This build is designed for people who PuG a lot. If you are in organized groups, I believe you are better off running Strife's Axe/Mace and Greatsword build because it outdamages this one. His build can be found here:
I personally find myself often playing with random people from gw2lfg.com, many of them being meh.
I decided to make this build for other people who PuG a lot in high level fractals mainly. I also made it because I find the Greatsword to be a boring Warrior weapon (although extremely strong in PvE).
The problem with PuGs is very often you won't be able to melee 100% of the time as a Warrior because your teammates will not provide the necessary utility for you to stay alive (timed reflections, positioning, buffs, symbol of protection etc...). Because of this, having a ranged weapon will often be needed.
Weapons: Axe/Mace is the main weapon set in this build. I like using Longbow as my other weapon because with Fast Hands you can swap into Longbow F1+3 (which will help your PuGs stack might because of the huge fire field) and then almost immediately swap back into Axe/Mace. You can also run Greatsword for easy content as your second weapon but I would recommend traiting 20/25/0/10/15 for both Master traits that boost GS damage.
All weapons are Berserker stats, Axe with Sigil of Force, Mace with Sigil of Accuracy, Longbow can be either Force or Bloodlust. (If you can afford it, get a Longbow with Bloodlust and when your stacks are full swap to another LB with Force for maximum damage increase)
Armor: Full Berserker with Ruby Jewels,
Warriors have the highest base armor and health in the game (matching armor with Guardians and health with Necromancers), therefore running a full zerk Warrior is not so hard, unless you are very bad at dodging. You don't have heavy access to vigor but you should be fine.
You might want to use some Knight's pieces if you're having trouble staying alive, but I highly suggest that you do not use Soldier's gear.
Jewels: Full Berserker, see above.
note: ALL TESTS were made in sPvP on a Heavy Golem with a Berserker Amulet and Scholar Runes over 2 Axe AA chains, always at full adrenaline and using rifle 1 to provide the bleeding for Attack of Opportunity (Arms 25) to work (before critizing the numbers please understand that in sPvP you cannot get the stats you can get in PvE and that my Warrior had no buffs at all).:
30 (V, VIII, X)
20 (V, VI)
Damage: 18 633 over 12 hits, which is an average of 1552,75 damage per hit.
A 20-25-0-10-15 setup gave me an average of 1485 damage per hit.
This setup has lower precision though which can make crits unreliable but it still gave me the most damage during testing.
I didn't think not going 25 in Arms was going to work but since the 20 points Arms trait is almost wasted if you don't use a Greatsword I felt I might try to go for the Axe and Mace boosting traits in Strength.
Healing Surge is the best choice in most cases. It gives the highest burst healing and doesn't have a cooldown much higher than your other choices. This skill is also good to fill your endurance bar at the beginning of fights to boost your damage if you know you won't need the healing in the next 30 seconds.
Mending is a good swap for condition heavy areas, otherwise stick with Healing Surge.
"For Great Justice!" is a must, always take this skill for the might stacks and fury.
Banners: Banner of Strength and Banner of Discipline are 2 good things to have, try only using 1 at a time though and make sure you and other Warriors in your group don't use the same one.
"On My Mark!" can give a decent increase to your group's damage during boss fights if your party is not providing much Vulnerability stacks.
"Shake It Off!" can be used in condition heavy areas, much like Mending.
Endure Pain is a good alternative to Knight's gear, keep it off your bar though or it will become a crutch.
Balanced Stance is a situational skill you will want in annoying CC-plenty places. (e.g Harpy Fractal)
Frenzy is another situational skill for when quick burst is needed (Get a greatsword if you need burst, for example CoF p1's door controller).
Signet of Rage: Nothing much to say, the buffs are good and we have Signet Mastery. The banner's buffs are horrible, the cooldown is horrible and I have only found myself saving a group with it a handful of times, if you see your PuG is really terrible and for some reason you don't feel like quitting and finding another one, you - could - use the banner.
Many people seem to underestime the Stability from Rampage, you can use it in Harpy Fractal for example, it is not a very useful skill otherwise, I don't recommend it.
Because this build is tailored for unorganized groups, you will have to adapt your playstyle and skill rotation to what your group does and can do. What this means is you WILL have to swap to Longbow and back off to range a bit sometimes, even if it costs you DPS, a downed person not only puts his own damage output to 0, but he also puts the damage of the people rezzing him to 0, think about this before going Rambo.
Your skill rotation will be very situational. What this means is you don't want to spam Mace 4 on cooldown if you have a Grenade Engi capping Vulnerability on everything, for example.
- Use Signet of Rage and FGJ on cooldown before and during fights, same with banners if you use them.
- I like to open fights with Healing Surge if I know my group is decent for full adrenaline's damage increase.
- For AoE and trash mobs:
Start with Mace 5 since it has 1200 range, you can then use Axe 3 if you are still not in melee range. From there use Mace 4 for the vulnerability and then spam Axe AA chains, using Axe 2 on cooldown. If your health bar is still doing good, I like swapping into Longbow, using F1+Healing Surge+3 (to maximize 3's damage), then going back into Axe/Mace. Note that this will NOT give you a big damage increase, but the Fire Field you provide will be very useful if your group isn't keeping high Might stacks on everyone, also providing 3 stacks yourself.
- On single targets (most bosses):
Open the same way, Mace 5 into Axe 3 into Mace 4 into Axe AA chains, now it gets very situational. There are 3 ways you can go from here.
1. Keep spamming Axe AA chains, using Mace 4 if your group isn't capping Vuln, Axe 2 is also a way of applying it.
2. Do the Longbow F1+HS+3 trick to up group damage with might. (ONLY do this if all your party members are within range to receive Might stacks, if your whole group is spread around Mossman at 1200 range, do not do this).
3. You can use Axe F1 followed by Healing Surge for a good burst (Again, remember HS will be on CD for 30 seconds after doing this).
These are all best-case scenarios, remember to use reactive thinking and adapt yourself to groups and situations.
Edited by Xarahn, 19 June 2013 - 04:35 PM.