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Warrior Utility Skill Guide for Dungeons and Fractals

warrior skills guide utility skills dungeons fractals

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#1 Nikephoros

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Posted 15 January 2013 - 10:17 PM

Hello all, I’m Nikephoros of Death and Taxes [DnT].  I’ve played about 1,000 hours on my warrior, and I thought I would write a guide for the utility skills for warriors.  Using the correct utility skills for each situation is the best way to maximize your value to your party.  I think we all shudder when we see a warrior in a group with 5 signets equipped, and hopefully some of those lost souls read this guide and step their game up.

I’m going to discuss each utility skill from the perspective of speedy dungeon runs and higher level fractals.  While I run with organized groups, most of this advice will apply to warriors joining pugs as well.

Healing Skills

Healing Signet:  The passive regeneration combined with omnomberry pies/ghosts or even Blackberry Pies is usually sufficient to out-heal most normal PvE encounters and most dungeons.  For the most part, this is an ‘equip and forget’ it skill.  The problem is when you get to levels of Fractals where the mobs dish out rather high amounts of damage, and where the agony attacks are non-trivial even with 30 resistance.  In these situations, the regeneration becomes insignificant and the burst heal is insufficient to the task at hand.  In open world PvE, or dungeon groups with effective Guardians this is a perfectly viable choice.  In groups without Guardians, or in Fractals with more extreme damage it becomes suboptimal.

Healing Surge:  The burst heal is the largest of the three warrior heals, which makes it essential for Fractals or random dungeon pugs where you don’t have effective Guardians.  Since most PvE warrior builds will not be using their burst skills, the adrenaline fill up is not particularly relevant, but in an axe build it is worth remembering that you can Eviscerate and follow it with Healing Surge to avoid losing your full adrenaline trait buffs.

Mending:  The strength of Mending is removing conditions more so than the heal it provides.  Perhaps if you’re soloing open world PvE in particular high condition zones it could be optimal, but for dungeons or Fractals it isn’t optimal.  The one exception is the Swamp fractal if you’re running a wisp where snares and roots are the challenge rather than the damage.

Banners

Banners are typically excellent for instanced content.  Long lasting party-wide buffs provide excellent value to your group.  Even without traiting 10 into Tactics for the banner cool-down trait, banners are generally useful.

Banner of Defense:  Of the four banners, this one is probably the least commonly used.  90 Toughness and 90 Vitality are virtually unnoticeable.  The only time you could really justify this one is in a four warrior team, but even then you’re better off using another skill.

Banner of Discipline:  10% critical damage and 90 Precision is a fantastic party-wide buff.  Increasing every member of your party’s chance to crit by about 4% is huge, and then stacking on 10% extra crit damage on top makes this banner a must-have for nearly every group.  Pretty much every top tier PvE build is crit based, and this gives those builds more of everything they want.

Banner of Strength:  90 Power/ConD is a pretty nice buff for a party.  It equates to about 3 stacks of might for the party, which isn’t trivial.  This is probably the third banner you’d want to take in a party in order of priority.

Banner of Tactics:  Forget the useless 90 Healing Power, a 10% party-wide Boon Duration buff that is up virtually 100% of the time is insanely powerful.  Not every profession makes use of a lot of boons, so it isn’t an absolutely essential skill, but in a party with two or more warriors or multiple Guardians, I would always find a place for it.  In conjunction with multiple warriors using For Great Justice and Signet of Rage the ability to have easy access to perma-Fury is one of the biggest party-wide damage buffs you can get.

Physical Skills

These skills are rather PvP/WvW centric.  They don’t provide nearly any team-wide utility mostly because Defiant stacks prevent CC from being a factor in the PvE encounters where CC would actually be useful.

Bull’s Charge:  a knockdown every 40 seconds isn’t anything your dungeon group is going to ever want.  Save it for sPvP pub-stomps.

Kick:  A 20 second cool down knockback would be great if Defiant stacks if didn’t exist.  Too bad they do.

Stomp:  Another skill that would be very useful for boss fights if Defiant stacks didn’t render it useless.  So much of being efficient in PvE is grouping mobs together to maximize AOE/cleave damage that a skill that blows clumped mobs apart provides negative utility in most situations.

Throw Bolas:  Another skill with very limited utility in instanced PvE.  The only time I can recall using it was on the Grawl fractal where the veteran shamans move quickly and you need to keep them snared.

Shouts

Warrior shouts are quite powerful in that they are instant-cast and provide party-wide benefits.  When traited, they have faster cool-downs and provide healing.  I will say that in organized groups in the more difficult content a warrior’s role is to provide DPS so the benefit of healing shouts is greatly reduced.  But a strong argument can be made for pugging with a shout build.  That said, going heavy into shouts can be a drawback, as there are situations where you would prefer to utilize a non-shout utility skill and in those situations removing a shout from your bar while you’re traited into shouts comes with a significant opportunity cost.

Fear Me:  This shout is very effective in WvW and structured PvP which is why the cool down is so high.  It used to be quite effective on mitigating boss DPS, but with the Fear nerf for bosses it’s best left off your bar in PvE for the same reasons we leave off Stomp.

For Great Justice:  This is the one warrior utility I never remove from my bar.  3 stacks of perma-Might for the entire party along with 8 seconds of Fury for the whole party on instant cast is a rather large damage buff for the team.  Additionally, the skill gets better and better for each warrior in your party as the Fury stacks in duration.  Once you hit 3 warriors you get permanent Fury for your entire party which is probably the largest single DPS boost you can get from a single skill slot.

On My Mark:  Instant cast team-wide 10% DPS buff.  It is only up 1/3rd of the time, but stacks in intensity if you have multiple warriors.  If you’re an organized group with a lot of damage from conditions (wtf?) or in a low-DPS pug this might not be so useful.  Generally speaking, this skill gets brought if the party already has the Discipline/Tactics banners, and there are still skill slots available.  Additionally I should note that the skill is significantly more useful in boss fights than it is against trash.  For a dungeon like Crucible of Eternity, it is highly valuable.  For a dungeon like Ascalonian Catacombs it is less of a priority to bring.

Shake it Off:  Instant cast party wide condition removal is quite strong in a lot of instances.  This is definitely a skill that comes on and off your bar on the fly depending on the dungeon or the encounter.  It is strongest in encounters where there is a single predominant long lasting condition that effects the whole party (Twilight Arbor, Grawl Fractal, CoF1 end boss).  In situations where you get a stacked with multiple shorter duration conditions, it doesn’t contribute a great deal.  Therefore, it rewards experience since there is a large gap between using it optimally and suboptimally.  Also, don’t forget it’s a stun breaker, which can be key as some PvE knockdowns can be very long which kills your DPS or could kill you.

Signets

Signets are generally suboptimal as they solely buff you without providing benefits to your party.  Additionally, the passive effectives provide a disincentive for activating them.  In general I believe that you get the most value out of party-wide buffs from your utilities, and that they are meant to be used as often as possible to maximize that value; so a skill that doesn’t provide a party-wide buff and is rarely activated might as well be an empty slot and is generally a drag on your team.

Dolyak Signet:  You won’t notice the passive 90 Toughness, so the only reason to bring this skill is for the Stability boon.  Unfortunately, Balanced Stance provides the same boon, on instant cast and with a shorter cool down.  In any situation where you would want Stability, Balanced Stance is wholly superior.

Signet of Fury:  Compare this to Banner of Discipline.  The banner gives the same 90 Precision, but to 5 people rather than 1.   It also gives 10% crit damage to the whole party.  This signet gives… adrenaline on activation which removes your 4% crit boost.  I couldn’t imagine a situation where I would bring this skill.

Signet of Might:  Completely suboptimal.  The 90 power you get from the passive effect is almost the same as the 105 power you get from activating it.  The big problem is that For Great Justice has a similar effect that is better in every way as it buffs the whole party for longer, and provides a better buff thanks to the Fury.  To put it in perspective, I wouldn’t bring this signet with me on an organized team even if it gave you 15 stacks of might on activation.

Signet of Stamina:  This signet is very nearly playable.  33% passive endurance regeneration is a rather useful passive buff for areas where a lot of dodging would occur, like CoE.  Curing all conditions on activation sounds more powerful than it actually is in practice.  Generally in dungeons you’re worried about a single long lasting Poison or Burning.  In those cases Shake it Off is better.  It’s much more rare to be stacked with several conditions simultaneously, and the lengthy cool-down (even when traited) means that this isn’t really the best answer for that.  The one exception is Swamp fractal Wisp run where both the endurance regen and condition stack removal are useful at the same time.

Stances

Stances are instant cast, and therefore have the potential to be powerful.  Unfortunately the trait Sure Footed (25% stance duration) is pretty much completely broken and is not worth traiting into.  Also, the stances are by and large highly situational and do not provide team-wide buffs.  Therefore, they are most roleplayers that you swap into for a particular encounter and switch back to something else afterward.

Balanced Stance:  8 seconds of on demand stability.  This is a fractal all star as you’ll use it in the Harpie level, the Svanir level, cliffside and the underwater fractal.  Most of the dungeons have less CC to worry about so you utilize less frequently in dungeons.  Really this is a use it when you need it skill and its pretty obvious when you need it.

Berserker Stance:  This skill is literally worse than any of the signets.  I would never equip this utility skill for any reason except to intentionally gimp my party.

Endure Pain:  3 second of invulnerability.  This might be controversial, but I find this skill to be horrible.  First, it doesn’t stop condition damage so if you’re kiting you can still DoT out.  Second, it has a huge cool down so it’s only useful for extremely narrow circumstances.  I struggle to think of any times where you would want Endure Pain to complete a specific task.  The two times when I do use it are when I also have Frenzy equipped and need to faceroll a boss like the slave driver in CoF1 and face serious damage.  My main criticism is that people suggest using it as “oh shit” button, which I highly disagree with.  If you have good enough micro to catch damage spike with Endure Pain you have good enough micro to dodge damage spikes.  So at that point you’ve reduced the application of the skill to a high cool-down 3rd dodge.  At that point, equip a shield and get the same effect on a better cool-down, or an offhand with Sigil of Energy.

Frenzy:  This is a very selfish skill, but has its place, albeit a very limited place.  For 5 seconds you get a 100% damage buff but take 50% more damage.  I brought this skill a lot when I was in random pugs for all the times you want to quickly DPS down a boss, but once you get into organized groups you need this a lot less, mostly because your Mesmer will have Time Warp for those occasions which is significantly better in every way.  I still equip it for certain encounters, though.  I use it to DPS down the gate controller in CoF1 quickly and I use it on any fractal/dungeon boss fight where I’m going to be using ranged weapons mostly.  The 50% more damage received is much less of a drawback at 1200 range and usually in those types of encounters the group is often too spread out to take maximum advantage of Time Warp.  But even in those cases, I wouldn’t bring it unless the group already had all the banners it wanted and I could easily make the case that On My Mark will improve your dungeon run speeds than Frenzy would.

Anyway, I hope this guide helps all of the warriors out there looking to improve themselves and their team in dungeons or fractal content.

Thoughts?  Comments?  Questions?

#2 Martiniam1

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Posted 16 January 2013 - 04:59 PM

Nice guide, what i think I struggle most with is when to dodge. Any tips on this? Big damage skills, but when else?

#3 Nikephoros

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Posted 16 January 2013 - 05:52 PM

View PostMartiniam1, on 16 January 2013 - 04:59 PM, said:

Nice guide, what i think I struggle most with is when to dodge. Any tips on this? Big damage skills, but when else?

Dodge is pretty much to avoid one shot or almost one shot attacks.  The other time is to use it as an escape for when you're getting attritioned out and your omnomberry pies/ghosts are giving you enough healing to keep up.

Also worth remembering is that most warrior's have the minor trait that gives your dodge rolls damage at the end, which can crit for around an auto-attack's worth of damage.  Quite often if several mobs are bunched up I will dodge roll into the combat and do 3k to everything and then start attacking.  This is also good against large model bosses who have a big hit box.  Instead of dodging away from their one shot attack, you dodge towards/through them so not only do you get the evade frames, you also hit them for a couple thousand damage and perhaps trigger your Omnom heals.  May seem minor but it's all those little things that maximize your overall DPS.

#4 Thaddeuz

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Posted 16 January 2013 - 06:08 PM

I have nothing negative to say about your guide and agreed with your explication. Someone new reading your guide will be immediately attracted to the Banners and Shout and will understand why a lot of Warrior build got 30pts in tactics for Banners or Shout support if you don't go full dps.

#5 Kitanul

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Posted 16 January 2013 - 06:45 PM

Really nice guide!
I am playing warrior since the game started.
I run 10/0/30/0/30 and switching between skill depending on the situation, i run this way to keep some dps while having good defense my gear is all thoughness with dps jewel. I use axe/axe or mace as my frist weapon, rifle and hammer as my second(thinking of putting sigil of energy on that).
I always wonder if i should dump discipline and invest in tactics.... i'll have to try it soon.

On my bar i use healing signet ALL the time
here come 'for great justice' as my second skill
then might signet which i switch with alot of skill, going to bull charge, to discipline banner to shack it off and fear me...

and then i now wonder what should i use, i have always taken endure pain, mainly when i jump into a pack of mob or enemy in wvw, or when i see some big boss about to smash my face with a big skill, or when in trouble after ive used all my dodge...
Should i keep it this way or going for signet of stamina or going for more dps?

And i always keep the elite signet on, switching to the elite banner when it might be useful to revive fallen ppl. And at last the panther skill to go hidden at some point in wvw

#6 Fenice_86

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Posted 17 January 2013 - 09:31 AM

Nice post, well written, will keep an eye on this when the day will come ;)

#7 Thorfinnr

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Posted 18 January 2013 - 07:05 PM

Thanks for this!

I had been thinking Banners might work well in the "closed-quarters" of dungeons...and perhaps in the Fractals. Definitely good food for thought. :)

#8 Ninja Battle Lion

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Posted 18 January 2013 - 07:39 PM

Great write-up, many thanks! I guess it's too much to hope that you'll be doing such an analysis for weapon skills and traits as well?

#9 Nikephoros

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Posted 19 January 2013 - 01:20 AM

View PostNinja Battle Lion, on 18 January 2013 - 07:39 PM, said:

Great write-up, many thanks! I guess it's too much to hope that you'll be doing such an analysis for weapon skills and traits as well?

Traits and weapon skills depend on each other to a large extent.  A valuable trait for a defensive mace build (not saying such a thing is good) might be terrible for an axe build.  Utilities skills you can comment on more or less universally since they exist a stratum above build in strategic terms; for example, For Great Justice! will be a great utility to bring regardless of the weapon choice you utilize.

That said, I am a firm believer that a warrior's role on an organized team is DPS, and therefore its really greatsword or axe with any other weapon being a tier below and just not optimal.

#10 Kovares

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Posted 19 January 2013 - 01:37 AM

View PostNikephoros, on 19 January 2013 - 01:20 AM, said:

That said, I am a firm believer that a warrior's role on an organized team is DPS, and therefore its really greatsword or axe with any other weapon being a tier below and just not optimal.

I concur on that one. Your two viable mainhand weapons are gs and axe. Gs generally scales better with the traits it gets, axe basically is a dps beast right out of the box, so it would be my choice for a build that also brings support. Also, never ever use an axe off hand, literally everything else is just better.

#11 Calach

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Posted 19 January 2013 - 06:36 AM

View PostKovares, on 19 January 2013 - 01:37 AM, said:

Also, never ever use an axe off hand, literally everything else is just better.

In general I would agree. The only time I can think that axe is a good offhand choice is when you need to rebuild adrenaline quickly. Whirling Axe can rack up your adrenaline at a phenomenal rate, and the #4 skill, i forget the name of also helps build adrenaline. But I would agree that this is probably only really beneficial when using burst skills as often as possible, which would mean Axe. (Haven't tried a Sword yet, but I was thinking of a heavy condition build based off adrenaline building through axe offhand, and using the burst as often as possible)

#12 Raemyi

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Posted 19 January 2013 - 09:47 PM

Reading this guide, one gets the impression that over half of our utility skills are essentially useless wastes of space, excepting in certain unique situations.  I'd come to that conclusion myself a while ago, but I always assumed that I just wasn't being creative enough.  *Sigh*  I guess it's time to accept the fate of the warrior:  Shouts and banners.  If ours is to be a life of cheerleading, at least we get to be the most heavily armed and dangerous cheerleaders in all of Tyria. :cool:

#13 KrayZ33

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Posted 20 January 2013 - 01:59 AM

Throw bolas needs more attention imho, works on every boss and can help alot in PUGs
I like using it in certain fractals as well where boss positioning is somewhat important (dredge for example)

its low cooldown is what I like about this one

Quote

Also, never ever use an axe off hand, literally everything else is just better.

Axe OH is great in dungeons outside of high level fractals to heal up with omnomberry pie.
and by great I mean awesome, its basically a 100% HP heal if you hit more than 2 mobs

also, 12 hits = lots of procs.

Edited by KrayZ33, 20 January 2013 - 02:04 AM.


#14 Ninja Battle Lion

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Posted 20 January 2013 - 05:35 AM

Dulfy's guide stated that 2 Superior Sigils of Fire on both MH and OH Axes combined for a 51% chance of triggering a Flame Blast on crit. Even if this is true it'll be a while before I can afford those. :)

Is OH Axe worth it for just the Pie procs?

#15 KrayZ33

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Posted 20 January 2013 - 01:20 PM

in normal explorer dungeons I'd say yes, its basically a free healing spell.

since damage comes from axe MH anyway I don't see whats not to like... its more a question about what you like more in your OH,

axe = heal combined with AoE damage for the duration + whirl finisher
mace = knockdown + damage + dmg debuff  ( + weak projectile finisher)
shield = stun + damage reduction + invulnerability + leap finisher
warhorn = damage reduction + vigor + decurse

sword = ~~~~~~~ meeeh


Quote

Dulfy's guide stated that 2 Superior Sigils of Fire on both MH and OH Axes combined for a 51% chance of triggering a Flame Blast on crit. Even if this is true it'll be a while before I can afford those.

why go for 2 sigils of fire? if they didn't change it, they share the cooldown and warriors have more than enough crit to trigger it on cooldown

Edited by KrayZ33, 20 January 2013 - 01:24 PM.


#16 dawdler

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Posted 20 January 2013 - 02:11 PM

View PostRaemyi, on 19 January 2013 - 09:47 PM, said:

Reading this guide, one gets the impression that over half of our utility skills are essentially useless wastes of space, excepting in certain unique situations.  I'd come to that conclusion myself a while ago, but I always assumed that I just wasn't being creative enough.  *Sigh*  I guess it's time to accept the fate of the warrior:  Shouts and banners.  If ours is to be a life of cheerleading, at least we get to be the most heavily armed and dangerous cheerleaders in all of Tyria. :cool:
... Yes they are, lol. Frenzy in particular. Its mostly praised and used by people in PvP all the time, but I've never seen any use for it. Good players avoid it, bad players would have died anyway. The really good players do more damage on someone popping frenzy and 100b than the they do, lol.

#17 Kovares

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Posted 29 January 2013 - 03:48 PM

View PostKrayZ33, on 20 January 2013 - 01:59 AM, said:

Axe OH is great in dungeons outside of high level fractals to heal up with omnomberry pie.
and by great I mean awesome, its basically a 100% HP heal if you hit more than 2 mobs

also, 12 hits = lots of procs.

Good catch. Yes, fishing for consumable procs in aoe situations is a niche for it. Other than that, its dps is worse then axe mh auto attack, adrenaline generation is not something I'd build around, since keeping adrenaline full is usually better anyway.

#18 Nikephoros

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Posted 25 February 2013 - 08:42 PM

I wanted to add a mention about Signet of Stamina.  I've been playing a lot more 40+ fractals over the past month and found more situations where this utility is viable.  Typically the groups I run with melee bloomhunger, and at level 40 you basically have to avoid every single attack (agony or not) in order to survive, so having the extra endurance regen is very useful.  I usually replace my banner after I drop it the first time as I am running into the fight, because usually once youre fighting bloomhunger you dont have time to recast the banner.

The second place is shaman fractal against the final boss.  At level 40+ you must dodge the agony arrows unless you're at 35 AR, full health and have your heal ready.  Additionally, when he bubbles you need to get in, pop the bubble and get to safety behind guardian wallls before the elementals blast you down, so additional endurance is useful here.  This particular encounter I replace FGJ with the signet, because usually your party is too spread out to benefit, AND dps against the boss is not the biggest concern.  We have often had to intentionally slow our DPS down because he was going to go into his next bubble too quickly and our guardian cool downs hadn't recharged from the last time.  So with those factors in mind dropping FGJ makes more sense.  

Also, I know this isn't about Traits, but the shaman fractal I would encourage gs warriors to swap to the "Movement Skills Break Immobilize" trait, as using that with Rush and Whirlwind will allow you to get in, pop the bubble and escape from the elementals significantly easier.

The last place I use the Signet is CoF path 3 for the end boss.  If you melee him, you will need a lot of dodges and the endurance is very useful for that.  But since nobody really runs that path this is a much smaller concern.

#19 TastySlop

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Posted 25 February 2013 - 09:07 PM

View PostNikephoros, on 15 January 2013 - 10:17 PM, said:

On My Mark:  Instant cast team-wide 10% DPS buff.  It is only up 1/3rd of the time, but stacks in intensity if you have multiple warriors.  If you’re an organized group with a lot of damage from conditions (wtf?) or in a low-DPS pug this might not be so useful.  Generally speaking, this skill gets brought if the party already has the Discipline/Tactics banners, and there are still skill slots available.  Additionally I should note that the skill is significantly more useful in boss fights than it is against trash.  For a dungeon like Crucible of Eternity, it is highly valuable.  For a dungeon like Ascalonian Catacombs it is less of a priority to bring.
I am less excited about this skill since it is single target with a long cooldown and it only lasts for half as long against bosses due to Unshakable. Sure, take it when all the other better options are covered.

#20 Relentless Raven

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Posted 01 March 2013 - 05:55 PM

Great write-up! Affirmed what I already used in Healing Surge, FGJ, OMM/Balance, Banner of Discipline

#21 cold2

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Posted 01 March 2013 - 07:58 PM

View Postdawdler, on 20 January 2013 - 02:11 PM, said:

... Yes they are, lol. Frenzy in particular. Its mostly praised and used by people in PvP all the time, but I've never seen any use for it. Good players avoid it, bad players would have died anyway. The really good players do more damage on someone popping frenzy and 100b than the they do, lol.
Frenzy is incredible in certain encounters when you can afford to sacrifice a utility slot for it. It really shines in any situation. Fairly short cooldown, decent duration. Can be used after a timewarp for even more quickness. It definitely makes runs go faster if you can sacrifice a utility slot for it and not die while using it.

In PvP it's also awesome for bursting someone down who's used their stunbreaks already.

Edited by cold2, 01 March 2013 - 07:59 PM.


#22 Red_Falcon

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Posted 05 March 2013 - 04:48 PM

Very well explained OP, I agree with all your post except the Endure Pain part.

First off it lasts 5 seconds not 3.
You can confirm this by looking at the CD, the EP buff will go away exactly when you reach 85s on the skill's CD.
Second, EP if used correctly is the best tool a Warrior gets; it's basically 5 seconds of evading all damage while dealing DPS on top of a stunbreaker; I can just not see myself without this skill on my bar, ever.
Third, when you learn to use this properly you can nullify dozens of thousands of damage for both you and your team; you can land a full HB when you would otherwise not able to (because you would die to damage).
It gives great lasting power and staying power which is very important for Warriors.
Fourth, it saves you lifes so many times. A dead Warrior deals 0 DPS.
5th, it's wonderful when you run first into a bunch of oneshotters and deal uber damage while taking 0, so your team has no aggro and can also deal tons of damage; when it ends I whirl away and ta-da.

My all stars skills are EP, FGJ, SIO, Balanced stance, SoS, Bolas (vs melee bosses) and Banners.
Frenzy is also good in some encounters.

Edited by Red_Falcon, 05 March 2013 - 04:51 PM.


#23 zp3dd4

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Posted 05 March 2013 - 05:36 PM

I'm a big fan of signet of stamina. Combined with furious reaction you get very, very fast endurance regeneration. Also, in WvW sometimes you get locked down by conditions (necro) and you need a full cleanse.

#24 Ninja Battle Lion

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Posted 05 March 2013 - 06:18 PM

Does Sig of Stamina stack with Vigor? :huh:

#25 zp3dd4

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Posted 05 March 2013 - 06:28 PM

View PostNinja Battle Lion, on 05 March 2013 - 06:18 PM, said:

Does Sig of Stamina stack with Vigor? :huh:

Yes, it does!

#26 Relentless Raven

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Posted 05 March 2013 - 07:29 PM

I will add that I used to hate the idea of banners, particularly when clearing trash, but once I got a little adept at using them it's second nature. Just pick it up, pop the Swiftness skill, and plop it down when you fight again (after using the Fury skill of course).

#27 Wethospu

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Posted 05 March 2013 - 07:58 PM

View Postzp3dd4, on 05 March 2013 - 06:28 PM, said:

Yes, it does!
It doesn't. Vigor overrides Stamina effect.





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