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

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 and . This build easily maintains high stacks of might with , , , , , 's flip skill , and blast finishers into the fire field.


Skill Bar

Longbow
Sword/Sword
Utility

Skill Bar Variants

Utility

  • can be taken to help deal with conditions if you take Strength traitline, at the cost of losing the adrenaline and endurance regain from .
  • can be taken if you do not need rampage for stomping or escaping, or if you take Defense traitline over Strength.
  • 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

  • - 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.


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 it's incredible sustain to outlast opponents, controlling space with longbow and upkeeping ranged pressure, while still retaining the potential to burst down opponents with sword and finishing with . While the build uses longbow, it is still primarily a melee build, and you will spend most of the fight within 500 range of the enemy unless they are kiting away.


  • 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.
  • Open fights with Template:Skill:Dual Shot to try and bait out some dodges and pressure at range, weaving in to keep them blinded.
  • should be saved for use at point blank.
  • hits hard and is a blast finisher, but is hard to land. Because of this, it's better to use to blast your fire field while attempting to hit an enemy for maximum value from the blast finisher might generation.
  • 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.
  • is primarily used to chase down targets or create space. Gives access to fire aura when leaping through the fire field.
  • 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.
  • 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 is difficult to connect without a knockdown or immobilize, but it's still worth going for without these.
  • 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:
    • 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 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.
    • 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 ( and finishing with ) by either using a higher level Flurry or cancelling level 1 flurry early, which still retains the immobilize.
    • You gain 15 endurance via if a burst skill hits.
  • 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 which will immobilize the target thanks to , 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 which deals a lot of power damage even on Celestial stats, while also giving you sustain with and synergy.
  • and will be used to manage condition levels before resorting to mass cleanses.
  • (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.
  • 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 , , and .

Rampage

  • is primarily used for stomping or disengaging. Save this to secure the kill.


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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