Warrior - Core Tactics Roamer

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Focused on: Direct damageMobilitySustain.

Designed for:


A vanilla Warrior WvW Roaming build with good damage, sustain, and mobility which can also be used by F2P players.

Skill Bar


Template Code




  • is also a viable option if you can afford to give up some cleansing.


Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Marauder stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Berserker stat icon.png
Berserker stat icon.png
PvE weapon swap.png
Berserker stat icon.png
Berserker stat icon.png
Superior Rune of the Earth
Mighty WvW Infusion


  • The ratio of Marauder stat icon.png Marauder and Berserker stat icon.png Berserker's pieces can be changed based on personal preferences. Add a few more Marauder pieces if you're feeling too squishy, or replace them with Berserker if you're willing to take risks.


  • - a solid rune with great offensive stats and a consistent damage modifier.
  • - as bursty as it gets.



  • - a very strong defensive option which improves your already top tier endurance regen. Even has synergy with Might Might related traits.
    • Budget version: - much cheaper and more than fine.
  • - best choice for pure damage.




  • Playstyle: this build is all about weaving hard hitting skills into chains of block and evade frames. The combos aren't set in stone, rather you'll need to adapt based on what CDs are available. Minimize melee contact, dodge/block/evade as many things as possible, and spike targets when an opening shows. Examples:
    • from outside melee range dodge to your target
    • weapon swap
  • and causes Might Might applications to heal you and grant a tiny bit of endurance.
    • Add to the mix and basically turns into a healing skill with 2 charges.
  • If possible, dodge into enemies to damage them with and generate Might Might. This is especially useful if you're Blind Blinded as the damage of the dodge will miss, consuming the condition and allowing you to immediately follow up with something.
  • Use and as often as possible while traveling between capture points. In combat these skills can also get you out of Immobilize Immobilize because of the trait .
  • Swapping weapons in the middle of a burst cancels them and retains the adrenaline. You can use this to your advantage by baiting dodges with or to keep your adrenaline if you know a burst won't land. can also be stowed instead of weapon swapped.
  • Burst skills - and :
    • These are vital skills for the build and you should do your best to land them. CC targets beforehand with or , time them to hit just after the target has dodged, etc.
    • You gain 15 endurance via if the skill hits.
    • Most of your adrenaline should be spent on Eviscerate Eviscerate, as its damage scales with adrenaline level. For Arcing Slice Arcing Slice it doesn't matter, the damage is always the same - only the Fury Fury duration scales.
    • Try to land Eviscerate Eviscerate right (or shortly) after swapping to Axe to benefit from
      Superior Sigil of Intelligence Superior Sigil of Intelligence
      Superior Sigil of Intelligence.pngSuperior Sigil of Intelligence
      Your next three attacks after swapping to this weapon while in combat has a 100% critical chance. (Cooldown: 9s)
  • can be your make or break skill during duels or downing an opponent. Try to use it at the end of a player's dodge or stability to make it even harder to dodge, and make the most out of it. Alternatively, this can be used defensively for the evasion and mobility to avoid damage or disengage from a fight.
  • is borderline useless except for 2 situations:
    • Your target is trying to escape, in which case the snare can be useful. When playing with Tactics, this not only snares but also applies Immobilize Immobilize.
    • The target is below 25% health which increases the damage of this skill significantly, making it fairly powerful.
  • and will be used to manage condition levels before resorting to mass cleanses.
  • (SIO) is the only stun break in the build. This skill has 2 charges: if you're under heavy condition pressure and the aforementioned 2 traits aren't enough, you're free to use one of the charges. This skill also affects nearby allies and can be used to support them if you can afford it.


  • is what you use when you want to burst a target or desperately need mobility to either chase down someone / run away from a fight.
  • Example of a Rampage burst rotation:
Build rating - 4 stars
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1 Ratings
4 stars
Hanz gave this build 4 stars October 2019

Really strong 1v1 spec, excellent damage/mobility with tons of self healing.