Difference between revisions of "Warrior - Spear DPS"
Line 4: | Line 4: | ||
| designed for = wvw zerg | | designed for = wvw zerg | ||
| focus = Strike Damage, DPS | | focus = Strike Damage, DPS | ||
− | | rating = | + | | rating = great |
| xpac = hot, pof | | xpac = hot, pof | ||
| difficulty = 2 | | difficulty = 2 | ||
+ | | meta = y | ||
}} | }} | ||
Line 31: | Line 32: | ||
;Weapons | ;Weapons | ||
* '''Spear''' good DPS option with high range and utility | * '''Spear''' good DPS option with high range and utility | ||
+ | |||
+ | ;Heal | ||
+ | * {{Skill|"To The Limit!"}} - fill '''Adrenaline''' for {{Skill|Harrier's Toss}} | ||
+ | * {{Skill|Healing Signet}} - for stacking {{Trait|Signet Mastery}}, if you're having trouble keeping it stacked | ||
==Template Code== | ==Template Code== | ||
{{TemplateCode| | {{TemplateCode| | ||
− | code = [] | + | code = [&DQIEGyQaMzqmAAAAqQAAAK8AAACyAAAA7gAAAAAAAAAAAAAAAAAAAAAAAAA=] |
}} | }} | ||
Line 66: | Line 71: | ||
===Variants=== | ===Variants=== | ||
− | |||
− | |||
− | |||
;Sigils | ;Sigils | ||
* {{Sigil|Superior Sigil of Energy}} | * {{Sigil|Superior Sigil of Energy}} | ||
Line 78: | Line 80: | ||
− | ==Usage== | + | ==Usage== |
+ | ===Priorities=== | ||
+ | ;High | ||
+ | * {{Skill|Winds of Disenchantment}} | ||
+ | * Spike Damage | ||
+ | ;Moderate | ||
+ | * Sustained damage | ||
+ | ;Low | ||
+ | |||
+ | |||
+ | ====Surviving==== | ||
+ | * This build has moderate passive defense | ||
+ | * This build has high mobility skill access | ||
+ | ** Use {{Skill|Whirlwind Attack}} to move out after spiking | ||
+ | ** {{skill|Rush}} can be used for repositioning or gap closing | ||
+ | *** Drop your target if using it defensively | ||
+ | * This build has low active defenses | ||
+ | ** {{Skill|Balanced Stance}} gives {{Tooltip|Stability}} and makes you immune to critical hits for its duration, but is very important for protecting {{Skill|Winds of Disenchantment}} | ||
+ | ** If you think you're likely to completely die with no chance of being rezzed, use {{Skill|Balanced Stance}} to survive, but if you're likely to be rezzed by an allied {{Skill|Illusion of Life}} or {{Skill|Signet of Mercy}}, consider saving the cooldown for {{Skill|Winds of Disenchantment}} instead | ||
+ | |||
+ | {{Collapse start|Active defense priority}} | ||
+ | * {{Skill|Balanced Stance}} - for stunbreaking | ||
+ | * {{Trait|Warrior's Sprint}} - for {{Tooltip|Immobilize}} | ||
+ | ** {{Skill|Whirlwind Attack}} | ||
+ | ** {{Skill|Rush}} | ||
+ | * '''Dodge''' | ||
+ | * {{Skill|Defiant Stance}} | ||
+ | * {{skill|Whirlwind Attack}} - general use | ||
+ | * {{Skill|Balanced Stance}} - general use | ||
+ | {{Collapse end}} | ||
+ | |||
+ | |||
+ | ===Detailed Explanations=== | ||
+ | ====Spike damage==== | ||
+ | * For ranged spikes use {{Skill|Maiming Spear}} {{to}} {{Skill|Harrier's Toss}} so both skills land at the same time | ||
+ | * Use {{Skill|Spearmarshal's Support}} immediately before using either of your '''Burst''' skills since the 1 second fuse time will let you combine the burst | ||
+ | * Use {{Skill|Signet of Fury}} to get full '''Adrenaline''' for Harrier's Toss | ||
+ | ** Avoid using {{Skill|Signet of Fury}} for {{Skill|Arcing Slice}} since its damage doesn't scale with adrenaline | ||
+ | |||
+ | ====Sustained damage==== | ||
+ | * {{Skill|Hundred Blades}} is situational. You stand still during channel, which means hitting CC'ed, movement impaired and downed foes is the ideal setup for this ability. | ||
+ | ** Making good use of {{Skill|Hundred Blades}} is critical to maximizing damage, look for any chance to get multiple ticks off | ||
+ | *** Delaying your {{Skill|Arcing Slice}} combo for {{Skill|Hundred Blades}} is worth it in low pressure situations where proccing {{Skill|Full Counter}} is not guaranteed | ||
+ | ** A stow weapon keybind is very useful to cancel {{Skill|Hundred Blades}} after enemies move out of the way | ||
+ | * Use {{Skill|Rush}} for single target damage even when already in melee | ||
+ | * Use {{Skill|Signet of Might}} to make {{Skill|Disrupting Throw}} unblockable and only cast {{Skill|Disrupting Throw}} with {{Skill|Signet of Might}} | ||
+ | ** Avoid casting {{Skill|Signet of Might}} while {{Skill|Spearmarshal's Support}} is pulsing as it will eat the charges | ||
+ | |||
+ | {{Collapse start|Skill priority}} | ||
+ | ;Greatsword | ||
+ | * {{Skill|Arcing Slice}} | ||
+ | * {{Skill|Hundred Blades}} | ||
+ | * {{Skill|Rush}} | ||
+ | * {{skill|Bladetrail}} | ||
+ | * {{Skill|Whirlwind Attack}} - save to disengage | ||
+ | |||
+ | ;Spear | ||
+ | * {{Skill|Harrier's Toss}} | ||
+ | * {{Skill|Maiming Spear}} | ||
+ | * {{Skill|Spearmarshal's Support}} | ||
+ | * {{Skill|Signet of Might}} + {{Skill|Disrupting Throw}} | ||
+ | {{Collapse end}} |
Revision as of 02:54, 30 August 2024
This build was last updated on August 30, 2024 and is up to date for the October 8, 2024 patch.
Overview
A Warrior build for WvW. Combines high personal damage and good personal survivability.
Skill Bar
Greatsword
Spear
Utility
Variants
- Weapons
- Spear good DPS option with high range and utility
- Heal
- - fill Adrenaline for
- - for stacking , if you're having trouble keeping it stacked
Template Code
[&DQIEGyQaMzqmAAAAqQAAAK8AAACyAAAA7gAAAAAAAAAAAAAAAAAAAAAAAAA=]
Specializations
Equipment
Head
Dragon
Dragon
Shoulders
Dragon
Dragon
Chest
Dragon
Dragon
Hands
Dragon
Dragon
Legs
Dragon
Dragon
Feet
Dragon
Dragon
Backpiece
Dragon
Dragon
Accessory
Dragon
Dragon
Accessory
Dragon
Dragon
Amulet
Dragon
Dragon
Ring
Dragon
Dragon
Ring
Dragon
Dragon
Greatsword
Dragon
Dragon
Sigil
Sigil
Spear
Dragon
Dragon
Sigil
Sigil
Rune
x6
x6
Infusion
x18
x18
Relic
Variants
- Sigils
Consumables
Usage
Priorities
- High
- Spike Damage
- Moderate
- Sustained damage
- Low
Surviving
- This build has moderate passive defense
- This build has high mobility skill access
- Use to move out after spiking
- Drop your target if using it defensively
can be used for repositioning or gap closing
- This build has low active defenses
- Stability and makes you immune to critical hits for its duration, but is very important for protecting gives
- If you think you're likely to completely die with no chance of being rezzed, use to survive, but if you're likely to be rezzed by an allied or , consider saving the cooldown for instead
Active defense priority
- - for stunbreaking
- Immobilize
- Dodge
- - general use
- - general use
Detailed Explanations
Spike damage
- For ranged spikes use ⇒ so both skills land at the same time
- Use immediately before using either of your Burst skills since the 1 second fuse time will let you combine the burst
- Use
- Avoid using for since its damage doesn't scale with adrenaline
to get full Adrenaline for Harrier's Toss
Sustained damage
- Making good use of
- Delaying your combo for is worth it in low pressure situations where proccing is not guaranteed
is critical to maximizing damage, look for any chance to get multiple ticks off
- A stow weapon keybind is very useful to cancel after enemies move out of the way
is situational. You stand still during channel, which means hitting CC'ed, movement impaired and downed foes is the ideal setup for this ability.
- Making good use of
- Use for single target damage even when already in melee
- Use
- Avoid casting while is pulsing as it will eat the charges
to make unblockable and only cast with
Skill priority
- Greatsword
- - save to disengage
- Spear
- +
Ratings
Comments
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