Warrior - Shouts Frontliner
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The Shouts Frontline Warrior provides group heals, crowd control, and AoE cleansing. Is also valuable for blasting water fields, which is vital for group sustain.
First Weapon Set
- to if you absolutely cannot survive the enemy zerg without it. Loses group sustain and a cleanse of up to three conditions.
- to for pulsing stability which is less susceptible from boonrips.
- ⇒ for a small damage boost. Reduces survivability heavily.
- ⇒ if more stability is needed. can be used less often.
- Superior Rune of Durability(1): +25 Toughness (2): +5% Boon Duration (3): +50 Toughness (4): 25% chance when struck to grant nearby allies protection and regeneration for 3 seconds and resistance for 1 second. (Cooldown: 20 seconds) (5): +100 Toughness (6): +15% Boon Duration; +125 Vitality
- Although Warhorn skills are very powerful at cleaning conditions, It might it usually best to save Can't find such skill "Call to Arms"! Please refer to our skill index. for blasting a water field (avoid blasting a fire field with this and putting it on cooldown for when you are condition bombed or need it to blast water).
- can immobilize key players, such as a support staff elementalist that has fallen into downed state or an enemy necromancer, especially if they are in shroud unable to cleanse their condition.
- The hammer is not only a beastly crowd-control kit, but also crits like a truck. Because the hammer swings so slowly, skill rotation and situational awareness is very important when you have it out. Be sure to have your enemy clicked on and know if they have stability.
- Be mindful of your opponent's dodges and boons: look out for Aegis and Stability when attempting to CC-chain. Count their dodges, too; if you see an opponent dodge twice in a row with no stability it is time to unload.
- If you go to your keybinding options, you can assign a "Stow Weapon" key. If you press your stow weapon key during a long weapon animation (i.e., Hammer 4 and 5) you can cancel the cast and put it on a 3 second cooldown instead of the full duration. This is excellent for baiting dodges from your enemies, as well as cancelling swings you know won't connect.
- Often times is more valuable than . Stability and stun breaks are abundant in zerg fights but immobilizes often throw people off-guard. Especially when attempting to assassinate backliners. Not only does it force cleanses but it also disrupts their flow of movement even if they are able to cleanse it quickly. The damage of Flurry is not really important, though, so be sure to stow cancel once the immobilize is in place.
- If you can identify a moment to help pick off an enemy backliner, such as a clutch stun or immobilize, go for it. But of course, pay attention to your group's movements. No matter how tanky you are you will not be able to endure the wrath of an enemy zerg by yourself. Try not to tunnel vision chasing backliners unless you know you can get it.
- can be used as an emergency water blast- even if you are at low adrenaline. This is important if your warhorn is on cooldown or you have just swapped weapons and your commander calls for a regroup.
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