So far I've just been able to scratch the surface by attending to stat increases and minor traits; the major traits will hopefully be added someday soon. Also I'm not nearly as experienced as Nike; as such this is very much a work-in-progress, and the opinions I express might not necessarily be correct. All suggestions and opinions are appreciated.
POW/CON DUR: Power, obviously, is a great stat to have for any DPS Warrior; condition duration less so, since most DPS build revolve around crits rather than conditions. That said, increasing Vulnerability uptime is pretty nice.
Tier 1 hits pretty hard when it does, AoE no less, which is actually pretty nice if you’re wont to dodge forward through enemy AoE (which takes a bit of guts, admittedly).
Tier 2 is great for Burst builds, but even with GS it’s a decent way to buy an extra Dodge if you sense an incoming AoE.
Tier 3 is the least impressive, especially considering its position in the tree; still, free damage is free damage, even though it’s only 3%.
PRC/CON DMG: though less so than Power, Precision is a much-needed attribute for DPS guys. Of course there’s always the flat 20% increase of Fury but you don’t want to be sitting at 24% if you want to make an impression. Condition damage is generally uninteresting, save for Sword/X and dedicated Rifle builds.
Tier 1 is, in my honest opinion, a big pile of suck. The Bleeds are ridiculously short and will actually diminish the efficiency of dedicated condition spammers in your team.
Tier 2 is pretty nice for a Burst build, but worthless elsewhere.
Tier 3 is the best one, and though only selfishly, synergizes with tier 1, making it almost decent. A must for Sword/X builds.
TGH/HEAL: a great, synergizing combination of stats for those who want to toughen up, despite the Warrior’s already impressive armor stat. Toughness reduces the damage you take, making your bigger heals even more efficient. I still don’t like the tree for group play; it’s akin to Signet skills I guess – these stats only benefit you, not your team. It could be argued that being allowed to remain in combat longer will indirectly help your team, but I would say that killing faster does that job more reliably and honestly wouldn’t bother investing in this tree.
Tier 1 isn’t too useful in practice, since the threshold for the extra Toughness is so high you won’t be able to maintain it when it counts.
Tier 2 offers a weak variation of regeneration. It reminds me of the GW1 Mending skill.
Tier 3 is a welcome boost, considering the investment. Assuming Knight’s gear or such this offers quite a bit of free damage.
VIT/BN DUR: Vitality is a stat of which one might question the usefulness, considering Warriors are are in the highest base HP tier. That said it’s nice to have a bit of extra longevity versus condition spam, which is arguably the class’ Achilles heel. Boon duration can be moderately useful to straight-out awesome, depending on what combination you run of FGJ!/SoR/Warhorn.
Tier 1 adds 400 TGH while reviving, which is a lot. Usefulness , however, depends on how much time you’ll spend ressing people.
Tier 2 decreases that time. No unimpressive feat either, but with the same rationale as above.
Tier 3 is just sucky. Might is probably the last Boon someone who’s just been ressed would want to be blessed with.
PRW/Burst: After Power, I’d rate Prowess as the second-most important stat for any crit-based DPSer; the two mingle exponentially. People run Berserker gear for a reason, after all! Compared to that the Burst bonus is a little underwhelming (and oft unneccesary) stat.
Tier 1 gives free adrenaline on weapon swap, which might or might not be useful to you depending on how much you Burst.
Tier 2 is the greatest thing since double layered toilet paper, giving you tons more options on how and when to use your weapon skills. Use those long CD skills on your secondaries, and swap right back to your main set. Invaluable in my honest opinion.
Tier 3 is very underwhelming, especially considering how easy it is to get Might from other sources. Still, free damage is free damage; these 1 or 2 stacks might just be what you needed to top off to 25.