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Warrior - Core Celestial Roamer

This is a test build. You may comment and rate it.

Focused on: SustainHybrid damage and Support

Designed for: WvW Roaming

Difficulty:
TBD
This build was last updated on July 09, 2022.

Overview

A core Warrior WvW Roaming build with decent damage and incredible sustain, focusing on hybrid damage with Celestial stats. Can be played solo, but excels in group scenarios where it can make full use of Mending Might and Vigorous Shouts. This build easily maintains high stacks of might with Rune of Superior Rune of Fireworks, Might Makes Right, "For Great Justice!", Versatile Power, Marching Orders, Impale (warrior sword)'s flip skill Rip, and Arcing Arrow blast finishers into the Combustive Shot fire field.


Skill Bar

Longbow
Sword/Sword
Utility

Skill Bar Variants

Utility

  • Mending can be taken to help deal with conditions if you take Strength traitline, at the cost of losing the adrenaline and endurance regain from "To the Limit!".
  • Dolyak Signet over Bull's Charge to help with stomps and general stunbreaks if not taking Rampage or Battle Standard.
  • Signet of Rage can be taken if you do not need rampage for stomping or escaping, or if you take Defense traitline over Strength. Supplements adrenaline generation and can be used in emergencies to recover 40 endurance and heal via Might Makes Right and Mending Might.
  • Battle Standard is an option if you are roaming in a group of 3 or more. Any less and rampage becomes the better option for it's versatility.

Template Code

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Specializations


Variants

If you find yourself having trouble against condition damage or are frequently outnumbered, taking defense over strength is also an option.


Equipment

Head
Celestial
Shoulders
Celestial
Chest
Celestial
Hands
Celestial
Legs
Celestial
Feet
Celestial
Backpiece
Celestial
Accessory
Celestial
Accessory
Celestial
Amulet
Celestial
Ring
Celestial
Ring
Celestial
Longbow
Celestial
Sigil
Sigil
Sword
Celestial
Sword
Celestial
Sigil
Sigil
Rune
x6
Infusion
x18


Equipment Variants

Sigils

  • Sigil of Superior Sigil of Energy - replace sigil of tormenting on sword if taking Defense. Can also be taken for more sustain but less cover conditions and subsequently less damage on Strength.
  • Sigil of Superior Sigil of Battle - a middle ground option between sustain and damage. Thanks to the boon duration on the build, the might applied by this sigil lasts for 19s, having excellent synergy with Fast Hands to give you a solid baseline stack of Might to work with.


Consumables

Food

  • - a very strong defensive option which improves your already great endurance regen. Even has synergy with Might Might related traits and the Strength line.
    • Budget version: - much cheaper and more than fine.


Utility


Usage

General

  • Playstyle: this build aims to make use of its incredible sustain to outlast opponents, controlling space with longbow Combustive Shot and upkeeping ranged pressure, while still retaining the potential to burst down opponents with sword Impale (warrior sword) Bull's Charge Rip and finishing with Final Thrust. Making use of terrain and choke points makes this build shine. While the build uses longbow, it functions as a melee build.


  • Might Makes Right and Mending Might causes Might Might applications to heal you and grant a tiny bit of endurance.
    • Add Vigorous Shouts to the mix and "For Great Justice!" basically turns into a healing skill with 2 charges.
  • If possible, dodge into enemies to damage them with Reckless Dodge 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.
  • Open fights with Template:Skill:Dual Shot to try and bait out some dodges and pressure at range, weaving in Smoldering Arrow to keep them blinded.
  • Fan of Fire should be saved for use at point blank.
  • Arcing Arrow hits hard and is a blast finisher, but is hard to land. Because of this, it's better to use to blast your Combustive Shot fire field while attempting to hit an enemy for maximum value from the blast finisher might generation.
  • Pin Down is very strong for it's long bleed and immobillize, but is slow and hard to land with a long windup, making it easy to dodge. As such, try and use this skill after baiting out some dodges. This skill can be stowed in order to cancel the attack but still have the windup, potentially baiting out dodges - but only do this if you know it will generate value.
  • Savage Leap is primarily used to chase down targets or create space. Gives access to fire aura when leaping through the Combustive Shot fire field.
  • Final Thrust should only be used when the enemy is below 50% health or you are out of meaningful cooldowns and cannot swap to Longbow just yet. Hitting an enemy at below 50% health deals surprisingly high power damage and stacks some bleed.
  • Impale (warrior sword) is versatile in its usage. The pulsing cripple and torment makes it difficult to cleanse, making it a strong tool for closing or creating gaps. The flip skill Rip is difficult to connect without a knockdown or immobilize, but it's still worth going for without these.
  • Riposte applies a lot of stacks of bleeding if the counter hits, and is a high priority skill for the build's condition damage pressure. Can be used on reaction to enemy single hit crowd control skills to avoid the CC and counter. This skill will only block 1 hit within 130 range of the target, but outside of that range it will continue blocking until the block ends. This makes it an excellent tool for kiting to terrain against enemies with ranged pressure.
  • Burst skills:
    • Combustive Shot is primarily used as space control, not dealing damage with this move is fine. The higher adrenaline level the longer the attack will last, and we want this to last as long as possible. Most of your damage with this will come from kiting and forcing the enemy to follow you through choke points, and using Flurry while they are standing in the fire field. If fighting against melee builds, this can be placed at your feet to deter an engage, and if they do they will take extra damage for it. Against ranged builds, try to place the edge of the skill in the direction they are moving so they spend the most time in the fire field.
    • Flurry is your primary source of damage in melee trades. Level 1 immobilize is long enough to have every hit of the move connect, with higher levels of Flurry adding more immobilize on top. As you are stuck in place while using this attack, it is important to make sure you have enough health to tank whatever the enemy may throw at you while you finish, or otherwise choose a moment after they have blown their offensive CDs and cannot properly counter pressure. This skill can also enable the primary burst combo of the build (Impale (warrior sword) Bull's Charge Rip and finishing with Final Thrust) by either using a higher level Flurry or cancelling level 1 flurry early, which still retains the immobilize.
    • You gain 15 endurance via Building Momentum if a burst skill hits.
  • Bull's Charge 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, disengage from a fight, or reach favourable terrain.
    • Try to use this in conjunction with Impale (warrior sword) which will immobilize the target thanks to Leg Specialist, creating an opportunity to connect Bull's Charge without the risk of it being dodged. Whether Bull's Charge connects or not, you will likely still be close to the opponent to use the Impale flip skill Rip which deals a lot of power damage even on Celestial stats, while also giving you sustain with Might Makes Right and Mending Might synergy.
  • Brawler's Recovery and Sigil of Superior Sigil of Cleansing will be used to manage condition levels before resorting to mass cleanses.
  • "Shake It Off!" (SIO) is the only on-demand 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.
  • "For Great Justice!" is used to upkeep both permanent Fury and high stacks of Might, while also serving as a healing skill that regenerates some endurance thanks to Vigorous Shouts, Might Makes Right, and Mending Might.

Rampage

  • Rampage is primarily used for stomping or disengaging. Ideally save this to secure the kill. Can also be used for more CC to stop stomps if needed, but ultimately makes closing out the kill harder.


Ratings

This build has a rating of 4 stars based on 2 votes.
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4 stars
Hanz gave this build 4 stars • November 2022
True jack of all trades master of none build, really fun playstyle and can be quite effective sometimes. Breath of fresh air after the more formulaic GS builds, good hybrid damage and healing with great condition variety. There are stronger cele builds though and against tier 1 builds you'll notice some power difference.
4 stars
TheKittyPurry gave this build 4 stars • October 2022
More info than the "top builds" on the site to let someone understand how to actually play this build. Which is fantastic for newer players. Works fairly well

Comments

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