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Warrior - Chasing Whirlwind

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Focused on: Direct damageMobility.

Designed for:


Overview

A vanilla Warrior PvP build with high mobility and damage.

Skill Bar

GreatswordHealingUtilityElite
Sword/Axe


Specializations




Equipment

Greatsword.png
I.png
Superior Sigil of Cleansing
9Recharge.png
Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Energy
9Recharge.png
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
I.png
Sword.png
Axe.png
II.png
Superior Sigil of Cleansing
9Recharge.png
Superior Sigil of Cleansing.pngSuperior Sigil of Cleansing
Remove 1 condition when you swap to this weapon while in combat. (Cooldown: 9s)
Superior Sigil of Energy
9Recharge.png
Superior Sigil of Energy.pngSuperior Sigil of Energy
Gain 50% of your endurance when you swap to this weapon while in combat. (Cooldown: 9s)
II.png
Superior Rune of Hoelbrak
Superior Rune of Hoelbrak.pngSuperior Rune of Hoelbrak
(1): +25 Power (2): +10% Might Duration (3): +50 Power (4): 25% chance when struck to gain might for 10 seconds. (Cooldown: 5s) (5): +100 Power (6): +20% Might Duration; -20% condition duration applied to you.
Berserker Amulet
Berserker Amulet.pngBerserker Amulet
+1200 Power +900 Precision +900 Ferocity

Usage

General

  • Playstyle: This build revolves around chasing opponent(s), running away, activating , and using to maximize damage dealt. When necessary, this build has the capacity to retreat for reinforcements or to escape from a fight. Lingering in fights is strongly advised against, as you will not have the means to outsustain your opponents.
  • Sword/Axe
    • is your main gap closer and escape tool. When used as a gap closer, it sets up for , and .
      • Note that you don't necessarily always want to follow up with your attacks with cooldowns right after you leaped. Many players by reaction attempt to dodge a potential follow-up once you leaped at them. In many cases, you would want to auto attack them instead to make them waste a dodge.
    • is only worth considering if your and are on cooldown, and the enemy is below 50% health. Other than that, you're probably better off switching to greatsword.
    • can be used if you wish to proc before switching to greatsword. Otherwise, the Immobilize Immobilize can be used to allow teammates to catch up with the enemy, or prevent them from dodging.
    • is where most of your damage and adrenaline generation will be coming from. It outdamages , while also giving you the option to move while using it. This means that setting up with a CC prior is NOT necessary before using this.
      • It is an excellent cleave tool to use in the middle of the enemy team, as your adrenaline generation will shoot through the roof and pressure the enemy team to use their dodges, defensive cooldowns, etc. Note that you will get focused down if no one tries to help follow up.
  • Greatsword
    • should be used to proc . If is already active, this deals eye-watering damage.
    • is one of your better options when you lock someone down with or want to cleave someone who is downed.
    • is an attack and evade mashed into one. You can use it as a combo extension after landing or .
      • It also hard counters telegraphable attacks without evade frames such as Weaver's and Guardian's .
    • is something you will rarely use, unless you just happened to be at range, since most of the time, you will be jumping at people, or running away. Only good dealing some poke damage when you don't want to approach just yet.
    • is much like , but with much greater range and damage to boot. Usually, you want to reserve this if you need to run away, or chase someone who used a teleport to escape.
  • Utilites
    • cleanses 3 conditions and heals a sizable amount of health, but has a 1 second cast time. It is recommended that you use this if you are on the outskirts of a fight. If you are in the middle, focus on escaping first.
    • is primarily used to lock down those who wasted both of their dodges, or just recently used a stunbreak. Whatever you do, try not to initiate a fight with this, as most people have grown accustomed to dodging it at the start.
    • grants a very minor heal, but more importantly, 12 stacks of Might Might and Fury Fury, greatly increasing your damage. As such, using it right before using a devastating attack is highly advised.
    • stunbreaks and cleanses you of 4 conditions. Generally, however, you normally would only be using this for stunbreaking, as you have which reduces incoming condition duration, and + that can take care of a few conditions. If you are getting bombarded with conditions however, and you do not have weapon swap off cooldown, then it is not necessarily a bad idea to use a charge.

Battle Standard

  • can easily change the tides of a team fight, being a multi man revive and instant kill on downed enemy players. That's why it's all the more important that you know when to use it, and when to not.
    • If you see at least 2 teammates that are downed at the same time, use it without hesitation. The same goes for enemies that are downed.
    • If there is only 1 player that is downed, observe the enemies and their health. If you believe you can win the fight by finishing/reviving that one player, use it.


Counters

  • High Condition pressure (forces the usage of , leaving them vulnerable to CC)
  • Heavy CC (Due to lack of Stability Stability)
  • Teleport spam if gap closers are on cooldown.
  • Builds with the most extremes of escape options.
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