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@Feelings Arent Required [FEAR] (Guild Leader)
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Info below needs to be updated (Haven't  had the time to do so)

 

 


 

Table of Content

 

The Warrior

  • Stats
  • Stat Build
  • Damage Formula
  • Bleed Damage Formula
  • Toughness
  • Vitality
  • Might
  • Might/Vulnerability Stacking - Video

Weapons

  • Sigil
  • Weapon Info  

Slot Skills

  • Heal
  • Utilities
  • Elite Skill

Traits

  • Strength
  • Arms
  • Defense
  • Tactics
  • Discipline

Coming Soon...
 

_______________________________________________

The Warrior
_______________________________________________ 

 

Stats

Here are some stats that you may want to focus on with their minimum and maximum values. (At Level 80 without buffs). 

[Health]: 18,372 - 33,182
[Armor]: 2,127 - 3,612
[Healing]: 0 - 1,388
[Condition Damage]: 0 - 1507
[Attack]: 1,932 - 3,649
[Critical Chance]: 4% - 100%
[Critical Damage]: 0% - 68%

 


Stat Build

Tips when building a warrior:

  • If you want to focus on high Direct Damage, you would want a minimum of 3,000 Attack.
           *Get Critical Chance
           *Get Critical Damage
     
  • If you want the warrior to be tanky towards Direct Damage, try to achieve 2,700 - 3,000 Armor.
     
  • If you want to build a tank to survive condition damage, try to achieve 29k Health.
     
  • If your building a condition warrior, you would want a minimum of 1,000 - 1,100 condition damage for 95 - 100 Damage Bleeding Ticks.

  • If you want to build a Warrior Healer, get a minimum of 1000 Healing for 2,000 Shout Heals. 

Of course you can achieve the maximum of the stats because that is the "role" your warrior wants to play as in getting 32,345 Health to be tanky but will lack Damage... Get 3,528 Attack but will be extremely squishy, etc.. etc...

The tips about stats are of my own opinion and I find are most appropriate. Usually if you want something more on a stat, you would have to sacrifice another stat.


Damage formula

(P + M * 35) * (W/ 1000) * SC / (T + A - (V * 30) ) = Total Damage

 

 SC*W*(35M + P) 
------------------- = Total Damage 
 1000(T + A - 30V)



P = You're power
SC = You're weapons skill coefficient
M = Might stacks
V = Vulnerability stacks
T = Toughness
A = Targets Armor
W = Weapon Damage

The weapon coefficant:
Every skill on your bar has a coefficantyou can very quickly get a rough idea what yours is by looking at your damage, then add 100 power from your gear and compare the two numbers, if you want a more in depth look you'll need to dig deeper than just that and test power levels of 100-200-300 etc to find those pesky .153 ratios like on the engi!

SC is usually between 100 - 3500

Example:
Before adding armor: 400
After: 500

400/500 =.8 meaning for every 100 power you add you'll get 80 damage added to that skill!


http://www.reddit.com/r/Guildwars2/comments/v3bxg/math_might_vulnerability_and_toughness_isnt_good/

 

Condition Bleed formula

Total Malice: 1507. 
Malice damage per bleed tick: 1507 / 20 = 75.35
Condition/bleed duration increases: 50%, 30%, 15%, 15%, 10% and 10%. Additive total: 130%.
Sources of duration increases:

  • Deep Cuts (Arms major trait), increases bleed duration by 50%.
  • Expertise from the Strength tree, increases condition duration by 30%.
  • Rune of the Afflicted (3 of these), increases bleed duration by 15%.
  • Rune of the Krait (3 of these), increases bleed duration by 15%.
  • Sigil of Superior Agony, increases bleed duration by 10%.

The Sever Artery example
Sever Artery, a sword chain attack that does 360 bleed damage over 8 seconds. Source: GW2tools.

Step 1: Calculate the maximum duration

50% + 30% + 15% + 15% + 10% + 10% = 130% duration increase
8 seconds * 2.30 (130%) = 18.4 seconds, 18 seconds rounded down

Step 2: Calculate the base damage per tick

360 damage / 8 seconds = 45 damage per tick (one tick per second)

Step 3: Calculate the extra damage from Malice per tick

1507 Malice / 20 (Malice needed for one damage per tick) = 75.35 damage per tick

Step 4: Add the damage from Malice and the base damage together (per tick)

45 damage per tick + 75.35 damage per tick = 120.35 damage per tick, 120 rounded down

Step 5: Multiply the total damage per tick by the duration (i.e. number of ticks)

120 damage per tick * 18 ticks (one per second) = 2160 damage over 18 seconds

Thanks Ivarr_Ironfist on GuildWars2guru.com

 

Toughness 


Toughness isn't directly % based like how armor works in many games, it's closer to flat scaling. Toughness only blocks direct damage and Per 100 toughness will block about 34 damage for every 1,000 direct damage applied.


Toughness does get better as you use heals as it forces the enemy to deal more damage to make up the health you have healed. Warriors supported with a high health pool and some form of healing; Shout Heals, Heal Skill, HP Regen Boon, Passive Regen such as Adrenal HealthHealing Signet, and Rune of the Dolyak makes this stat extremely valuable. 

 

Vitality

Vitality has a crazy good 10:1 flat scaling ratio. It may be best to focus on Vitality rather then toughness because in order to increase the value of one stat, you must sacrifice another. Toughness require many things to make it valuable, as for Vitality, it will straight up absorb damage, conditions and direct damage.

 

Might 

Source from Pandara_RA! on teamlegacy.net

Why Might stacking in general tends to be a poor choice for sPvP:
In short the reason why might is bad is because:

  • Very few skills have coefficants above a .3 ratio, with only a few exceptions hitting ~.5 meaning at 10 stacks of might (350 power) only might add 175 raw damage at most to only the strongest skills, for most ranged attackers the coefficants never break .3, or even .2!
  • Might can be hard countered by boon removals
  • In order to might stack for most classes you will need to give up many powerful traits/armor/sigils to get it, it's rarely something "free", besides the cases where you get might without any investment (built into a weapon set you were going to use anyways)
  • Might stacking for many Professions require skill cooldowns or taking stills that offer no utility.
  • Duration of might is on the short side, meaning stacking up to the higher numbers of 20-25 stacks isn't possible w/o min-maxing on runes.
  • Extending might duration is hard to do through runes as the most possible is +60% from runes by using 2 runes from 3 different sets to grab all 3 of the +20% duration extentions
  • Choosing Might on hit/might on weapon swap on sigils is a trap, compare them to the sigil of Air/fire (1,400/1200 damage crits respectivly) 3 stacks of might = 105 power or about 50 extra damage per hit for the next 6-8 hits or 300 damage and about 650 only if all 6 crit.

Video explaining Might/Vulnerability Stacking
http://www.youtube.com/watch?v=T5LW1NFSoIQ 

 

Warrior Healing

by Vorsakan on Guildwars2Guru.com

These are the L80 numbers - Compassion contribution % shows how much healing is increased for every 100 Compassion you have (e.g. 13% = +13 healing every 100 points).

Numbers

Mending [Skill]
Healing: 5,560
Compassion contribution: 100%
Notes: 20s cooldown

Healing Surge [Skill]
Healing: 6,520
Compassion contribution: 100%
Notes: 30s cooldown

Healing Signet - Active [Skill]
Active healing: 7,480
Active Compassion contribution: 100%
Passive healing: 183 every 3 seconds (unique effect)
Passive Compassion contribution: 2%
Notes: 40s cooldown (30s with Signet Mastery)

Adrenal Health [Trait]
Stage 1 healing: 125 every 3 seconds (unique effect)
Stage 2 healing: 240 every 3 seconds (unique effect)
Stage 3 healing: 360 every 3 seconds (unique effect)
Compassion contribution: none

Inspiring Battle Standard [Trait]
Healing: 125 every second (Regeneration boon)
Compassion contribution: 13%
Notes: Utility banners offer 45s duration on 120s cooldown, over a radius of 1,200

Vigorous Shouts [Trait]
Healing: 1,192
Compassion contribution: 80%
Notes: Cooldown times vary, radius normally 1,200

Analysis

Compassion and the solo warrior

If it's not been made perfectly clear now we've gotten to play, Compassion is only for healers !
It is a complete waste for people with no healing skills in their build but for their slot 6, as each point only contributes 1 health per heal while Vitality offers 10 maximum health per point; you'd need to use your healing skill 10 times in a single combat for it to match the impact of Vitality (once you're out of combat you'll regain all your health naturally).

Slot 6 skills

Though there may be other factors (e.g. casting time), on a mathematical level Mending is the most efficient heal by a great margin - every 10s more cooldown on a slot 6 skill only increases healing by 960, so it's only worth taking other skills for reasons other than healing.
Even with Signet Mastery reducing it's cooldown by 10s, the 1,820 higher healing of Healing Signet is no match - the 10s cooldown gulf is effectively worth 3,260 with Mending!

If you invest in any Compassion, Mending becomes even more attractive; all 3 skills share the same 100% Compassion contribution, so the more frequently you use a skill the more you gain.
Mending offers 50% more return on Compassion investment than Healing Surge, and 100% more than the untraited Healing Signet.

Like most passive effects, Healing Signet is much weaker in this regard than people might expect - partially this is because it is on par with Resolve and Healing Mist, but of course the warrior has a vastly greater health pool than the guardian and elementalist (respectively).
Realistically; this low level of health regeneration - which can barely be boosted by Compassion - does nothing to make Healing Signet competitive against Mending in prolonged combat, as removal of any degeneration condition massively outweighs the health granted.

My assessment:
1. Mending as the default choice, and the absolute only choice for tanking or prolonged combat.
2. Healing Surge for builds or environments where adrenaline is scarce (e.g. sPvP), if willing to trade some survivability.
3. Healing Signet is really only for tactics by which you only need to heal once a fight - I would sincerely counsel against taking it just for Deep Strike, as +40 Precision is a tiny boost for the tremendous loss of healing potential.

Trait-ified healing skills

Adrenal Health is quite an oddball ability, but I wouldn't overlook it for playing as a frontliner in PvE; it's essentially an extra Regeneration boon (360/3 = 120 hps vs the boon's 125), if you're happy to forsake burst skills.
In PvP that would be a terrible trade-off however, since players output tremendous damage and bursting them down at the first opportunity is almost always desirable!

Adrenal Rage does not increase with Compassion investment though, so for a support warrior it is ironically less of a priority to maintain - burst skills may be rather more impactful in terms of distracting/shutting down enemies that are threatening allies.

Inspiring Battle Standard really is a trait that a built can be moulded around, as it's as strong a support option as any other profession is capable of; with all 3 utility banners equipped the warrior can maintain perpetual Regeneration on all allies over a huge area, for substantial healing the longer fights go on.
The Compassion contribution of 13% is actually very substantial, as Regeneration ticks each & every second - effectively you heal for your entire Compassion score every 8 seconds, giving Inspiring Battle Standard 150% better return on investment than even Mending!

If someone where to remain within range of a utility banner for the full 45s, they'd be healed for 5,625 in total - so effectively an extra slot 6 skill worth of healing, with no Compassion investment.
That figure rises by 585 for every 100 Compassion, so can quickly escalate.
However; the significant limitation of healing via the Regeneration boons is that the rate of healing is (aside from Compassion) static, so there's no benefit to deploying multiple banners nor any Regeneration granting skills your allies might use.

Vigorous Shouts is another build-defining trait, as with Lung Capacity the warrior has 2 shouts on 20s cooldowns and the option of a 3rd with 68s - "Fear Me!" may not be in the running, as besides it's longer cooldown it has a dramatically shorter radius (360 vs 1,200).
Shouts offer a sizeable amount of healing - much more so with Compassion - though of course over time they aren't a match for Inspiring Battle Standards in pure health restoration; on a per-second basis they clock in at just 60 healing with a 4% Compassion contribution.

Vigorous Shouts do have several advantages over standards though:
* They heal immediately, which is much preferable when under pressure.
* It is possible to to 'cast' multiple shouts in rapid succession, for greater still short-term gain.
* They don't require allies remain within their radius, which is much more practical for sPvP (conversely seldom a factor at all in PvE).
* Shouts themselves are more impactful than banners, with tremendous support synergy (condition removal & rallying).
* Shouts are compatible with all other forms of healing, so unlike Regeneration boon specializing there's always an opening for Vigorous Shouts.

In my estimation both themes are very much evenly matched, though I would say that Vigorous Shouts has the advantage when only looking to give up 2 utility slots for support; dropping the long cooldown shouts has relatively little effect on healing output, compared to not taking all 3 utility banners - passing up a banner leaves a substantial 30s window in Regeneration coverage.

Speccing

Warriors are especially well-placed to spec for very high Compassion, as they have the highest natural armor & health scores andare also well-suited to fight at any range.
This means they can invest heavily in Compassion if they so choose, yet still be very strong, very tough, or an all-rounder.

Due to the peculiar nature of their 1 Regeneration boon ability, warriors don't get much of a return on Concentration nor Regeneration duration buffing runes - a support warrior simply has Compassion to concentrate their investment upon.
However; it is possible that increasing Regeneration duration does accrue additional time over prolonged banner exposure, as this isn't something I tested e.g. 40s of banner exposure may grant another 8s of Regeneration afterwards with the Rune of Dwayna equipped.
Should this be the case, it may be able to trim an Inspiring Battle Standard build down to just 2 banners...

 

_______________________________________________

Weapons
_______________________________________________ 

Sigil

Weapon Sigils




Stat Bonus


Sigil of Minor Corruption
You gain +10 condition damage each time you kill a foe. (max 25 stacks and ends on down or weapon swap)

  • Stack is added only if the enemy is finished by you or your allies.
  • You can have a Stat Stacking Sigil such as this one on your Main or Off hand and weapon swap, keeping the stacks as long as you don't have a weapon to swap it out. For example, if you have a Main hand with stacks and swap to your second weapon set that does not have a main hand equipped, your stacks will be saved.
  • If you have two of these Sigils, killing one player will add two stacks instead of one.

*Needs testing, does the stacks add if you kill a non-player such as Necro Minions or Rangers pets?


Sigil of Superior Accuracy
+5% crit chance.

  • If the Sigil is applied to your second weapon set and you are currently using your first weapon set, the stat bonus does not apply.
  • This Sigil will stack if you have it on your Main Hand and Off Hand.



Sigil of Superior Force
+5% damage.

  • If the Sigil is applied to your second weapon set and you are currently using your first weapon set, the stat bonus does not apply.
  • This Sigil will stack if you have it on your Main Hand and Off Hand.



Sigil of Superior Bloodlust
You gain +10 power each time you kill a foe. (max 25 stacks and ends on down or weapon change)

  • Stack is added only if the enemy is finished by you or your allies.
  • You can have a Stat Stacking Sigil such as this one on your Main or Off hand and weapon swap, keeping the stacks as long as you don't have a weapon to swap it out. For example, if you have a Main hand with stacks and swap to your second weapon set that does not have a main hand equipped, your stacks will be saved.
  • If you have two of these Sigils, killing one player will add two stacks instead of one.

*Needs testing, does the stacks add if you kill a non-player such as Necro Minions or Rangers pets?


Sigil of Superior Life
You gain +10 healing each time you kill a foe. (max 25 stacks and ends on down or weapon change)

  • Stack is added only if the enemy is finished by you or your allies.
  • You can have a Stat Stacking Sigil such as this one on your Main or Off hand and weapon swap, keeping the stacks as long as you don't have a weapon to swap it out. For example, if you have a Main hand with stacks and swap to your second weapon set that does not have a main hand equipped, your stacks will be saved.
  • If you have two of these Sigils, killing one player will add two stacks instead of one.

*Needs testing, does the stacks add if you kill a non-player such as Necro Minions or Rangers pets?


Condition Duration


Sigil of Superior Agony
Bleeds you apply last 10% longer.

  • Bleed duration is rounded down. Example, If you calculate your bleed duration to be 9.98, it will be rounded down to 9 seconds duration.
  • This Sigil will stack if you have it on Main and Off Hands.
  • If the Sigil is applied to your second weapon set and you are currently using your first weapon set, the duration does not apply.



Sigil of Superior Chilling
When you apply frozen it lasts 10% longer.

  • This Sigil will stack if you have it on Main and Off Hands.
  • If the Sigil is applied to your second weapon set and you are currently using your first weapon set, the duration does not apply.

*Needs testing, I don't think the duration of this Sigil will be rounded down. Example, If the duration is 5.7 seconds, it will last for 5.7 seconds (instead of 5 seconds).


Sigil of Superior Debility
When you apply weakness it lasts 10% longer.

  • This Sigil will stack if you have it on Main and Off Hands.
  • If the Sigil is applied to your second weapon set and you are currently using your first weapon set, the duration does not apply.

*Needs testing, I don't think the duration of this Sigil will be rounded down. Example, If the duration is 5.7 seconds, it will last for 5.7 seconds (instead of 5 seconds).


Sigil of Superior Hobbling
When you apply cripple it lasts 10% longer.

  • This Sigil will stack if you have it on Main and Off Hands.
  • If the Sigil is applied to your second weapon set and you are currently using your first weapon set, the duration does not apply.

*Needs testing, I don't think the duration of this Sigil will be rounded down. Example, If the duration is 5.7 seconds, it will last for 5.7 seconds (instead of 5 seconds).


Sigil of Superior Paralyzation
+15% stun duration.

  • Stun duration will not be rounded down. If you calculate stun duration to be 2.96 seconds, it will last for 2.96 seconds (Instead of rounding down to 2 seconds).
  • This Sigil will stack if you have it on Main and Off Hands.
  • If the Sigil is applied to your second weapon set and you are currently using your first weapon set, the duration does not apply.
  • This Sigil also applies to Knockdown duration.




Sigil of Superior Peril
When you apply vulnerability it lasts 10% longer.

  • This Sigil will stack if you have it on Main and Off Hands.
  • If the Sigil is applied to your second weapon set and you are currently using your first weapon set, the duration does not apply.

*Needs testing, I don't think the duration of this Sigil will be rounded down. Example, If the duration is 5.7 seconds, it will last for 5.7 seconds (instead of 5 seconds).


Sigil of Superior Smoldering
When you apply burning it lasts 10% longer.

  • Burn duration is rounded down. Example, If you calculate your Burn duration to be 9.98, it will be rounded down to 9 seconds duration.
  • This Sigil will stack if you have it on Main and Off Hands.
  • If the Sigil is applied to your second weapon set and you are currently using your first weapon set, the duration does not apply.



Sigil of Superior Venom
When you apply poison it lasts 10% longer.

  • Poison duration is rounded down. Example, If you calculate your poison duration to be 9.98, it will be rounded down to 9 seconds duration.
  • This Sigil will stack if you have it on Main and Off Hands.
  • If the Sigil is applied to your second weapon set and you are currently using your first weapon set, the duration does not apply.



On Kill


Sigil of Stamina
Your endurance is refilled each time you kill a foe.

  • This restores your full Endurance.
  • This Sigil takes effect once you or your allies finish off the player.

*Needs testing, does the Sigil work if you kill a non-player such as Necro Minions or Rangers pets?


Sigil of Superior Restoration
You are healed when ever you kill a foe.

  • This heals you for 670 Health.
  • This Sigil takes effect once you or your allies finish off the player.

*Needs testing, does the Sigil work if you kill a non-player such as Necro Minions or Rangers pets?


Charge Per Kill


Sigil of Demon Summoning
You gain a summoning charge when ever you kill a foe. At 26 charges you summon a fleshreaver. (Lose all charges on down or weapon swap)

  • Stack is added only if the enemy is finished by you or your allies.
  • You can have a Charge Stacking Sigil such as this one on your Main or Off hand and weapon swap, keeping the stacks as long as you don't have a weapon to swap it out. For example, if you have a Main hand with stacks and swap to your second weapon set that does not have a main hand equipped, your stacks will be saved.
  • If you have two of these Sigils, killing one player will add two stacks instead of one.
  • Summons a Fleshreaver (Video: http://www.youtube.com/watch?v=9RjQQlnlQi4&feature=youtu.be)
  • Fleshreaver last for 1 Minute and deals an average of 1,000 per attack.

*Needs testing, does the stacks add if you kill a non-player such as Necro Minions or Rangers pets?


Sigil of Superior Sanctuary
Each time you kill a foe you gain a charge. At 26 charges you are invulnerable for 5s.

  • Stack is added only if the enemy is finished by you or your allies.
  • You can have a Charge Stacking Sigil such as this one on your Main or Off hand and weapon swap, keeping the stacks as long as you don't have a weapon to swap it out. For example, if you have a Main hand with stacks and swap to your second weapon set that does not have a main hand equipped, your stacks will be saved.
  • If you have two of these Sigils, killing one player will add two stacks instead of one.
  • Invulnerability makes you immune to all damage source. Direct Damage and Condition Damage.

*Needs testing, does the stacks add if you kill a non-player such as Necro Minions or Rangers pets?


On Critical Hit



Sigil of Superior Air
30% chance to cause a lightning strike on a critical hit. (This effect cannot trigger more than once every 5 seconds)

  • Sigil does not share the same Cooldown with Sigil of Superior Fire so you can have Air and Fire on Main and Off Hand.
  • This Sigil does not stack % Chance.
  • The Sigil Damage scales with Attack.
  • Rough Formula I use to calculate the Lightning Strike Damage.
    (attack)*1500/3300 = sigil of air damage

*I'm expecting this Sigil Proc chance to be nerfed like Sigil of Superior Fire from 30% to 10% chance.

Sigil of Superior Blood
30% chance to life steal on critical.

  • This Sigil can Stack % Chance.
  • This Sigil has no Cool Down.
  • This Sigil can proc on channelling attacks.
  • This Sigil heals for 325 Health and Deals 325 Damage. (Does Not scale with Attack)



Sigil of Superior Earth
60% chance to do a 5s bleed on critical.

  • Two of these will increase the chances of bleeds on crit, not to be mistaken by "Increase Proc % to 120%".
    Mitsukake Quotes: "Having 2 60% chance on crit to land a 5 sec bleed does not make it 120% chance to add bleed. Think of it as a back up 60% encase the first one fails.
  • This Sigil has no Cool Down.
  • This Sigil can proc on channelling attacks.
  • Now has an Internal Cool Down.




Sigil of Superior Fire
10% chance to cause flame blast on critical hit causing AoE damage. (This effect cannot trigger more than once every 5s)

  • Sigil does not share the same Cooldown with Sigil of Superior Air so you can have Air and Fire on Main and Off Hand.
  • This Sigil does not stack % Chance.
  • The Sigil Damage scales with Attack.
  • Rough Formula I use to calculate the flame blast Damage.
    (attack)*1099/3300 = sigil of fire damage



Sigil of Superior Frailty
30% chance to cause vulnerability for 10s on critical hit.

  • This Sigil can Stack % Chance.
  • This Sigil has no Cool Down.
  • This Sigil can proc on channelling attacks.
  • Vulnerability increases attack damage by 1%



Sigil of Superior Ice
30% chance to cause a 2s freeze on a critical hit.

  • This Sigil can Stack % Chance.
  • This Sigil has no Cool Down.
  • This Sigil can proc on channelling attacks.



Sigil of Superior Strength
30% chance to apply might for 10s on critical.

  • This Sigil can Stack % Chance.
  • This Sigil has no Cool Down.
  • This Sigil can proc on channelling attacks.



Sigil of Superior Purity
60% chance to remove a condition on critical. (This effect cannot trigger more than once every 10s)

  • This Sigil does not Stack % Chance.
  • This Sigil can proc on channelling attacks.



Sigil of Superior Nullification
60% chance to remove a boon on critical. (This effect cannot trigger more than once every 10s)

  • This Sigil does not Stack % Chance.
  • This Sigil can proc on channelling attacks.




On Weapon Swap


Sigil of Intelligence
Your next attack after swapping to this weapon while in combat has a 100% chance to critical.


Sigil of Superior Battle
You gain 3 stacks of might for 20s when you swap to this weapon while in combat.

  • This Sigil does not stack so having it on Main hand and Off Hand will not grant Might twice.



Sigil of Superior Doom
You deal poison on your next attack for 5 seconds after you swap to this weapon while in combat.

  • This Sigil does not stack so having it on Main hand and Off Hand will not cause poison twice.



Sigil of Superior Energy
You gain 50% of your endurance when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

  • This Sigil does not stack so having it on Main hand and Off Hand will not restore endurance twice.



Sigil of Superior Geomancy
You bleed nearby foes for 7s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

  • This Sigil does not stack so having it on Main hand and Off Hand will not cause bleeding twice.


Sigil of Superior Hydromancy
You freeze nearby foes for 3s when you swap to this weapon while in combat. (This effect cannot trigger more than once every 9s)

  • This Sigil does not stack so having it on Main hand and Off Hand will not cause freezing twice.
  • Video @ 3:30 http://www.youtube.com/watch?v=5iy_LvOl0bI&feature=relmfu
  • Sigil deals damage and scales with Attack.
  • Rough Formula I use to calculate Freeze Damage
    (Attack)*995/3300 = Freezing Damage



Sigil of Superior Leeching
Your next attack after swapping to this weapon while in combat steals some health.

  • This Sigil Heals for about 950-1000 Health (Does not scale with Attack).
  • This Sigil does not stack so having two of these Sigils on Main and Off hand will not heal you twice.



Miscellaneous


Sigil of Rage
30% 10% chance to apply quickness for 3 seconds. (This effect cannot trigger more than once every 45s)

  • Quickness doubles attack animation speed, making you attack twice as fast.

*This has been nerfed from 30% to 10% to proc and added a cooldown.

Sigil of Superior Water
30% chance to Heal nearby allies. (This effect cannot trigger more than once every 10s)

  • About 900-1,200 Radius
  • Causes AoE Heal for about 240-370

 

 

 


Sigils that have a cooldown on them will not refresh the cooldown by swapping to a different weapon set that has the same sigil (it's global - not tied to the weapon). For example, if I have have Sigils of Superior Water on all my weapons and swap sets right after a proc, my second set of weapons will not proc until after the 10sec cd is up. 

Weapon Info

WeaponEquip In SkillCDDiscription

Greatsword


 The Greatsword provides fantastic Direct Damage, AoE, and Mobility.

*Direct Damage Warriors

Burst skill*
Arcing Slice
 Arcing Slice
Tango-recharge-darker.png 10

Strike your foe with an uppercut that grant might.

Damage.png Damage: 348Might.png2 Level 1: 15 sMight.png4 Level 2: 15 sMight.png6 Level 3: 15 sDuration.png Might duration: 15 sRange.png Range: 150 

 

*You can make a Warrior built around stacking high amount of might. 

With Arcing Slice, Momentous GreatswordSigil of Superior Strength, and Rune of Strength you can easily take the Warriors Attack over 4,000 and hit like a truck. But as of right now, I highly not recommend not doing so unless it's for PvE. 


 

Both hands
Greatsword Swing
 Greatsword Swing
  Slash your foe.

*Cause Vulnerability, making additional attacks afterwards hits harder.
Redirect Arrow.png
Greatsword Slice
 Greatsword Slice
 

Slice your foe.

*Cause Vulnerability, making additional attacks afterwards hits harder.

Redirect Arrow.png
Brutal Strike
 Brutal Strike
  Hit your foe with a final brutal strike.
Hundred Blades
 Hundred Blades
Tango-recharge-darker.png 6 Repeatedly strike multiple foes. The last strike does extra damage.

*Hundred Blades is the Greatswords high damaging dealing ability, as you stand still swinging your Greatsword the enemy can easily dodge roll or move away from this attack. It is best to pick up an immobilize utility to combo with this skill. Bull's Charge and Throw Bolas are good utilities for pinning the target down and setting you up for a Hundred Blades. 
Whirlwind Attack
 Whirlwind Attack
Tango-recharge-darker.png 12 Whirl in a target's direction, slashing foes along your path.

*Used for AoE Damage, a Gap Closer, or can be used to run away. 
Bladetrail
 Bladetrail
Tango-recharge-darker.png 20 Throw your greatsword at your foe. It travels to your target and returns to you, crippling foes along its path.

*Used to slow fleeing enemies, can be used on the enemy if you are trying to get away. I personally like to pick up the trait Leg Specialist to make Bladetrail immobilize.
Rush
 Rush
Tango-recharge-darker.png 20 Charge your foe.

*Used as a Gap Closer, with a range of 1,200, travelling up to 50 feet. Rush makes it easier to catch up to players or even used to get away from dangerous situations (Make sure you de-select the target or you might just rush in the wrong direction).

Hammer


The Hammer weapon provides the best crowd control warrior skills, dealing cripples, knock back, and stuns in AoE.

*Direct Damage Warriors
*Control Warriors
*Support Warriors 

Burst skill*
Earthshaker
 Earthshaker
Tango-recharge-darker.png 15 Jump to the targeted location and slam your hammer down, damaging and stunning foes.

Damage.png Damage: 244Stun.png Level 1 stun: 1 sStun.png Level 2 stun: 1½ sStun.png Level 3 stun: 2 sCombo.png Combo FinisherBlastRange.png Range: 600

*Used as an AoE crowd control.
Both hands
Hammer Swing
 Hammer Swing
  Bash your foe.
Redirect Arrow.png
Hammer Bash
 Hammer Bash
  Bash your foe again.
Redirect Arrow.png
Hammer Smash
 Hammer Smash
  Smash the ground and damage nearby foes.
Fierce Blow
 Fierce Blow
Tango-recharge-darker.png 12 Weaken your foe with a fierce blow.

*causes attacks to result in a glancing blow (about 50-75% reduced hit) 50% of the time and slows endurance regeneration.
Hammer Shock
 Hammer Shock
Tango-recharge-darker.png 12 Smash the ground and send out a crippling wave.

*Used as AoE crowd control. 
Staggering Blow
 Staggering Blow
Tango-recharge-darker.png 20 Push back nearby foes with a staggering blow.

*Can be used to knock targets off of squishy allies or capture points. 
Backbreaker
 Backbreaker
Tango-recharge-darker.png 30 Knock down your target foe.

*Used to pin down the target, synergizes with Earthshaker for to stunlock a target. 

Longbow


The Longbow provides good AoE damage at long range, the longbow abilities can be used to Cross Profession Combo.

*Control Warriors
*Support Warriors
*AoE Damage Warrior 

Burst skill*
Combustive Shot
 Combustive Shot
Tango-recharge-darker.png 20

Ignite target area, burning nearby foes. Effect increases with adrenaline level.

*Can be used for Cross Profession Combo.

Whirl FinisherBurning Bolts
ProjectileBurning
Leap FinisherFire Armor
Blast Finisher: Area Might (x3)

Both hands
Dual Shot
 Dual Shot
  Shoot a pair of arrows at your foe.
Fan of Fire
 Fan of Fire
Tango-recharge-darker.png 8 Fire a spread of three flaming arrows, burning foes.

*If the target is closer, they can get hit by multiple arrows. 
Arcing Arrow
 Arcing Arrow
Tango-recharge-darker.png 10 Shoot a slow, arcing arrow that explodes on impact.

*One of the Longbows heavy damage abilities. Because it moved slow in an arc, the Arrow can be easily dodged. It's best to use "Pin Down" first in order to land the hit.
Smoldering Arrow
 Smoldering Arrow
Tango-recharge-darker.png 20 Shoot an arrow that explodes on impact blinding foes.

*Use whenever it is off cool down to reduce the amount of hits as they miss. If you are skilled enough, use Smoldering Arrow right before the enemy uses a high burst damaging ability.
Pin Down
 Pin Down
Tango-recharge-darker.png 25 Fire an arrow that immobilizes the target foe.

*Used to catch fleeing targets, can be used to immobilize your target in order to land your slow moving arrows such as Arcing Arrow and Combustive Shot. 

Rifle


The Rifle is the best range warrior weapon in terms of damage. It provides conditions and heavy hitting direct damage skills.
 
Single Target
*Direct Damage Warrior
*Condition Warrior
*Control Warrior 

Burst skill*
Kill Shot
 Kill Shot
Tango-recharge-darker.png 10 Fire a powerful shot. Damage increases with adrenaline level.

*Used to finish off targets. I like to use this ability with Sigil of Intelligence for a 100% critical hit.
Both hands
Bleeding Shot
 Bleeding Shot
  Fire a shot that bleeds your target.

*Used to Stack bleeds. 
Aimed Shot
 Aimed Shot
Tango-recharge-darker.png 10 Fire a precise shot that cripples your foe.

*Used to slow down targets. I like to pick up the trait "Leg Specialist" to make Aimed Shot immobilize. 
Volley
 Volley
Tango-recharge-darker.png 10 Fire a volley of shots at your foe.

*One of the Rifles high direct damage ability, used whenever its off cool down. 
Brutal Shot
 Brutal Shot
Tango-recharge-darker.png 15 Shoot your foe and make them vulnerable.

*Used to reduce the targets armor. It's best to use this first before any other ability as attacks made afterwards will hit harder.
Rifle Butt
 Rifle Butt
Tango-recharge-darker.png 20 Push your foe back with your rifle butt.

*Can be used to knock targets off of squishy allies or capture points.

Axe


.The Axe provides a lot of melee AoE attacks and a heavy hitting direct damage Burst.

*Direct Damage Warrior 

Burst skill*
Eviscerate
 Eviscerate
Tango-recharge-darker.png 10

Leap at your foe with a devastating attack. Effect increases with adrenaline level.

*Used to finish off targets. I like to use this ability with Sigil of Intelligence for a 100% critical hit.

Main hand
Chop
 Chop
  Chop your foe.
Redirect Arrow.png
Double Chop
 Double Chop
  Chop your foe twice.
Redirect Arrow.png
Triple Chop
 Triple Chop
  Deliver three final chops to your foe.
Cyclone Axe
 Cyclone Axe
Tango-recharge-darker.png 6 Spin around and attack all nearby foes.

*Used when the enemies are grouped up for AoE damage.
Throw Axe
 Throw Axe
Tango-recharge-darker.png 10 Throw an axe that cripples enemies.

*Used to slow down targets. I like to pick up the trait "Leg Specialist" to make Throw Axe immobilize.  
Off hand
Dual Strike
 Dual Strike
Tango-recharge-darker.png 12 Strike your foe with both axes. Gain fury with each hit.

*Hits twice for high damage. Also grants Fury (20% critical hit chance). For every hit stacks Fury. Used first to increase critical hit chance from attacks made afterwards.
Whirling Axe
 Whirling Axe
Tango-recharge-darker.png 20 Spin and attack nearby foes. You can move while spinning.

*Used to deal massive damage in AoE, this ability generates a lot of Adrenaline. 

Mace


The mace provides stuns and conditions perfect for interrupting the enemy.

*Support Warrior
*Control Warrior 

Burst skill*
Skull Crack
 Skull Crack
Tango-recharge-darker.png 15 Stun your foe with a skull crack. Effect increases with adrenaline level.

*Stun a target for 2 seconds. This ability has been nerfed from 4 second stun. (The Hammer provides same stun time and damage but in an AoE).  
Main hand
Mace Smash
 Mace Smash
  Smash your foe.
Redirect Arrow.png
Mace Bash
 Mace Bash
  Bash your foe.
Redirect Arrow.png
Pulverize
 Pulverize
  Thrash your foe, leaving them weakened.


*causes attacks to result in a glancing blow (about 50-75% reduced hit) 50% of the time and slows endurance regeneration.
Counter Blow
 Counter Blow
Tango-recharge-darker.png 10 Block the next attack. Counter with an attack if you are in melee range. Gain adrenaline if not attacked.

*Always use when it's off cool down to block damage. 
Pommel Bash
 Pommel Bash
Tango-recharge-darker.png 15 Daze your foe with a brutal pommel bash.

*Always use when it's off cool down to prevent the target from using skills for 1 second. Use to interrupt targets healing skill.
Off hand
Crushing Blow
 Crushing Blow
Tango-recharge-darker.png 15 Crush your opponent's armor, leaving them vulnerable.

*Use to reduce targets armor. It's best to use this ability first because attacks made afterwards will hit harder. 
Tremor
 Tremor
Tango-recharge-darker.png 25 Send a wave toward your foe that knocks down enemies in a line.

*Used to pin targets down with a 2 second AoE stun. Can be used to interrupt targets healing skill. 

Sword


The Sword is the best choice make a bleed condition warrior, providing range bleed, counter attack bleed, and your spam attack causes bleeds. The sword also provides a nice gap closer and cripple.

*Condition Warrior 

Burst skill*
Flurry
 Flurry
Tango-recharge-darker.png 5 Immobilize your foes with a flurry of strikes. Effect increases with adrenaline level.

*If your a Condition Warrior, use this whenever its available to stack bleeds. You can uses this to stop fleeing targets. 
Main hand
Sever Artery
 Sever Artery
  Bleed your foe with a slash.

*Used to stack bleeds. 
Redirect Arrow.png
Gash
 Gash
  Bleed your foe with a gash.

*Used to stack bleeds. 
Redirect Arrow.png
Final Thrust
 Final Thrust
  Strike your foe with a final powerful thrust.

*Try to finish your sword combo into a Final Thrust as this ability hits pretty hard. 
Savage Leap
 Savage Leap
Tango-recharge-darker.png 8 Lunge at your foe, striking them with your sword.

*Used as a Gap Closer.  
Hamstring
 Hamstring
Tango-recharge-darker.png 15 Cripple your foe with a precise slash.

*Used to slow down targets. I like to pick up the trait "Leg Specialist" to make Hamstring immobilize.  
 
Off hand
Impale
 Impale
Tango-recharge-darker.png 20 Throw your sword at your foe and apply multiple stacks of bleeding over time.

*Used at ranged as you throw your sword and cause bleeding. You can go up to the target and "Rip" the sword out to cause more damage. 
Riposte
 Riposte
Tango-recharge-darker.png 15 Block the next incoming attack. Riposte and bleed your foe if you block a melee attack. Gain adrenaline if you are not attacked.

*Always use when it's off cool down to block damage. It's best to use this when your close to the target to counter attack and stack bleeds. 

Shield


Provides good survivability. Equipping the shield provides more armor. The shield skills is a nice combination of control and protection.

*Support Warrior
*Control Warrior 

Off hand
Shield Bash
 Shield Bash
Tango-recharge-darker.png 25 Bash your foe with your shield and stun them.

*Used to pin down target, can use this to close gap and travel around faster. Time properly, it's best to use this when the target is about to heal to interrupt.
Shield Stance
 Shield Stance
Tango-recharge-darker.png 25 Block incoming attacks.

*Used to block damage. This is nice if your waiting on heal cool downs to go off. 3 seconds of blocking provides more survivability. I like to pick up the trait "Reflect Missiles" to reflect projectiles back at the target.

Warhorn


The Warhorn is provides very useful AoE benefits, granting boons to allies and conditions to enemies.

*Support Warrior 

Off hand
Charge
 Charge
Tango-recharge-darker.png 20 Grant swiftness to yourself and allies, while removing chillcripple, and immobilize.

*Used to catch up to targets & your destination. This ability acts as a cleanse, removing conditions.
Call to Arms
 Call to Arms
Tango-recharge-darker.png 20 Grant vigor to yourself and allies, while weakening nearby foes.

*Used to grant yourself and allies Vigor which increases stamina regeneration. Also causes enemies attacks to result in a glancing blow (about 50-75% reduced hit) 50% of the time and slows endurance regeneration.

 

_______________________________________________

Slot Skills
_______________________________________________ 

 

coming soon.

SlotSkill TypeSkillCD Description
HealingGeneral
Healing Surge
 Healing Surge
Tango-recharge-darker.png 30   Heal yourself and build adrenaline.

*I wouldn't recommend using this heal because the other two are far better. 
Mending
 Mending
Tango-recharge-darker.png 20  

Heal yourself and remove two conditions.

*This is probably the best Healing skill for the Warrior because of its short cool down and condition cleanse.

Signet
Healing Signet
 Healing Signet
Tango-recharge-darker.png 40   Passive: Grants Regeneration.
Active: Heal yourself.

*The passive heals for 183 every 3 seconds and is increased by 2% of Compassion. I only recommend using this if you have a lot of Armor and Passive regneration such as Adrenal Health and Dolyak Rune passive.
UtilityPhysical
Kick
 Kick
Tango-recharge-darker.png 20   Push your foe back with a kick.

*Kick a nice utility because of it's short CD, I recommend using this for Ranged Warrior builds to keep enemies at a distance.
Throw Bolas
 Throw Bolas
Tango-recharge-darker.png 20   Throw bolas to immobilize your foe.

*Throw Bolas is a multi-purpose utility, used as a snare to catch runners, kitters, or to set up a combo with Hundred Blades, Whirling Axe, etc... 
Bull's Charge
 Bull's Charge
Tango-recharge-darker.png 40  

Charge your foe and knock down fleeing foes.

*A utility Gap Closer, if your build lacks the ability to close gaps, I highly recommend using this. Commonly used to set combos with Hundred Blades

Stomp
 Stomp
Tango-recharge-darker.png 60  

Launch nearby foes into the air with a powerful stomp.

*Stomp provides a nice AoE crowd control. I recommend using this for Ranged Warrior builds to keep enemies at a distance.

Signet
Signet of Might
 Signet of Might
Tango-recharge-darker.png 60   Passive: Improves Power.
Active: Gain Might.

*Recommend using for PvE and not sPvP unless your building a warrior purely for damage dealing like a Glass Cannon
Signet of Fury
 Signet of Fury
Tango-recharge-darker.png 60  

Passive: Improves Precision.
Active: Gain adrenaline.

*Recommend using for PvE and not sPvP 

Signet of Stamina
 Signet of Stamina
Tango-recharge-darker.png 45  

Passive: Grants faster endurance regeneration.
Active: Remove all conditions.

*Recommend for both PvE  and sPvP, if you feel that you need more defense on your Warrior, the endurance regeneration and full cleanse is a nice addition to keep your warrior alive.

Dolyak Signet
 Dolyak Signet
Tango-recharge-darker.png 60  

Passive: Reduces incoming damage.
Active: Gain stability.

*Recommend for both PvE and sPvP, if you feel that you need more defense on your Warrior, the passive damage reduction is a nice addition to keep your warrior alive.

Shout
"For Great Justice!"
 "For Great Justice!"
Tango-recharge-darker.png 25  

Grant fury and might to yourself and nearby allies.

*A nice short cool down shout that provides boons for yourself and allies, if your warrior lacks damage, it might be best to pick up this as it also benefits your team. I highly recommend using this for Heal Shout builds because of its low cool down and to make a Support Warrior.

"Shake It Off!"
 "Shake It Off!"
Tango-recharge-darker.png 25  

Remove a condition from yourself and nearby allies. It can also break stuns.

*A nice short cool down shout that provides a cleanse for yourself and allies and also break stuns. I highly recommend using this for Heal Shout builds because of its low cool down and to make a Support Warrior.

"I Will Avenge You!"
 "I Will Avenge You!"
Tango-recharge-darker.png 85  

Gain mightregeneration, and swiftness. If you kill a foe, your allies rally.

*This shout is useful in all situation if you want to flee or catch up to the enemy; swiftness will help. If you want to deal more damage; Might will help. Also a nice benefit is the Rally. I recommend using this for Shout builds and pretty any build that needs to fill a utility slot and their not sure what to fill it with.

"Fear Me!"
 "Fear Me!"
Tango-recharge-darker.png 95   Induce fear in all nearby foes.

*AoE crowd control shout. Because it only last 1 second and it has and extremely long CD, I'm not a big fan of it. I do recommend picking this up if your building a Control Warrior. 
Banner
Banner of Discipline
 Banner of Discipline
Tango-recharge-darker.png 120   Place a banner that improves Precision and Prowess on you and nearby allies.

*Used this for PvE and WvW, I don't recommend using this for sPvP because everyone is constantly moving. Also the long cool down hurts. If you plan on building a Support Warrior, its a good idea to pick banners as your utility. 
Banner of Strength
 Banner of Strength
Tango-recharge-darker.png 120  

Place a banner that improves Power and Malice on you and nearby allies.

*Used this for PvE and WvW, I don't recommend using this for sPvP because everyone is constantly moving. Also the long cool down hurts. If you plan on building a Support Warrior, its a good idea to pick banners as your utility.

Banner of Defense
 Banner of Defense
Tango-recharge-darker.png 120  

Place a banner that increases Toughness and Vitality for you and nearby allies.

*Used this for PvE and WvW, I don't recommend using this for sPvP because everyone is constantly moving. Also the long cool down hurts. If you plan on building a Support Warrior, its a good idea to pick banners as your utility.

Banner of Tactics
 Banner of Tactics
Tango-recharge-darker.png 120  

Place a banner that increases Compassion and Concentration for you and nearby allies.

*Used this for PvE and WvW, I don't recommend using this for sPvP because everyone is constantly moving. Also the long cool down hurts. If you plan on building a Support Warrior, its a good idea to pick banners as your utility.

Stance
Berserker Stance
 Berserker Stance
Tango-recharge-darker.png 60  

Gain adrenaline for a short time.

*Recommend not using this for sPvP. Can be used for PvE.

Endure Pain
 Endure Pain
Tango-recharge-darker.png 90  

Take no damage from incoming attacks.

*Endure Pain is a very useful utility for all purpose builds. 5 seconds of damage immunity is nice and will help you survive as you wait for healing cool downs to go off.

Balanced Stance
 Balanced Stance
Tango-recharge-darker.png 40  

You gain Stability.

*If you find your Warrior being knock down, stunned, and constantly being crowd controlled. Its a good idea to use this utility.

Frenzy
 Frenzy
Tango-recharge-darker.png 60   Frenzy to gain Quickness.

*Frenzy is a very good damage dealing utility because it makes you attack twice as fast. Commonly used with Hundred Blades to guarantee the last hit from the Greatsword which deals a lot of damage.
EliteSignet
Signet of Rage
 Signet of Rage
Tango-recharge-darker.png 120  

Passive: Grants adrenaline.
Active: Gain furymight, and swiftness.

*Commonly used for Damaging dealing warrior for the boons. This Elite ability is an overall nice skill as it allows you to deal damage, catch fleeing targets, or run from dangerous situations.

Transform
Rampage
 Rampage
Tango-recharge-darker.png 180   Take the form of a massive juggernaut.

*This is a nice Elite when all abilities are on cool downs, you can turn into a juggernaut granting crowd control ability and massive amount of health, by the time the duration is over, your cool downs should be finished and ready to use. Also this ability grants some pretty good burst damage.  
Banner
Battle Standard
 Battle Standard
Tango-recharge-darker.png 240   Place a battle standard that revives falled [sic] allies and applies stabilityfury, and might to allies.

*Used for big team fights, I recommend using this for PvE and WvW. Can be used for sPvP to support your team. 

 

_______________________________________________

Traits
_______________________________________________ 

 

Coming soon.

Trait LineTypeTierTraitDescription
Strength

per point:

+10 Power (Damage)

+1 Expertise (Condition Duration)

Minor Adep Reckless Dodge Damage foes at the end of a dodge roll.
 
Master Building Momentum Burst skills restore endurance.
Grandmaster Stick and Move Get a damage bonus
when endurance is not
full.
Major Adept Berserker's Power Increases damage by 2-5% depending on how much adrenaline you
have.
Adept Death from Above Damage and Launch enemies when you take falling damage. Falling damage is reduced by 50%.
Adept Great Fortitude 5% of Power is given as a bonus to Vitality.
Adept Powerful Banners Banners do damage 
when summoned.
Adept Restorative Strength Using a heal skill 
removes CrippleFreezeImmobilize, and Weakness.
Adept Short Temper Gain 15 seconds of 
Might and 1 strike of Adrenaline each time
you are Blocked.
Master Distracting Strikes Apply confusion when
you interrupt an enemy.
Master Physical Training Increases damage of Physical utility skills by 100%. The recharge on your Physical utility skills is reduced by 20%.
Master Slashing Power Greatsword and spear damage is increased by 10%.
Master Weapon Specialization Damage is increased by 5% when wielding an 
axemace, or sword in your off hand.
Grandmaster Axe Mastery Improve critical damage by 10% while wielding an 
axe in your main hand.
Grandmaster Victorious Might Gain 5 stacks of Might 
for 10 seconds when you kill a foe.
Arms

per point:

+10 Precision (Critical Hit Chance)

+10 Malice (Condition Damage)

Minor Adept Precise Strikes 33% chance to cause bleeding on critical hits.
Master Critical Burst Burst skills have an 10% increased critical chance.
Grandmaster Attack of Opportunity Increases damage to bleeding foes by 10%.
Major Adept Deep Cuts Bleeds you apply last 50% longer.
Adept Deep Strike Gain +40 precision for each unused signet you have equipped.
Adept Furious Critical hits have a 50% chance to grant an extra adrenaline strike.
Adept Furious Speed 10% chance to gain swiftness (3s) on critical hits.
Adept Rending Strikes 33% chance to cause vulnerability on 
critical hits.
Adept Unsuspecting Foe 50% critical-hit chance versus stunned enemies.
Master Blademaster Increases your 
critical-hit chance with a sword by 10%.
Master Gun Mastery Rifle and harpoon-gun skills recharge 20%
faster.
Master Momentous Greatsword Gain might on critical hit with a greatsword.
Master Opportunist Gain fury for 2s when
you immobilize a target.
Grandmaster Last Chance Gain frenzy for 4
seconds when you strike a foe with less than 25% health (90-second cooldown).
Grandmaster Sniper Rifle and harpoon-gun shots pierce.
Defense

per point:

+10 Toughness (Armor)

+10 Compassion(Healing)

Minor Adept Thick Skin Extra armor when health is above 90%.
Master Adrenal Health Regenerate health 
based on adrenaline 
level.
Grandmaster Armored Attack 10% of toughness is
given as a bonus to 
power.
Major Adept Embrace the Pain Gain adrenaline when hit.
Adept Last Stand Activates 
Balanced Stance when
you are dazedknocked downlaunchedpushed back, or stunned.
Adept Missile Deflection Reflect missiles 
whenever you are blocking.
Adept Shrug It Off Activates Endure Pain at 25% health.
Adept Turtle's Defense Gain +200 toughness 
when crippledfrozenstunned, or immobilized.
Adept Vigorous Return Increased health on 
rally.
Master Blunt Weapon Master Hammer and mace skills recharge 15% faster.
Master Cull the Weak Increases damage to weakened foes by 5%.
Master Shield Master Gain +90 toughness 
while using a shield.
Master Sure-footed Increases stance 
duration by 25%.
Grandmaster Merciless Hammer Hammer damage is increased by 25% when
a foe is knocked down.
Grandmaster Sundering Mace Mace skills cause a 1-second weakness when dealing critical damage.
Tactics

per point:

+10 Vitality (Life - Max HP)

+1 Concentration (Boon Duration)

Minor Adept Determined Revival Gain 5 extra toughness per level while reviving.
Master Fast Healer Increases revive speed
by 10%.
Grandmaster Reviver's Might Grant might to nearby allies when you revive someone.
Major Adept Desperate Power Increases damage when your health is under 25%.
Adept Early Escape Gain 5 seconds of vigor when your health 
reaches 90% (30-second cooldown).
Adept Empower Allies Increases damage of nearby allies.
Adept Empowered Increases damage for every boon on you.
Adept Leg Specialist Apply a 1-second immobilize whenever
you cripple a target with a skill.
Adept Stronger Bowstrings Increases longbow 
range.
Master Burning Arrows Longbow damage is increased by 10%
against burning foes.
Master Inspiring Banners Banners apply their bonuses to a larger area.
Master Lung Capacity Shout cooldowns are reduced by 20%.
Master Quick Breathing Warhorn skills recharge 15% faster.
Grandmaster Inspiring Battle Standard Banners also apply regeneration to allies.
Grandmaster Vigorous Shouts Shouts heal.
Discipline

per point:

+1 Prowess (Critical Hit Multiplier)

+1 Brawn (Burst Skill Damage)

Minor Adept Versatile Rage Gain 5 strikes of adrenaline on weapon swap.
Master Fast Hands Reduces weapon-swap cooldown by 5 seconds.
Grandmaster Versatile Power Gain might for 10
seconds on 
weapon swap.
Major Adept Heightened Focus Gain a 2% critical-hit chance for 1 stage of adrenaline, 5% for 2 stages, and 9% for 3 stages.
Adept Inspiring Shouts Gain adrenaline when using a shout.
Adept Mighty Defenses You gain might when
you block an attack.
Adept Sweet Revenge Chance to rally while Vengeanced.
Adept Thrill of the Kill Gain extra adrenaline on a kill.
Adept Warrior's Sprint Run faster while wielding melee weapons.
Master Mobile Strikes Movement skills break immobilize.
Master Sharpened Axes Critical hits with axes 
gain extra adrenaline.
Master Signet Mastery Signet cooldowns are reduced by 25%.
Master Vigorous Focus Gain vigor when using a stance.
Grandmaster Adrenal Reserves Burst skills cost less.
Grandmaster Quick Bursts Burst skill cooldowns are reduced by 20%.

 

 

 

User Content

Name Date Note
Name Date Note
The Immortal Warlord June 18, 2012 6.6
Twin Rifle June 18, 2012 6.3
Bloodseeker June 20, 2012 6.2
Mouse's Test Build (With VIDEO) June 24, 2012 6.6
The Behemoth June 27, 2012 6.1
Mouse's Leveling Guide July 9, 2012 7.4
[Video]:Hundred Blades July 25, 2012 7.8
Hundred Blades (Tournament) October 2, 2012 7.4
Mouse's WvW Build October 18, 2012 8.2

user.private_no Mouse P V P.

Builds Date
Builds Date
Clouded Mind June 16, 2012
The Immortal Warlord June 18, 2012
The Immortal Warlord June 18, 2012
The Immortal Warlord June 18, 2012
Hundred Blades June 18, 2012
Hundred Blades June 18, 2012
The Immortal Warlord June 18, 2012
Hundred Blades June 18, 2012
The Immortal Warlord June 19, 2012
Vigorous Defender (Revisited) June 19, 2012
Vigorous Defender (Revisited) June 19, 2012
Hack and Slash June 19, 2012
Vigorous Defender (Revisited) June 19, 2012
The Immortal Warlord June 19, 2012
The soldier side June 19, 2012
Twin Rifle June 19, 2012
Bloodseeker June 20, 2012
Bloodseeker June 20, 2012
Hundred Blades June 21, 2012
Twin Rifle June 21, 2012
Mouse's Test Build (With VIDEO) June 24, 2012
Mouse's Test Build (With VIDEO) June 24, 2012
Mr.Gregor's Spirit Trap Ver.1 June 24, 2012
Mouse's Test Build (With VIDEO) June 24, 2012
Mouse's Test Build (With VIDEO) June 25, 2012
Mouse's Test Build (With VIDEO) June 25, 2012
The Immortal Warlord June 25, 2012
Twin Rifle June 25, 2012
Mouse's Test Build (With VIDEO) June 25, 2012
Up-close and Personal June 25, 2012
Warrior Support Stress Test June 26, 2012
Twin Rifle June 26, 2012
The Immortal Warlord June 26, 2012
The Behemoth June 27, 2012
The Behemoth June 27, 2012
Unkillable June 27, 2012
The Immortal Warlord June 27, 2012
The Behemoth June 27, 2012
Mouse's Test Build (With VIDEO) June 28, 2012
Mouse's Test Build (With VIDEO) June 28, 2012
Twin Rifle June 28, 2012
Mouse's Test Build (With VIDEO) June 29, 2012
The Immortal Warlord June 29, 2012
Mouse's Test Build (With VIDEO) July 1, 2012
The Behemoth July 1, 2012
Mouse's Test Build (With VIDEO) July 10, 2012
Twin Rifle July 15, 2012
Mouse's Test Build (With VIDEO) July 18, 2012
Twin Rifle July 19, 2012
Mouse's Leveling Guide July 25, 2012
Mouse's Test Build (With VIDEO) July 25, 2012
[Video]:Hundred Blades July 28, 2012
Mouse's Leveling Guide July 29, 2012
The Immortal Warlord July 29, 2012
Twin Rifle July 29, 2012
Mouse's Leveling Guide August 3, 2012
[Video]:Hundred Blades August 5, 2012
Mouse's Leveling Guide August 5, 2012
Mouse's Test Build (With VIDEO) August 5, 2012
Twin Rifle August 6, 2012
The Immortal Warlord August 12, 2012
Poison Flame Longbow August 12, 2012
Mouse's Test Build (With VIDEO) August 15, 2012
The Immortal Warlord August 16, 2012
Twin Rifle August 16, 2012
Poison Flame Longbow August 16, 2012
The Immortal Warlord August 24, 2012
Hundred Blades (Tournament) October 11, 2012
Mouse's WvW Build October 18, 2012
Mouse's WvW Build October 21, 2012
[Video]:Hundred Blades November 3, 2012
Mouse's WvW Build November 5, 2012
Twin Rifle November 5, 2012

User Lastest Builds

Posted on June 18, 2012, rated 6.594
Posted on June 18, 2012, rated 6.267
Posted on June 20, 2012, rated 6.175
Posted on June 24, 2012, rated 6.560
Posted on June 27, 2012, rated 6.100
Posted on July 9, 2012, rated 7.359
Posted on July 25, 2012, rated 7.833
Posted on October 2, 2012, rated 7.364
Posted on October 18, 2012, rated 8.211

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