a greatsword into some people and kill them fast on frenzy. I also like running in zergs and being invincible due to endure pain / 5th shield skill and be able to escape every fight. Do you have any suggestions about this build? Armor I am using now is Knights, shall I change it to Berserkers? How about runes? Does Infiltration rune work well on WvW or shall I focus on lighting strike?
Posted 15 December 2012 - 04:55 PM
Weapons seem to suggest melee and I dont see anything that will help with immobilize.
In discipline I would consider using Mobile Strikes. It will give you several options to deal
with immobilize. Might also want to consider swapping Heightened Focus with SIgnet Mastery.
The lower cd will make that available more often and I think the might/fury/speed is better than
a higher crit chance.
Posted 15 December 2012 - 09:42 PM
Posted 15 December 2012 - 09:48 PM
Posted 16 December 2012 - 07:36 AM
You will have a lot of conditions on you before you even are in the range for Bull's Charge. Endure Pain will help you nothing against it and you only have one rather weak condition removal. Usually I get 5 or more conditions on me when trying to get in melee range. Avoid 1on1 and avoid charging zergs hero-like, together with others in a bigger coordinated melee group or in smaller fights you might be able to have a little bit fun. A Warrior is also a good crew for siege machines. Let the fighting be done by the better professions.
For the sigils, Sigil of Fire for me is the best choice for WvW (albeit extremely expensive). The Rune of the Air is a solid choice. The invisibility trait from Rune of Infiltration (I use them) usually procs when you are also downed at the same time. Makes no real sense for WvW with its crazy (aoe and else) damage.
Posted 16 December 2012 - 09:37 AM
Posted 07 January 2013 - 05:11 PM
Runes: 2x sup water, 2x maj. Water, 2x sup monk
25 precision for decent crit and forceful GS with those might stacks. I run 50% longer bleeds for the 10% damage increase at 25
20 armor (increased toughness if chilled, etc. and longer stances)
10 tactics for leg specialist
15 discipline for signet of mastery (signet of rage has 90+% uptime)
Utilities: mending, shake it off, endure pain, for great justice and elite signet.
Usually with this build you hit 20 stacks of might very fast and have nice swiftness and fury uptime.
I really want to take 10 in power for berserker power, but I'm not sure what trait to sacrifice.
Posted 07 January 2013 - 05:34 PM
Armor: Knight's (Toughness/Power/Precision)
Trinkets: Sapphire (Cleric's)
Runes: 6 Superior Rune of the Earth
Greatsword + Sword/Shield
- Shield is good for skill #5 which is your oh sh** button and can save you in rough situations
- 20% signet cd reduction so that you can upkeep swiftness for WvW
For Dungeons you can swap out Tactics I (Leg Specialist) for Tactics VI (Empowered)
I'm now leaning towards this build...
Greatsword + Sword/Warhorn
- Warhorn removes all of the CC which is amazing
- Healing Surge over Mending, since you get CC removal from warhorn you can take the larger heal
- Don't need signet reduction for swiftness upkeep since you now have warhorn, so you can trait for 10 in Strength to pick up Berzerker's Power, and have the ability to situationally swap out for Death From Above which is good in WvW
I'm going to also play around with 20% warhorn reduction instead of 20% shout reduction to see how that feels
Edited by obijuan, 08 January 2013 - 10:40 PM.
Posted 07 January 2013 - 06:27 PM
Edited by zp3dd4, 07 January 2013 - 06:29 PM.
Posted 08 January 2013 - 10:18 PM
How useful would you rate magneticaura in sup rune of earth?
I'm not sure of the math to it, but usually if I'm in a zerg pushing into an enemy zerg and fall to < 20% health, I'm retreating a bit, and with the reflect projectiles its going to save you from a lot of damage. At least this is my thought process.
Edited by obijuan, 08 January 2013 - 10:19 PM.
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