Bladesworn - Power Shoutsworn
The community gave this build a rating, making it top-tier: Great
Designed for: PvP Conquest
This Bladesworn PvP build has a bit of everything from burst damage to group support and great sustain.
- - better defense against conditions. At this point you might want to take as your elite as loses quite a bit of value without .
Viable choices for the 3rd utility slot:
- - stunbreak and defense against burst damage.
- - a stunbreak that adds on-demand Stability access to the build and even mititages strike damage, although not as well as Endure Pain does.
- - more shout synergy (and thus better healing/group utility), extra damage modifiers plus it's great at countering Stealth but you have to give up a stunbreak for it which makes the build more risky to play against CC-heavy matchups.
- - some group utility plus the Stability protects your long Dragon Trigger casts.
- - shorter CD stunbreak that also resets the CD on Dragon Trigger, improving mobility and doubling as a burst CD if you can afford to use it offensively.
- - better passive flow generation and the active could be used before bursts for Might stacking or as a 2nd healing skill because gaining Might heals you through various trait synergies.
- - best option for 2v2 and 3v3 miniseasons.
- Pistol over Warhorn - offers more burst damage, but also has great synergy with for barrier as it's an ammo skill with really quick recharge. Losing Warhorn makes you significantly more vulnerable to conditions though.
- with is worth considering against condition matchups.
- over - if you're having trouble dealing with conditions and don't mind sacrificing some burst damage.
- - better healing.
- - improves your consistency by ensuring that your important attacks crit. Might want to consider replacing the current rune as the Precision stat loses some value with this relic.
- - higher burst potential.
- - more tanky option.
Elite specialization basics
- Warriors who spec Bladesworn lose access to weapon swapping in combat but gain access to the Gunsaber, which works a bit like an Engineer kit (F1 by default).
- Instead of Adrenaline you build Flow in combat. If you have enough Flow you gain access to (F2), which roots you in place and starts consuming Flow when used. Dragon Trigger empowers your Gunsaber skills. The more Flow you consume, the stronger the first 3 skills get. These 3 skills are the main source of your burst damage.
- While swapping in and out of Gunsaber has a 10s CD, this can sometimes be bypassed. Dragon Trigger is on a separate CD and using it puts you back into Gunsaber mode.
- Gunsaber isn't a very complicated weapon. 1-4 are damaging skills and 5 is for mobility/ Fury application. Skills 1-3 are ranged, 4 can be both melee and ranged. Spam them in whatever order you wish if they're not on CD.
- The 3 Dragon Trigger burst skills are:
- Dragon Slash - Force: replaces the autoattack, melee cleave.
- Dragon Slash - Boost: replaces skill 2, a gap closer/mobility skill with good damage. This is the most commonly used Dragon Trigger skill as it deals high damage and has the reach to hit enemies that are farther away.
- Dragon Slash - Reach: replaces skill 3, ranged projectile attack.
- While Dragon Trigger is active, Gunsaber skill #5 turns into a ground targeted teleport. While the range is short, this could still allow you to reposition yourself in a way to hit targets who escaped to the highground or are hiding behind a pillar.
- makes it easier to land Dragon Trigger skills by giving you Blind immunity while also making it more threatening by adding a Stun.
- Skill #4's Aegis application could also come in clutch if your timing is good, potentially blocking a CC skill that would otherwise interrupt the channeling.
- Axe/Warhorn is more of a defensive set by comparison, but is an excellent finishing move against low HP targets even from range. It's quick and does high damage.
- is both a defensive and offensive skill. You can either use it to heal/cleanse yourself and your team or boost your damage depending on the situation.
- Use Warhorn #4 on CD to maintain permanent Swiftness.
- is one of the few combo pieces in the build. Once every 12 seconds the next cripple you apply from either or Gunsaber #3 roots the target in place for a short duration. Both of these are ranged and could be used to catch up to targets or hit them with something that does high damage like Dragon Trigger or Blooming Fire while they can't dodge.
- Every source of Might application heals you thanks to and , turning otherwise damage focused skills like into healing skills.
- is a very important part of your survival kit, giving you barrier whenever you use the last charge of an ammo skill. This includes all of your shouts, , Gunsaber skills and even .
- This trait heavily encourages you to spam Gunsaber skills to make sure you don't build up multiple charges. If every charge is your last one, this trait keeps the procs rolling.
- Skill #3 on Gunsaber is an exception, you might want to consider building up ammo on that one because it makes the skill significantly stronger, even adding a Daze to it.
- adds not only sustain but also group healing to the build, making all of your utility skills stronger.
- turns every shout skill into a source of condition cleansing.
- gives one charge to all Bladesworn ammo skills and makes your next Dragon Trigger charge faster. It's primarily a defensive skill best used to recharge your healing skill and Gunsaber #5 for extra mobility. To get full value out of it make sure that all of your Gunsaber skills are on CD and your heal doesn't have more than 1 charge. This is especially important because of the synergy, as going from 0 ammo to 1 will proc the barrier on the next cast, but going from 1 ammo to 2 doesn't.
- Be careful with the timing of ! The charges don't stack, if you use the second one before the first heal goes off the first one won't heal you.
- Your best source of condition cleansing is also one of your only stun breaks: so plan your CD management accordingly.
- A lesser version of this skill could prov from if you took that trait.
- is the best skill in the build for surviving Power based damage, even allowing you to tank some enemy burst while counter pressuring them. It's also a stun break, so if you're not under any condition pressure you might want to use this first before resorting to later.
- on Warhorn provides much needed cleansing while offering useful boons and barrier for you and your team.
- Twitch: Boyce
- Twitch: CoreGod
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