Post by Throrskild on Dec 14, 2013 11:45:01 GMT
This is the build I use for WvW, it has decent survivability and good damage:
Gear: Soldier's (Power, Vitality, Toughness) armour with berserker's ( Power, precision, crit) weapons and trinkets.
Traits: 0/0/30/30/10. In the Defense line my traits are Dogged march (adept), Last Stand (master) and Spiked Armour (grandmaster). In the tactics line I use Lung Capacity (adept), Quick Breathing (master) and Vigorous Shouts (grandmaster). The 10 points in Discipline are for Warrior's sprint (+25% run speed while wielding a melee weapons)
Weapons: I use axe/axe and axe/warhorn. The axe/axe combination gives great damage, while the axe/warhorn gives frequent condition removal (with traits).
Skills: Healing skill: Defiant stance (letting the enemy zerg heal you)
Utility skills: Shake it off (heal/stun breaker), For Great Justice (heal/buff) and endure pain (immunity)
Elite skills: Warbanner (res) or sometimes Signet of Rage (for the extra might/fury)
Typical tactics: When an enemy zerg approaches, charge into them, use For Great Justice, whirling axe (skill number 5 on axe/axe), endure pain for 6s. When endure pain ends, switch to axe/warhorn, use skills number 4 and 5 while starting to run back to your zerg. If the enemy tagets you, use Defiant Stance and in case of a root/stun, use shake it off. When you are safe again, fight at the front a bit, till all your skills are off cooldown, then rinse and repeat. The lack of ranged dps can be frustrating sometimes, try to get an arrowcart while defending.
Gear: Soldier's (Power, Vitality, Toughness) armour with berserker's ( Power, precision, crit) weapons and trinkets.
Traits: 0/0/30/30/10. In the Defense line my traits are Dogged march (adept), Last Stand (master) and Spiked Armour (grandmaster). In the tactics line I use Lung Capacity (adept), Quick Breathing (master) and Vigorous Shouts (grandmaster). The 10 points in Discipline are for Warrior's sprint (+25% run speed while wielding a melee weapons)
Weapons: I use axe/axe and axe/warhorn. The axe/axe combination gives great damage, while the axe/warhorn gives frequent condition removal (with traits).
Skills: Healing skill: Defiant stance (letting the enemy zerg heal you)
Utility skills: Shake it off (heal/stun breaker), For Great Justice (heal/buff) and endure pain (immunity)
Elite skills: Warbanner (res) or sometimes Signet of Rage (for the extra might/fury)
Typical tactics: When an enemy zerg approaches, charge into them, use For Great Justice, whirling axe (skill number 5 on axe/axe), endure pain for 6s. When endure pain ends, switch to axe/warhorn, use skills number 4 and 5 while starting to run back to your zerg. If the enemy tagets you, use Defiant Stance and in case of a root/stun, use shake it off. When you are safe again, fight at the front a bit, till all your skills are off cooldown, then rinse and repeat. The lack of ranged dps can be frustrating sometimes, try to get an arrowcart while defending.