Guild Wars 2 Guia de Ouro Como fazer ouro em Guild Wars 2 O guia de ouro Black Lions Profit foi escrito para oferecer um recurso gratuito de ouro para a comunidade Guild Wars 2. O guia irá equipá-lo com todas as habilidades necessárias, ferramentas e conhecimentos necessários para competir e dominar com sucesso no campo de batalha comercial competitivo. Nós won8217t mentir, fazer ouro em Guild Wars 2 é realmente muito fácil. Especialmente quando você tem acesso a um ótimo guia com dicas testadas e testadas, uma lista brilhante de ferramentas Trading Post e artigos regulares de ouro em nosso blog Black Lions Profit. Nós recomendamos pessoalmente visitar nossos amigos no Gold Wars 2 para todos os seus gráficos do Trading Post, rastreamento de preços e utilitários econômicos. Eles oferecem um ótimo serviço premium que lhe permite maximizar facilmente o seu empreendimento de ouro em Guild Wars 2, nós realmente não podemos recomendá-los o suficiente. É importante notar que o guia de ouro está em um trabalho perpétuo em andamento, estamos constantemente atualizando nossas dicas E as estratégias com informações como novo conteúdo são adicionadas ao jogo. Esperamos que você fique por perto e siga-nos no nosso blog Guild Wars 2. Índice Introdução ao Trading Post UPDATE pelo usuário TerrorBite Este é um ótimo recurso, no entanto, está desatualizado. A interface do Trading Post mudou há mais de um ano. Para aqueles que lêem, resumirei as mudanças: agora existem três abas distintas no lado esquerdo. A guia superior é a Gem Store, a segunda é o Currency Exchange (gemas para ouro, ouro para gemas) e a terceira é o Trading Post. Estamos apenas interessados nesta última guia. O Gem Store abre por padrão ao pressionar O ou selecionar o ícone Trading Post, no entanto, a guia Trading Post abre por padrão ao conversar com um Black Lion Trader NPC. Dentro da guia Negociação, há um painel esquerdo com seu balanço de ouro na parte superior e um painel direito com quatro guias no topo. O painel esquerdo também exibe as opções de filtro para o painel direito (explicado abaixo) e a caixa de entrega em que os itens que você compra e o ouro que você ganha são mantidos até serem coletados de um NPC Black Lion Trader. Ao interagir com um NPC, haverá um botão Take All na caixa de entrega que você clicar para receber seu dinheiro e itens. Sem um NPC, você só pode ver o conteúdo da caixa. A primeira guia no painel direito é Home, que lhe dá links rápidos que você pode usar para vender seus itens, comprar armas ou comprar armaduras. Ele também exibe os três itens mais recentes que você viu, e os três mais recentes que você escreve. A segunda guia é Comprar itens. Isso listará todos os itens disponíveis para compra no Trading Post use as opções de filtro e a caixa de pesquisa no painel esquerdo para encontrar os itens que você está interessado. Você pode filtrar itens por categoria e procurar por nome. As opções avançadas permitem pesquisar por raridade e nível utilizável, com opções adicionais de pesquisa avançada disponíveis para determinadas categorias de filtros (por exemplo, armas e armaduras). O preço mostrado ao lado de cada item na lista é a oferta de venda mais baixa. Clicando em qualquer item, abrirá um popup exibindo ordens de compra e venda, onde você pode optar por comprar da ordem de venda mais baixa instantaneamente, colocar sua própria ordem de compra a um preço mais baixo ou sair sem comprar. A terceira guia é Sell Items. Isso é muito semelhante à segunda guia, exceto que a lista exibe itens não vinculados de seu inventário. O preço mostrado ao lado de cada item é a oferta de compra mais alta. Você pode usar filtros para mostrar apenas o conteúdo de uma nota particular do saco de inventário que os itens em Sacos invisíveis não serão exibidos, mesmo que você selecione o saco invisível. Você também pode procurar por nome, raridade e nível. Ao clicar em qualquer item, será aberto um popup que exibirá pedidos de compra e venda para esse item, onde você pode optar por vender ao pedido de compra mais alto instantaneamente, colocar sua própria ordem de venda a um preço mais alto ou sair sem vender seus itens. A guia final é My Transactions, que felizmente não é mais respondendo e mal projetado. Dependendo do filtro selecionado, isso exibirá os itens que você está aguardando para o buysell ou os itens que você anteriormente apresentou com sucesso. Esta guia é útil para cancelar comprar ou vender ordens que ainda não foram cumpridas, e para ver onde todo o ouro que você acabou de ganhar veio de Hope, isso ajuda o Black Lion Trading Post é o centro da economia Tyria8217s inteira, com milhares de ouro passando Através das portas de cada dia, criando uma oferta infinita de oportunidades de ganhar dinheiro. Se você é sério sobre fazer ouro, então também é o lugar onde você estará gastando a maior parte do seu tempo no mercado8221 em Guild Wars 2. A interface está longe de ser perfeita, com algumas escolhas de design frustrantes e um navegador de itens que nunca responde . Há muito espaço para melhorar. (Você está lendo isso, desenvolvedores da Guild Wars 2) No entanto, como é tudo o que temos que trabalhar, nossa única opção é avançar e usar as ferramentas disponíveis para o melhor da nossa capacidade. Se você não soubesse, a economia Guild Wars 2 é compartilhada globalmente em toda a comunidade de jogos, e todos os servidores dos EUA e da UE acessam exatamente o mesmo Trading Post como você. O que praticamente significa que estamos competindo contra toda a base de jogadores. Isso é uma grande quantidade de competição. Guild Wars 2 Currency Guild Wars 2 usa um sistema de moeda simples para o comércio de jogadores, com as moedas de ouro genéricas, de prata e cobre, comumente encontradas em outros jogos de RPG. A moeda é muitas vezes abreviada como g old, s ilver e c opper. Usando esta fórmula, 9 ouro, 80 prata amp 70 moedas de cobre seria abreviado como 9 g 80 s 70 c. Tabelas de troca de negócios Os conceitos básicos do Trading Post Acessando a publicação Trading é extremamente fácil Basta localizar e pressionar a tecla 8220O8221 em seu teclado e a interface aparecerá como mágica, ou você pode visitar uma das muitas trader8217 do leão preto espalhadas por Tyria. Eu pessoalmente prefiro usar aquele no Lions Arch, pois é uma cidade muito vibrante com lot8217s de jogadores e conversas interessantes. (Perfeito para quando você está esperando que o último lingote de ouro seja vendido). Quando a Interface for aberta, você verá a página de destino inicial (foto abaixo) exibindo algumas informações úteis sobre os itens negociados, fornecidos, exigidos e avaliados do game8217s. É importante prestar atenção a esses itens, pois geralmente são lucrativos para 8220flip8221. No entanto, eles podem ser extremamente competitivos Para pegar um item ou coletar seu ouro da Trading Post, você deve visitar um Black Lion Trader pessoalmente e usar a aba 8220pick up8221 na interface Trading Post. Taxa de listagem Ao publicar um item no Trading Post, um imposto de 5 é imposto. Esta taxa não é reembolsável, mesmo que você remova seu item sem uma venda. A razão pela qual isso existe é dissuadir pessoas de usar o Trading Post como uma conta bancária ilimitada e adicionar um coletor de ouro adicional no jogo. (Para remover o ouro da circulação) Por exemplo, se você quisesse vender uma Cenoura por 100 de ouro, a taxa da lista seria de 5 ouro. (5) Taxa de venda Quando um item foi vendido no Trading Post, um 10 imposto é imposto e é automaticamente removido do preço de venda. Uma vez que esta taxa só é aplicada quando um item é vendido, não é deduzido se você decidir remover o item. (Diferentemente da taxa de listagem 5 mencionada acima). Por exemplo, uma vez que sua cenoura vendeu por 100 de ouro, a taxa de venda seria de 10 de ouro. (10) Exemplo de imposto Se você vendeu com sucesso sua cenoura por 100 de ouro, tanto a taxa de 5 cotações quanto a taxa de 10 vendas serão automaticamente deduzidas do preço, deixando você com um retorno de ouro de 85 da venda. Eu recomendo usar a pequena calculadora brilhante no tpcalc para trabalhar todas as taxas da sua guild wars 2. Vendendo um item no posto de negociação A venda de um item no Trading Post é muito simples, desde que você tenha ouro suficiente para cobrir a 5 taxas de lista you8217re bom para ir. Você pode listar um item através da interface Trading Post, selecionando a guia 8220Sell on Trading Post8221 ou, alternativamente, clicando com o botão direito do mouse em um item em seu inventário. Existem três opções a serem levadas em consideração quando você quer vender um item na negociação. Postagem: comprador mais alto. Esta é a primeira opção, que, por padrão, sempre é destacada. Esta opção permite que o jogador venda seu item diretamente para um comprador e, portanto, garanta uma venda instantânea sem o risco de ser subcotada. (Alguém listando um item para venda mais barato, freqüentemente 8220controduzindo8221 seu preço por 1 moeda de cobre) Vendedor mais baixo Esta é a segunda opção, que combinará seu preço com o ponto mais baixo em que o item está atualmente sendo vendido por diferentes comerciantes8217. Seu item é então colocado em uma fila em que você terá que aguardar que o estoque atual do seller8217s seja vendido primeiro. Preço manual A terceira opção não é imediatamente clara, mas você tem a capacidade de editar manualmente o preço unitário em qualquer quantidade para a qual deseja vender um item. Um método comum usado pelo player8217s é 8220undercut8221 o vendedor mais baixo por 1 moeda de cobre, evitando qualquer queue8217s e potencialmente vendendo o item mais rapidamente. (Isso geralmente é mal visto, mas o seu anônimo, portanto, realmente não importa.) O único limite de digitação manual em um preço é que ele deve custar pelo menos 1 cobre mais do que o preço base do item8217s. (O valor que você obtém vendendo para um fornecedor) 8220 Para ficar rico, você precisa ganhar dinheiro enquanto você está dormindo. 8221 8211 David Bailey Basic Trading Post Techniques Existem algumas técnicas básicas que um jogador pode usar para fazer ouro no Trading Post, são muito fáceis de lembrar, mas ainda é importante aprender. Recomendamos seguir os artigos em nosso blog, pois cobrimos regularmente esses métodos básicos, além de responder a perguntas da comunidade e especular sobre conteúdos futuros. Undercutting Undercutting é o ato de vender seu item por um pouco menos do que o vendedor mais baixo para evitar o sistema de fila e parecer mais atraente para o potencial comprador. O valor mais comum para 8220undercut8221 é de 1 moeda de cobre. Isso é muito bom. Se você se encontra lutando por espaço em um mercado competitivo, então a subcotação é uma ferramenta muito poderosa para garantir que você obtenha as vendas. It8217s um cão coma mundo de cachorro na terra de Tyria, se você não pode vencê-los, Subcotou-os. Flipping é o termo usado para descrever a compra em um item do Trading Post e revender rapidamente (ou 8220flipping8221) com lucro. É uma forma extremamente básica, mas eficiente, de fazer ouro no Trading Post e também é considerada a técnica 8220 de pão e manteiga8221 para fazer ouro na maioria das economias de MMORPG. Lançamento pode ser uma técnica básica, mas há muita informação para cobrir e há um pouco de uma curva de aprendizado. Felizmente, nós já criamos três guias brilhantes para que você comece no mundo de lançar: Manipulação de Comunidade A Manipulação de Comunidade é o ato de compartilhar dicas, guias e recursos falsos na tentativa de exagerar um item e posteriormente causar um aumento no preço. O manipulador então listará suas ações em um ponto de preço mais alto, aproveitando como jogador8217s continuam comprando o item. Este método é altamente criticado pela comunidade Guild Wars 2, especialmente entre a comunidade Reddit do jogo8217, onde esses tipos de post8217s eram comumente encontrados no lançamento. Em resposta, estes jogadores são agora muito vigilantes e expressarão uma atitude extremamente hostil em relação a quem tente essa técnica. (Ou que, em geral, escrevem sobre qualquer coisa relacionada ao fazer ouro no Trading Post) Eu nunca recomendarei que alguém tente esta estratégia, pois não só é muito difícil de desencadear, também é ganancioso, manipulador e geralmente ruim para a economia. No entanto, é possível que um desenvolvedor, inadvertidamente, cause manipulação da comunidade, um deslizamento 8220 da língua 8221 nos fóruns ou uma discussão sobre o conteúdo futuro, provocará um aumento dos preços, já que a corrida do comerciante deve especular sobre o conteúdo futuro. Se você está interessado em rastrear essas postagens, nós escrevemos um guia brilhante para Stalking guild wars 2 devs for gold Gold Making Strategies A seção Gold Making Strategies ainda está em construção, o objetivo principal da it8217s é fornecer links para articles8217s e postagens de blog que demonstram avançadas Técnicas de fabricação de ouro. Outros guias Artigos interessantes Obrigado pelo feedback no guia, enquanto tento manter as informações aqui atualizadas e corrigir gramaticalmente alguns erros que se deslocam de tempos em tempos. Infelizmente, como eu tenho conectividade de poder limitado 038, não posso justificar o tempo necessário para localizar e corrigir esses erros. No entanto, se algum leitor legal publicou um comentário rápido, destacando os parágrafos ou palavras em que os erros foram cometidos, então ficaria mais do que feliz em corrigi-los. Embora eu concorde com Ally de todo o coração, se você tiver salvo em um programa como o Word ou outra coisa, eles geralmente têm um aplicativo 8220Find e Replace8221 na seção de edição. Isso vai acontecer com você se você estiver tão inclinado. Eu pensei que era horrível que você escreveu um artigo tão longo e adorável apenas para obter uma publicação exigente sobre a gramática. Seu guia está bem colocado e muito fácil de ler. Eu aprecio o esforço enquanto eu estou tentando entrar em leitura no 8220flipping.8221 A parte sobre Market Manipulation foi realmente interessante Especialmente para ver o gráfico. Eu realmente não tinha idéia de que esse tipo de coisa aconteceu. Este é um ótimo recurso, no entanto está desatualizado. A interface do Trading Post mudou há mais de um ano. Para aqueles que lêem, resumirei as mudanças: agora existem três abas distintas no lado esquerdo. A guia superior é a Gem Store, a segunda é o Currency Exchange (gemas para ouro, ouro para gemas) e a terceira é o Trading Post. Estamos apenas interessados nesta última guia. O Gem Store abre por padrão ao pressionar O ou selecionar o ícone Trading Post, no entanto, a guia Trading Post abre por padrão ao conversar com um Black Lion Trader NPC. Dentro da guia Negociação, há um painel esquerdo com seu balanço de ouro na parte superior e um painel direito com quatro guias no topo. O painel esquerdo também exibe as opções de filtro para o painel direito (explicado abaixo) e a caixa de entrega em que os itens que você compra e o ouro que você ganha são mantidos até serem coletados de um NPC Black Lion Trader. Ao interagir com um NPC, haverá um botão 8220Take All8221 na caixa de entrega que você clicar para receber seu dinheiro e itens. Sem um NPC, você só pode ver o conteúdo da caixa. A primeira guia no painel direito é 8220Home8221, que lhe dá links rápidos que você pode usar para vender seus itens, comprar armas ou comprar armaduras. Ele também exibe os três itens mais recentes que você viu, e os três mais recentes que você escreve. A segunda guia é 8220Comprar Itens8221. Isso listará todos os itens disponíveis para compra no Trading Post 8211 use as opções de filtro e a caixa de pesquisa no painel esquerdo para encontrar os itens que você está interessado. Você pode filtrar itens por categoria e procurar por nome. As opções avançadas permitem pesquisar por raridade e nível utilizável, com opções adicionais de pesquisa avançada disponíveis para determinadas categorias de filtros (por exemplo, armas e armaduras). O preço mostrado ao lado de cada item na lista é a oferta de venda mais baixa. Clicando em qualquer item, abrirá um popup exibindo ordens de compra e venda, onde você pode optar por comprar da ordem de venda mais baixa instantaneamente, colocar sua própria ordem de compra a um preço mais baixo ou sair sem comprar. A terceira guia é 8220Sell Items8221. Isso é muito semelhante à segunda guia, exceto que a lista exibe itens não vinculados de seu inventário. O preço mostrado ao lado de cada item é a oferta de compra mais alta. Você pode usar filtros para mostrar apenas o conteúdo de um saco de inventário específico 8211. Observe que os itens em Sacos invisíveis não serão exibidos, mesmo que você selecione o saco invisível Você também pode procurar por nome, raridade e nível. Ao clicar em qualquer item, será aberto um popup que exibirá pedidos de compra e venda para esse item, onde você pode optar por vender ao pedido de compra mais alto instantaneamente, colocar sua própria ordem de venda a um preço mais alto ou sair sem vender seus itens. A guia final é 8220My Transactions8221, que felizmente não é mais respondendo e mal projetado. Dependendo do filtro selecionado, isso exibirá os itens que você está aguardando para comprar ou itens que você anteriormente utilizou com sucesso. Esta guia é útil para cancelar comprar ou vender ordens que ainda não foram cumpridas, e para ver onde todo o ouro que você acabou de ganhar veio de Hope, isso ajuda. Deixe uma resposta Cancelar respostaGW2 Comprehensive Warrior PvE Guide por Retaliate rT GW2 warrior builds e PvE geral Guia originalmente escrito por Element, agora mantido e atualizado pelo Purple Miku8211, ambos jogadores guerreiros especializados da Retaliate rT. Esta é a primeira de uma série de guias de aulas escritas por membros da rT, uma conhecida guilda de velocidade de calabasseia européia. Atualizado para o patch de especializações de junho de 2015, última edição 912015. Introdução O guerreiro é uma classe incrivelmente versátil com um forte posicionamento no meta game atual em todos os 3 modos de jogabilidade, capaz de se destacar usando uma variedade de versões diferentes. Este guia focará os aspectos do jogador vs ambiente (PvE) do guerreiro. Os guerreiros geralmente são reconhecidos como uma classe muito novato para jogar, devido ao fato de que eles usam armaduras pesadas e têm uma elevada quantidade natural de dureza e vitalidade. Devido a isso, é fácil que um guerreiro com absolutamente nenhum investimento em atributos defensivos será significativamente mais durável do que a maioria de suas outras contrapartes de classe. É uma classe com um potencial extremamente elevado que é superestimado e subestimado. Ao ler mais adiante neste guia, você aprenderá os meandros da classe com as melhores capacidades de polimento ofensivo e o maior arsenal de armas de todas as 8 aulas. Warrior é simples de entender e muito difícil de dominar, pois é muito fácil ter sucesso como guerreiro médio, mas exige uma incrível quantidade de prática, determinação e habilidade para atender ao seu verdadeiro potencial na jogabilidade. Um mecânico de classe única de guerreiros é chamado de adrenalina 8212, um recurso que eles podem construir através de várias maneiras, permitindo que eles usem habilidades de explosão, além de ganhar bônus com base em seu nível de adrenalina. Cada habilidade de estouro tem 3 níveis diferentes, o que aumentará em potência com base na quantidade de adrenalina que um guerreiro tem ao lançá-los. A adrenalina vai diminuir lentamente ao longo do tempo quando um guerreiro está fora de combate, por isso é necessário aumentar a adrenalina no início de cada encontro. Um nível de adrenalina warrior8217s é aumentado de atingir mobs ou objetos ou fazer uso de certas ferramentas oferecidas através de uma habilidade de cura, habilidades de utilidade e uma elite. Além disso, o guerreiro tem uma infinidade de traços para selecionar que regulam o uso e a acumulação de adrenalina, além de proporcionar dano extra, cura e muito mais. TerminologyGlossary Stack 8211, todos os membros do partido estão de perto em um local, geralmente para compartilhar benefícios ou para ajudar a controlar o aggro aggro Aggro 8211 gíria por agressão ou agravamento, geralmente referido a uma multidão sendo agressiva em sua direção, atacando ou seguindo você Mob 8211, um inimigo ou criatura LoSLine of Sight 8211 geralmente se refere ao ato de quebrar a linha de visão que uma multidão tem para você, fazendo com que eles corram para você para recuperar a linha de visão (por exemplo, escondendo em torno de uma esquina) NPC 8211 Caractere não-jogador. Caracteres controlados por computador. Você geralmente é acompanhado por um ou mais NPC em cada caminho de calabouço LFG 8211 Procurando Grupo Pug 8211 Pickup group. Um grupo formado por pessoas que você não conhece, geralmente através do sistema de LFG do jogo DPS 8211 Damage Per Second AoE 8211 Área de efeito. Qualquer habilidade que tenha mais de um alvo é considerada uma área de efeito. Puxar 8211 ganhando o aggro inicial de um inimigo Boons 8211, também conhecido como buffs, que dão efeitos positivos a você e aos aliados Proc 8211 Programated Random Occurrence. Às vezes, é usado quando se fala sobre ocorrências não aleatórias (p. Ex., Tentando o contra-ataque no Riposte). Explosão 8211 usando um finalizador de explosão em um campo combinado. Gíria Zerk 8211 para berserker, um tipo de engrenagem Wipe 8211 quando toda a festa está morta CoE 8211 o Calabouço Crucible da Eternidade AC 8211 o calabouço Catacumbas Ascalonenses TA 8211 o calabouço Crepúsculo Arbor SE 8211 o calabouço Dores Abraço CM 8211 a calabouço Caudecus Manor CoF 8211 a calabouça Citadela da Chama HotW 8211 a masmorra Honra das Ondas Costumivelmente usado Guerreiro termos relacionados HB100b 8211 Referindo-se à grande habilidade 2 Hundred Blades WWAWhirl 8211 referindo-se à grande habilidade 3 habilidade Whirlwind Attack Charge 8211 a habilidade 4 em warhorn Chamada para armas 8211 a habilidade 5 em warhorn Rush 8211 a habilidade 5 em greatsword Savage Leap 8211 a habilidade 2 na espada Shield Stance 8211 a habilidade 5 no escudo Riposte 8211 a habilidade 5 na espada FGJ 8211 Para a Grande Justiça Banner 8211 Banner of DisciplineStrengthTacticsDefense Greatsword The Great A espada é a arma icônica dos guerreiros atribuída à mobilidade, evade, alto risco de explosão e atrito ofensivo. É a arma que será mais usada no combate. 1 8211 Autoattack Chain A cadeia de autoataque da grande palavra é a sua única habilidade de 5 disponíveis que está em baixa performance, devido à velocidade de ataque muito lenta. Apesar do fato de que os coeficientes de dano entre os 3 hits são mais altos do que a maioria das outras armas, a cadeia de autoataque da grande palavra é DPS bastante baixo. A cadeia de autoataque é dividida em três partes, Bigsword Swing, Greatsword Slice e Brutal Strike. Tanto o Greatsword Swing quanto o Greatsword Slice aplicam uma pilha de vulnerabilidades cada uma que dura oito segundos de duração, o que ajuda com a contribuição da vulnerabilidade warrior8217s durante as lutas de grupo, mas o que é importante observar é que há um atraso após a Fatia Greatsword e antes A greve brutal que torna às vezes difícil corrigir adequadamente uma evasão com Whirlwind Attack. Brutal Strike não aplica nenhuma vulnerabilidade, mas causa danos ligeiramente maiores do que os dois primeiros hits na cadeia, o que significa que, além da velocidade de ataque bastante lenta desta sequência de autoataque, resultando em DPS baixo, o dano também está devidamente carregado. Talvez a habilidade mais emblemática de todas as armas do guerreiro e uma das características definidoras da grande coisa do guerreiro seja Cem Blades. Esta habilidade proporciona grandes danos de explosão em um curto período de cooldown, bem como grandes números para admirar com um total de 9 hits com o último que mais causa o dano. Infelizmente, há dois aspectos negativos dessa habilidade, o tempo de lançamento e o fato de que ele raça o guerreiro no lugar. Devido ao fato de que não pode ser usado enquanto se move e requer um total de 3,5 segundos para completar o elenco, essa habilidade exige que o alvo em questão seja estacionário e deixa o guerreiro vulnerável para sofrer danos durante a transmissão. Conhecer estas duas desvantagens para esta habilidade é importante e, para melhor aproveitá-la, é necessário dominar o posicionamento e o tempo para saber quando e onde é apropriado iniciar este canal durante uma briga. 3 8211 Whirlwind Attack Acoplado com Cem Blades, este é um dos ataques mais prejudiciais do guerreiro8217s, se usado de forma inteligente. Tem um total de 4 hits que estão espalhados pelo alcance de 450 e se a distância percorrida é obstruída, todos os hits chegarão no mesmo local. Isso significa que um guerreiro pode abusar do comprometimento do movimento, como o terreno (paredes, rochas, diferentes superfícies niveladas, etc.) ou permitir-se tornar-se imobilizado para sua vantagem e usar a WWA para uma rápida explosão. Isso causa muito dano em um tempo de cooldown bastante curto e é uma maneira muito eficiente de acumular um grande pedaço de adrenalina em cerca de um segundo, facilitando a manutenção do modificador de dano Power8217s da Berserker8217s em lutas. Bladetrail é um ataque à distância sob a forma de um projétil que paralisa e prejudica os inimigos que atravessa. O projétil retornará ao usuário e bateu duas vezes no total, embora possa e seja obstruído pelo terreno, se for usado nas proximidades. O que isso significa é que essa habilidade é apenas um aumento de DPS se usado em aberto, onde o projétil é capaz de atingir suas metas duas vezes. Se um inimigo estiver contra uma parede ou perto de uma superfície que obstrua o projétil, é uma perda de DPS sobre o auto-ataque. Rush tem muitos usos práticos, o que faz dele uma habilidade muito importante para o guerreiro dentro e fora do combate. Fora de combate, pode ser usado para percorrer grandes distâncias rapidamente. Rush irá canalizar por 2 segundos e, se nenhum alvo for alcançado, o final da animação que envolve o ataque prejudicial não será executado, tornando-se uma ótima habilidade para fins de mobilidade. No entanto, a partir da atualização de especializações de junho de 2015, a rapidez não afeta mais as habilidades de movimento fazendo Rush se sentir bastante lento quando usado fora de combate e com rapidez. A razão para isso sentir isso é devido ao fato de que correr com rapidez é um aumento de velocidade de movimento de 33, enquanto que usar Rush é aproximadamente um aumento de velocidade de movimento de 50. Comparativamente, 50 não é um aumento de mais de 33, por isso pode parecer menos consistente porque, quando um jogador está envolvido em combate, eles terão a metade da velocidade de movimento, como eles normalmente fariam fora dele, mas Rush sempre moverá a mesma distância independentemente. Como resultado, pode parecer que essa habilidade parece que ele se move mais rápido quando em combate, quando de fato não o faz. Em combate, pode ser usado para uma grande perda de dano devido ao seu alto coeficiente de dano, ou em certas situações para mobidades de kite. Ao contrário de todas as outras habilidades na grande palavra, Rush é o único que não se divide e é apenas um aumento de DPS para alvos únicos. Arcing Slice é a habilidade de explosão greatsword8217s que é uma das habilidades essenciais que um guerreiro usará no PvE, pois proporciona fúria e ajuda a manter bonificações específicas para adrenalina, como os 20 danos causados pelo poder de Berserker8217s. Ao contrário de algumas outras habilidades de explosão, o dano da fatia de arco não é aumentado dependendo do nível de adrenalina acumulada antes da fundição, mas sim a duração da fúria fornecida por ela é. Arcing Slice corta-se por danos elevados e causa danos significativamente maiores aos inimigos abaixo da metade da saúde. Mão Principal do Machado O machado da mão principal é outra arma incrivelmente forte e definidora que um guerreiro pode usar, que é um componente importante de muitas compilações PvE. 1 8211 Autoattack Chain A corrente do autoattaque da mão principal do machado é a única razão pela qual é uma arma tão valiosa para um arsenal warrior8217s, pois os ataques são rápidos e o DPS mais alto de todas as cadeias de auto-ataque dos guerreiros. A corrente de autoataque é dividida em três partes Chop, Double Chop e Triple Chop. O Triple Chop é carregado e é o ponto forte e fraco da mão principal do machado, já que o golpe final causa aproximadamente o dobro do dano de todas as costeletas anteriores. Por isso, é importante evitar a interrupção de uma corrente de autoattaque de machado, pois é uma perda de DPS bastante relevante para se perder no último golpe de Triple Chop. Um truque muito incomum para esta cadeia de autoataque é que o segundo hit de Double Chop pode ser interrompido com um arranjo de armas, permitindo a possibilidade de iniciar Triple Chop uma fração de segundo mais rápido. Esta arma arrumando truques resulta em um aumento de DPS, embora requer muito mais entrada do usuário e tempo preciso para muito pouco benefício. Ciclone Axe fará com que o guerreiro balanceie seus eixos ao redor, atingindo cada inimigo dentro de um alcance próximo de 130 duas vezes e aplicando 4 pilhas de vulnerabilidade. Esta habilidade é um dos guerreiros muitas fontes de vulnerabilidade, embora seja importante notar que nunca deve ser moldado para interromper uma cadeia de autoataque, pois a interrupção do Triple Chop com isso seria uma perda de DPS. Usando Throw Axe no alcance do corpo a corpo é uma perda de DPS, então um guerreiro normalmente deve usá-lo somente quando se dirige para se engajar em um inimigo ou quando aplicar aleijar é desejável (por exemplo, kiting). Devido ao seu tempo de lançamento muito rápido e a longo alcance, pode ser útil para quando se puxa um inimigo é desejável, no entanto, devido ao fato de que ele aplica aleijar, ele só deve ser usado para este propósito quando nenhum outro método estiver disponível. Eviscerate é a mais poderosa habilidade de armas prejudiciais de arma única, disponível para o guerreiro, se usada em adrenalina completa, apenas combinada com um Final thrrust (usado em um inimigo abaixo da metade da saúde). A única habilidade em qualquer arma que supera seu dano é Kill Shot, que será mencionado mais adiante no guia. É uma das habilidades de armas icônicas do guerreiro8217 e parte do que faz da mão principal do machado uma das armas mais úteis do guerreiro8217 na PvE. Axe Off Hand Axe fora da mão é, infelizmente, muito menos útil e muito nicho para o guerreiro, pois suas habilidades são desprezíveis em danos e utilidade. Double Strike é uma das poucas habilidades de armas disponíveis que proporciona ao guerreiro fúria, no entanto, raramente é necessário devido ao fato de que o guerreiro já tem acesso fácil ao tempo de atividade da fúria alta (e em muitos casos permanente). Apesar do fato de que ele causa uma quantidade decente de danos em si, não justifica lançar uma corrente de autoataque na mão principal do machado, a menos que, por algum motivo, haja um tempo de inatividade na fúria. Whirling Axe é um ataque que muitas vezes imbele os jogadores guerreiros mais novos a pensar que é muito melhor do que realmente é, devido ao fato de ele atingir 15 vezes ao longo de 3,5 segundos e termina com um número alto. Apesar do número final idealmente agradável exibido, é importante lembrar que esta exibição é o resultado de todos os 15 hits, razão pela qual os jogadores mais recentes geralmente se confundem, pois muitos esquecerão que cada vez que o número muda é cumulativo ao invés de refletir o Danos individuais de cada greve. No final, o Whirling Axe é, na verdade, uma perda de DPS sobre auto-ataque com mão-de-mão do machado é o que é uma decepção, mas uma verdade inegável. Apesar deste fato, é a única habilidade do machado, tanto para a mão principal como para a mão, que tem um número máximo de alvos escorrendo de 5 em oposição ao habitual 3, o que significa que ele pode ser usado para marcar um pouco mais de mobs do que o habitual. Além disso, devido à rápida sucessão de sucessos individuais durante o canal, ele pode ser usado para preencher uma barra de adrenalina muito rapidamente. Mace Main Main Mace mão principal é, infelizmente, para amantes de mace, DPS extremamente horrível e uma arma de nicho que raramente será usada em PvE. É usado apenas em circunstâncias raras quando um bloco extra em um tempo de cooldown muito curto é necessário, ou circunstâncias mais raras, quando, por qualquer motivo, é necessária uma remoção de desafio de um guerreiro em grupos (isto geralmente não é o papel do guerreiro, então quase nunca Acontece). 1 8211 Autoattaque Corrente A mão principal do mace tem uma das nossas cadeias de autoattaque mais fracas de todas as nossas armas e é a principal razão pela qual o machado é sempre preferível 8211 o DPS é muito baixo em maza. Esta corrente de autoataque é dividida em três partes Mace Smash, Mace Bash e Pulverize. Mace Smash e Mace Bash se comportam de forma idêntica em termos de danos, número de alvos e tempo de lançamento, no entanto Pulverize tem um tempo de lançamento ligeiramente mais longo e lida aproximadamente o dobro do dano e aplica 5 segundos de fraqueza. Como resultado, esta cadeia de autoataque é muito mais defensiva do que as outras principais opções de mão de warrior8217s e, por isso, é menos atraente de uma escolha em relação a PvE. Counterblow é a habilidade definidora da mão principal da mace e a única razão que normalmente é considerada útil no PvE, pois fornece nosso bloco de cooldown mais curto de todas as armas. O dano causado por Counterblow é bastante decente, tornando-se uma habilidade um pouco mais atraente, mas só atingirá se bloquear um ataque na faixa de corpo a corpo (130). Por causa da duração do bloco muito curto, usar esta habilidade para bloquear preventivamente um ataque é mais complicado do que a espada fora da mão 8217s Riposte ou proteja fora do Hand8217s Shield Stance e exigirá a compreensão de uma mecânica do encontro8217s para usar de forma reativa. Além do bloqueio e danos, o Counterblow também ajuda com a acumulação de adrenalina e fornecerá 3 adrenalinas após o bloqueio de um ataque e 6 adrenalinas se nenhum ataque for bloqueado no momento em que a habilidade terminar de canalizar. Pommel Bash causa danos muito insignificantes e o atordoamento é bastante inútil para interromper o PvE, embora devido ao fato de que ele aplica um atordoamento ele pode ser usado para retirar pilhas de desafio em qualquer campeão ou inimigo lendário, deixando a oportunidade de interromper ou atordoar Chefe com habilidades de controle de multidões mais significativas. Skull Crack é a habilidade de explosão da mão principal do mace. É extremamente incomum que seja usado no PvE, mas, como o Pommel Bash, ele pode ser usado para remover o desafio. Em vez de ter aumentado os danos com base no nível de adrenalina, aplica um atordoamento que aumentou a duração dependendo do nível de adrenalina. Portanto, devido ao fato de que seu único propósito real no PvE é retirar o desafio, é inútil esperar até usar a adrenalina total, pois conta com um único atordoamento, independentemente do que significa, não importa o que ele só remova uma pilha. Mace Off Hand A mão principal de Mace é uma força extremamente agressiva e ofuscante, com tanto bom dano e utilidade, e é nossa arma de mão primária de escolha quando nada além de ofensa é preocupante para nós em uma luta. Crushing Blow é um ataque difícil que aplica 10 pilhas de vulnerabilidade em um curto período de coleta de 15 segundos com uma clivagem de até 3 alvos, tornando-se um dos pontos mais essenciais e mais vendidos de uma capacidade de warrior8217s para contribuição de vulnerabilidade para lutas de grupo . É o principal motivo para o mace considerado como o melhor possível no que se refere à utilidade ofensiva e ao dano, porque é um aumento de DPS para cenários individuais e grupais e é uma parte importante de todas as rotações de guerreiros envolvendo mace off hand. Tremor é uma habilidade muito útil e forte que combina bons danos e controle. Usá-lo na faixa de corpo a corpo significará que o alvo é atingido pelo balanço da maceia e pela segunda vez pela onda de choque, levando-os a sofrer o dobro do dano. Devido ao fato de que ele tem um knockdown e um hits até um máximo de 6 alvos, é extremamente útil para controlar e interromper vários inimigos e pode ser usado para retirar as pilhas de desafio em campeões ou inimigos lendários. Mão principal da espada A mão principal da espada é útil em muitas situações diferentes, incluindo a mobilidade dentro e fora do combate, para prejudicar o movimento de inimigos e para construções focadas em condições. 1 8211 Autoattaque de Corrente A cadeia de autoattaque main8217s da espada é icônica para as construções de danos de condição do guerreiro, mas não é usada em construções focadas na maximização de danos diretos, pois o dano bruto é significativamente menor e menos eficiente do que o main8217s principal do machado. Esta corrente de autoataque é dividida em três partes, Sever Artery, Gash e Hamstring. Sever Artery e Gash tratam uma quantidade idêntica de dano direto e cada uma aplica uma pilha de sangramento que dura 10,5 segundos em uma clivagem de 3 alvos, tornando muito forte para as construções de dano de condição que se concentram na maximização da quantidade de pilhas de sangramento em Inimigos. O terceiro ataque da cadeia, isquiotibiais, aplica um aleijado muito curto em oposição a um sangramento que é bastante inútil no PvE e só é útil em PvP ou WvW, onde os jogadores se movem durante o combate muito mais. Como mobs a maioria do tempo apenas se movem de forma reativa para o jogador, eles são agressivos, esse 1 segundo paralisador não tem importância em PvE. Savage Leap é uma das habilidades mais valiosas de todas as armas para o guerreiro por causa da incrível mobilidade de combate que ela fornece. Não só isso pode ser usado para saltar entre penhascos e terrenos irregulares, mas é uma habilidade de salto de alcance de 600 em um curto tempo de lançamento com apenas 8 segundos de cooldown, o que o torna ideal para viajar de um lugar para outro em qualquer mapa. Todos os guerreiros devem trocar a mão principal da espada quando fora de combate apenas para viajar mais rápido, independentemente de construir especificamente por causa do Savage Leap. Um fato importante sobre Savage Leap que deve ser entendido é que sua animação tem 2 partes 8212 o salto e o acabamento. A parte de acabamento da animação pode ser interrompida no meio do salto, simplesmente pressionando qualquer tecla associada à troca de armas, resultando no salto em uma distância um pouco maior. Isso pode ser abusado para pular além do mencionado na ponta da ferramenta, o que é particularmente útil para alcançar locais que, de outra forma, não seriam possíveis com um salto normal. Cancelar a parte de acabamento desta animação também significa que é possível usar esse salto sem atacar inimigos próximos, permitindo ficar fora de combate. No que diz respeito ao combate, Savage Leap lida com uma quantidade relativamente baixa de dano em comparação com a maioria das outras opções do warrior8217s e o aleijão de 3 segundos é incomum em PvE. Final Thrust é uma das habilidades mais poderosas do warrior8217 se usado contra um inimigo abaixo de 50 de saúde, com um coeficiente de dano igual ao de um Eviscerado usado na adrenalina de nível 3. A captura é, ao contrário de Eviscerate, Final Thrust cliva e pode atingir até 3 Metas em vez de apenas 1, tornando-o muito poderoso. Infelizmente, a mão principal da espada geralmente é usada apenas para mobilidade fora de combate e para o desenvolvimento de danos por condição quando em combate, então essa habilidade na maior parte estará indisponível para um guerreiro usando uma construção com foco em danos diretos. Devido ao fato de que Final Thrust é uma habilidade que inflige apenas dano direto, geralmente é menos um aumento de DPS para uma condição de construção de dano em oposição ao auto-ataque porque a manutenção do sangramento é mais importante. Sem Adrenalina: Com Adrenalina Completa: Flurry é a habilidade de explosão da mão principal da espada e faz várias coisas ao mesmo tempo que danifica até 11 vezes no decurso de 2,5 segundos em um escasso de 3 destinos, imobiliza-se por até 4 segundos e aplica-se 1 pilha de hemorragia por cada batida do canal que dura por 2,75 segundos cada. A quantidade de ataques e, finalmente, as pilhas de sangramento aplicadas e o dano total, juntamente com a duração da imobilização dos inimigos em questão, dependem do nível de adrenalina que o guerreiro tem antes de lançar a habilidade. A agitação geralmente nunca é usada para o dano, mas pode ser extremamente útil em situações de nicho em que imobilizar um inimigo ou inimigos múltiplos é muito necessário ou desejável. Um exemplo perfeito disso seria o chefe Legendário Shoggroth no primeiro caminho da Cidade Arruinada de Arah, onde imobilizá-lo enquanto tenta recuar em seu buraco pode permitir que a equipe mate-o antes que ele tenha a chance de enterrar-se no subsolo. Sword Off Hand Sword fora de mão é uma das mãos mais úteis de Warrior8217s, pois tem um dano de alvo único alto, além de um bloco confiável em um baixo cooldown, tornando-se uma ótima combinação de ofensiva e ofensiva defensiva, especialmente excelente para encontros solo onde É necessária uma maior utilidade defensiva do que esquivar para sobreviver. Além disso, é a arma fora de mão de escolha para otimizar o DPS em uma construção de danos por condição. A quarta habilidade da espada, ou melhor, a primeira habilidade da espada fora da mão é dividida em duas partes Impale e Rip. Impale é um ataque de projétil que causa uma quantidade muito pequena de dano direto base, mas aplica uma condição única no alvo que atinge chamado 8220Impaled8221 que não é removível e dura 4 segundos de duração. Se o projétil Impale atingir um alvo, aplicará até 5 pilhas de tormento por 8 segundos de duração, pulsando em intervalos de 1 segundo cada. O tormento causa duas vezes o dano global para os alvos que se movem, por isso é muito ideal para os patrões que se movem muito. Essa habilidade é essencial para a construção de condições, como o aumento da duração da condição e do dano de condição que eles aumentaram o dano infligido por Impale por muito. A segunda parte dessa habilidade é Rip, que só pode ser moldada em um alvo atualmente afetado por A condição 8220Impaled8221, que só é aplicada ao atingir um alvo com Impale. Como a condição única do 8220Impaled8221 dura um total de 4 segundos, o Rip só pode ser usado dentro de um curto espaço de tempo depois que um inimigo se torna Impaled. Como o coeficiente de danos de Rip é bastante elevado, muitas vezes é desejável que os guerreiros usem construções que se concentrem no dano direto para usar essa habilidade especificamente para o alto dano. Rip causa um dano ligeiramente superior ao do último golpe de mão principal do machado8217s Triple Chop, por isso não é uma habilidade a ser ignorada. É importante notar que, enquanto Rip é a principal razão para a maioria dos guerreiros usando essa habilidade, o dano é maximizado com Impale amp Rip esperando até o último instante antes de lançar Rip, pois assegurará que mais danos causados pelo tormento sejam tratados. Além disso, as construções de dano de condição não estarão usando o Rip, porque eles só se preocupam com o tormento que Impale se aplica, e lançá-lo nessa circunstância seria uma perda de DPS. Riposte é o motivo de uma espada fora de mão sendo tão poderosa quanto a utilidade defensiva, uma vez que fornece um bloco útil e confiável em apenas 15 segundos de cooldown. Esta duração do bloco (2,25 segundos) é quase igual à do escudo off hand8217s Shield Stance (3 segundos), mas é apenas metade do cooldown. A única desvantagem do Riposte quando comparada ao Shield Stance é que seu canal terminará se bloquear ataques dentro de 130 Intervalo, o que significa que, para bloquear projéteis sem terminar o canal antes do previsto, um guerreiro deve fazer uso do posicionamento para garantir que todos os ataques estejam fora do alcance para que o contra-ataque não ocorra. Se, no entanto, o contra-ataque ocorre, ele causa uma pequena quantidade de dano direto e, mais importante, aplica 4 pilhas de sangramento com uma duração muito longa de 16 segundos. Isso pode ser muito útil para as construções de danos por condição, pois eles podem usar o Riposte apenas para um aumento de DPS sempre que ele está fora de cooldown em vez de desperdiçar um dodge. Um fato que é pouco conhecido sobre o Riposte é que há um instante muito breve no início da animação onde ele não está bloqueando (uma pequena fração de segundo). Isso significa que, se for castrado imediatamente após um rolo de esquiva, por exemplo, ainda pode ser possível fazer uma pequena marca de dano dependendo do tempo do bloco e os intervalos em que os ataques bloqueados são executados. Este pequeno pouco de informação é extremamente útil para entender que ao tentar bloquear ataques de bloqueio entre Riposte e Shield Stance (para pular mobs de lixo enquanto permanece fora de combate), é sempre melhor começar com Riposte antes do Shield Stance for Tempo de atividade de duração de 100 blocos para o total de 5 8211 5,25 segundos enquanto que, começando com a posição de Shield e trocando para Riposte, resultará em uma janela de oportunidade muito estreita para tirar danos e ficar presa em combate. O warhorn é um dos warrior8217s usado com mais freqüência fora das mãos, uma vez que é uma fonte importante de rapidez, um finalizador de explosão e pode limpar as condições prejudiciais ao movimento para aliados próximos. A carga é uma habilidade usada para fornecer rapidez tanto ao rodízio quanto aos aliados circundantes, mas, além disso, pode limpar aleijar, relaxar e imobilizar, tornando-a uma habilidade extremamente útil para a mobilidade dentro e fora do combate. Deve ser uma das habilidades de armação mais freqüentemente casted quando viaja em qualquer mapa, pois é importante manter um tempo de atividade de alta rapidez. Chamar para as armas é outro motivo importante para que o warhorn seja tão útil como é com vários usos diferentes aplica 10 segundos de vigor para aliados próximos, é um finalizador de explosão para campos combinados e aplica 6 segundos de fraqueza a inimigos próximos. Essa habilidade é extremamente útil para contribuir com efeitos secundários aplicados a partir de campos combinados, enquanto ao mesmo tempo, se usado em combate, pode servir como uma ferramenta útil para a utilidade defensiva que pode ajudar com o posicionamento e menos danos. É importante entender que a fraqueza aplicada a qualquer inimigo, de fato, colocará o usuário em combate, de modo que explodir com Call to Arms pode facilmente obter um guerreiro preso no combate agrotando inimigos involuntariamente. É por essa razão que antes de explodir em um campo combinado, recomenda-se verificar a área circundante como uma medida preventiva de cautela. O Shield é a nossa arma mais defensiva disponível que, apesar do que a maioria das pessoas pensa, é uma das ferramentas mais úteis da Warrior8217s. Isso pode acelerar as coisas assegurando que um guerreiro possa permanecer fora de combate ao executar pastas de lixo e, portanto, viajar rapidamente em toda uma área . Ele tem acesso ao nosso bloco mais duradouro e mais confiável e é, na minha opinião, uma necessidade de ter para todos os guerreiros. É importante notar que, apesar de ter superado o escudo, é uma arma muito desleixada para usar em Combate, mas uma ferramenta incrivelmente útil para permanecer fora de combate. Shield Bash, desafortunadamente, tem bastante tempo de cooldown, mas atordoa por um breve 1 segundo e move o usuário aproximadamente metade das unidades de um Savage Leap. Embora esta seja uma habilidade que seja de pouco ou nenhum uso no combate, isso proporciona um aumento de velocidade de movimento muito pequeno quando usado fora de combate pela mobilidade. No entanto, se o guerreiro estiver sob os efeitos da rapidez e não no combate, usar o Shield Bash para mobilidade é muito pouco, uma velocidade de movimento aumenta em comparação com apenas uma aceleração automática. Os tempos em que é um aumento decente de velocidade de movimento são apenas: a) Fora de combate sem rapidez. B) Em combate, com ou sem rapidez, Shield Stance é o principal motivo para este guia sugerindo que os guerreiros mantenham um escudo à mão. Este bloco é impressionante, apesar do seu longo período de enchimento, já que dura 3 segundos e bloqueará todas e quaisquer habilidades neste jogo, com exceção de habilidades específicas que tenham efeitos de habilidades não bloqueáveis (por exemplo, ataque de ataque de veneno de Malrona8217s, ataque de gatilho de pistola Mai Trin8217s , Etc.). Conforme indicado na descrição de Riposte, Shield Stance pode ser usado para uma combinação de blocos que dura mais de 5 segundos de duração, tornando-se uma arma muito poderosa para executar hordas passadas de mobs e ficar fora de combate. À medida que as habilidades canalizadas continuarão a canalizar ao substituir a arma por outra, é possível continuar a canalizar a Posição do Escudo mesmo quando Shield já não estiver equipado. Trocar armas usando a função de combinação de teclas do ingame para isso, no entanto, irá interromper qualquer canal. Longbow uma das duas armas à distância disponíveis para o guerreiro, e entre elas é a escolha mais forte e apenas uma das duas com uso real em PvE. Ele vem com um finalizador de explosão e um campo de incêndio, permitindo que você use ambas as habilidades para o poder da explosão. É uma arma que é essencial para o desenvolvimento de danos por condição, pois é a principal fonte de queima do warrior8217s, que é a condição mais prejudicial no jogo. Embora o arco longo em si tenha um DPS muito ineficiente comparativamente com o dos seus homólogos de armas corpo-a-corpo, é um DPS comparativamente maior do que o do rifle e oferece uma utilidade superior, incluindo um imobilizado, um campo de fogo, um finalizador de explosão e uma habilidade que cega. O autoattaque do arco longo, conhecido como Dual Shot, é o nosso ataque de longa distância de todas as nossas armas com um alcance base de 1200 como rifle8217s. No entanto, devido ao fato de que o arco dos projéteis eles podem às vezes atingir alvos que, de outra forma, não seriam possíveis bater com o ataque automático do rifle8217s que dispara em linha reta e pode ser obstruído pelo terreno. Additionally, Dual Shot is almost twice the DPS of rifle8217s Fierce Shot autoattack, which is uncommonly acknowledged by warriors comparing between the two weapons in terms of DPS. Actual math behind this statement: Longbow8217s Dual Shot autoattack fires two projectiles each hitting 730 base damage, resulting in 1460 base damage per attack and takes approximately 1.19 seconds to execute including the aftercast. Rifle8217s Firce Shot autoattack fires one projectile that hits 632 base damage and takes approximately 0.96 seconds to execute including the aftercast. In a hypothetical scenario with no critical hits included against a target dummy with no attributes, a warrior firing nothing but longbow autoattacks over the course of 60 seconds would be capable of executing 50 attacks (60 1.19), resulting in exactly 73,000 base damage. In a hypothetical scenario with no critical hits included against a target dummy with no attributes, a warrior firing nothing but rifle autoattacks over the course of 60 seconds would be capable of executing 62 attacks (60 0.96), resulting in exactly 39,184 base damage. Only comparing the autoattacks between longbow and rifle, rifle deals approximately half of the DPS of longbow (about 53.6 of it). Fan of Fire is a low cooldown skill with an extremely short cast time of 0.25s that deals a fairly decent amount of damage if used directly in the hitbox of an enemy as it will ensure that all 3 arrows hit. The burning while helpful only lasts for 2 seconds, so it is at most an additional burst of extra burning damage for warriors running condition damage builds. Arcing Arrow is one of the selling points of longbow, as it deals a hefty amount of AoE damage on a short cooldown that can hit up to 5 targets within 240 range of the impact and also serves as a blast finisher. It is strongly recommended for all warriors in groups to contribute to combo field blasting when groups want to blast combo fields (e. g. swiftness in static fields, might in fire fields, stealth in smoke fields, etc.), as when out of combat it is always ideal to make use of whatever tools are available to maximise our class8217s capabilities to their fullest just as it is in combat. 4 8211 Smoldering Arrow Smoldering Arrow deals very low damage but can blind up to 5 targets within 180 range of the arrow8217s impact, which can be helpful against tightly grouped packs of enemies. Additionally, due to the very short cast time of 0.25 seconds, it can be used to reactively mitigate incoming damage in place of a dodge. Pin Down is another helpful skill for impairing the movement of an enemy as it will immobilise for 3 seconds on a fairly short cast time of 0.75 seconds. Due to the fact that it applies 6 stacks of bleeding for a very long duration of 16 seconds it is a skill that warriors using condition damage builds should be using immediately whenever it is available, as it is a DPS increase. It is worth noting that if immobilising an enemy at the start of an encounter would be desirable, a warrior can pre-cast Pin Down and quickly swap to greatsword or any other desirable weapon(s) before the projectile hits the target, as it is always possible to swap out weapons while out of combat. F1 8211 Combustive Shot With No Adrenaline: With Full Adrenaline: Another selling point of the longbow, Combustive Shot is the only fire field available to the warrior and the burst skill of the longbow. It can be used for the purposes of direct damage, maintaining burning stacks on enemies, providing AoE might by using blast finishers in the field, and triggering synergistic trait bonuses (i. e. Building Momentum, Berserker8217s Power, etc). The duration of Combustive Shot along with the total damage it inflicts is determined by the level of adrenaline the warrior has at the time of casting. Each level of adrenaline will increase Combustive Shot8217s duration by 3 seconds with 9 seconds being the maximum at level 3 adrenaline, and the fire field will tick twice as many times for damage at full adrenaline compared to if at level 1 adrenaline. Contrary to the duration of the fire field increasing based off of adrenaline, the duration of burning stacks applied by Combustive Shot does not increase from 5 seconds. Rifle is the other option for ranged combat available to the warrior, but sadly due to its vastly inferior DPS and lack of utility it has essentially no place in PvE whatsoever. The autoattack of the rifle, Fierce Shot, is the primary reason for rifle being such an awful choice in PvE. The DPS is extremely low and pales in comparison to longbow8217s Dual Shot autoattack, despite even that being a low damage autoattack comparatively to its melee counterparts. Additionally, Fierce Shot does not have greater range than Dual Shot and its only advantage is that when traited with Crack Shot, it can pierce through multiple targets. However, one important thing to note is that each Fierce Shot when used against a target that is afflicted with the vulnerability condition will grant bonus adrenaline, making it easier to build arenaline for Kill Shot, which has a very high damage coefficient. This is especially helpful as Brutal Shot, the rifle8217s 4th skill, is capable of maintaining nearly 100 vulnerability uptime when traited with Crack Shot. As mentioned under Dual Shot8217s description above, rifle8217s autoattack is roughly half the DPS of longbow8217s. Actual math behind this statement: Longbow8217s Dual Shot autoattack fires two projectiles each hitting 730 base damage, resulting in 1460 base damage per attack and takes approximately 1.19 seconds to execute including the aftercast. Rifle8217s Firce Shot autoattack fires one projectile that hits 632 base damage and takes approximately 0.96 seconds to execute including the aftercast. In a hypothetical scenario with no critical hits included against a target dummy with no attributes, a warrior firing nothing but longbow autoattacks over the course of 60 seconds would be capable of executing 50 attacks (60 1.19), resulting in exactly 73,000 base damage. In a hypothetical scenario with no critical hits included against a target dummy with no attributes, a warrior firing nothing but rifle autoattacks over the course of 60 seconds would be capable of executing 62 attacks (60 0.96), resulting in exactly 39,184 base damage. Only comparing the autoattacks between longbow and rifle, rifle deals approximately half of the DPS of longbow (about 53.6 of it). Aimed Shot can be used to keep an enemy crippled for 5 seconds, which can be used for maintaining distance, but it is very low damage. Volley is the one actually good attack of the rifle that provides decent burst damage. Volley uses 5 shots in quick succession over a 2.5 second interval on a fairly short cooldown, making it an ideal skill to cast and accumulate adrenaline. One of two skills worth casting on the rifle, Brutal Shot applies 8 stacks of vulnerability that last for a long duration of 12 seconds, meaning that a warrior traited for Crack Shot is able to reduce the cooldown from 15 to 12 seconds and maintain at minimum, 8 stacks of vulnerability at all times. Rifle Butt is a knockback that cleaves within short range and can be used to help with positioning, as it can be combined with Aimed Shot to help ensure distance between the user and enemy is maintained. Kill Shot is the burst skill of the rifle that technically deals the highest damage out of all attacks on the warrior at full adrenaline, but due to the fact that it roots the warrior in place and has a long cast time of 1.25 seconds along with being on one of the worst weapons available to the warrior, it is hardly useful. Comparatively, it hits an equivalent amount of base damage at level 2 adrenaline to that of an Eviscerate at level 3 adrenaline. Hammer is a weapon primarily used in PvP and WvW, where hard crowd control abilities are more useful in combat. In PvE, hammer deals significantly lower DPS than other melee options and has little to no use. Hammer8217s autoattack is slow and average-hitting, resulting in a combined very low DPS. The one unique feature to it compared to other autoattacks that the warrior has access to is that the third hit of the chain has a maximum number of targets of 5, contrary to the usual maximum cleave of 3. The autoattack sequence is broken into 3 parts Hammer Swing, Hammer Bash, and Hammer Smash. Hammer Swing and Hammer Bash are identical in damage and cast time, but Hammer Smash deals slightly more damage and hits 5 targets instead of 3, making this autoattack chain slightly backloaded in damage despite already having very low DPS. Fierce Blow is a skill that deals a medium amount of damage but applies 8 seconds of weakness on a very short cooldown, making hammer one of the only weapons capable of very high weakness uptime. Mace8217s Pulverize skill along with warhorn8217s Call to Arms combined with hammer8217s Fierce Blow make warrior a class with the easiest access to the weakness condition. However, both mace main hand and hammer are thoroughly discouraged for general use in PvE, as sacrificing such an enormous amount of offense for weakness is a very poor trade off especially considering the vast majority of mobs on this game do not dodge. Hammer Shock is an average-damaging skill with an AoE cripple of up to 5 targets for 8.5 seconds. As stated in the initial weapon description, hammer is great for positioning and both soft and hard crowd control but unfortunately in PvE these things just aren8217t as necessary enough to justify using hammer. 4 8211 Staggering Blow Staggering Blow deals an average amount of damage that can knock back up to 5 targets, meaning that it can be used to strip defiance as well. Backbreaker is a single target skill with a long cast time of 1 second, but it knocks down the target for 2 seconds. This skill can also be used to strip a stack of defiance. Earthshaker is the burst skill of hammer and pretty much the only reason a warrior will generally ever equip a hammer in PvE due to its ability to leap when out of combat. Unlike Savage Leap, however, it requires at least 1 bar of adrenaline to be full in order to execute, making it require either the use of the heal 8220To The Limit8221 or the utility skill Signet of Fury to activate when out of combat. Earthshaker applies a daze that can last up to 2 seconds at most with full adrenaline, as the stun duration increases depending on adrenaline level. The damage, however, does not. As hammer itself is a low DPS weapon, Earthshaker is a skill rarely used in combat but it is worth mentioning that as a stun it is capable of stripping a stack of defiance and it is also a blast finisher capable of contributing to combo fields. Consumables amp Inventory Food and Nourishment For casual runs a common choice is a Slice of Candied Dragon Roll. These are cheaper than than the Omnomberry Pie but still provide the same boost in precision and lifesteal effect. At level 80 the lifesteal will damage the opponent and heal you for 325 base on a 1 second internal cooldown. If you feel that Candied Dragon Rolls are either too expensive or that you do not need the lifesteal, Plate of Steak and Asparagus is another very cheap option, however this one provides 80 power instead of lifesteal. I will go into more details about food options in the builds section below For utility nourishment youll want to use the dungeons appropriate Powerful Slaying Potion. These can be bought cheaply off the trading post, bought with dungeon tokens or dropped from chests inside the dungeon. Unfortunately since youll need several different types of potions for different dungeons, these can take up a bit of inventory space. If you are in a dungeon which doesnt have an easily accessible slaying potion (e. g Ascalonian Catacombs) or one which changes a lot you can use either Skale Venom or a Sharpening Stone . For more serious runs or timed runs where you are pushing for the best time possible, youll want to either use a Bowl of Sweet and Spicy Butternut Squash Soup. Bowl of Curry Butternut Squash or a Plate of Truffle Steak. This may vary depending on your group, class and build, however if you are going for a timed speedrun then you will generally have an idea which food would be the most optimal to run in that scenario. The Sweet and Spicy Butternut Squash Soup is technically optimal in any circumstance with which the enemy in question can be critically hit and when the warrior already has maxed precision (having fury, Banner of Discipline and having pre-casted signets with the Signet Mastery trait equipped often results in maxing out critical chance depending on the level of the map). Slaying Potions Ascalonian Catacombs 8211 Powerful Potion of Ghost Slaying for ghosts, sharpening stones would be ideal for everything else. Caudecus Manor 8211 Powerful Potion of Outlaw Slaying Twilight Arbor 8211 Powerful Potion of Scarlet Slaying for all TA up, forward, and aetherpath. Scarlet Slaying potions count towards nightmare court. Sorrows Embrace 8211 Powerful Potion of Inquest Slaying for Path 1, Powerful Potion of Dredge Slaying for Path 23 Citadel of Flame 8211 Powerful Potion of Flame Legion Slaying Crucible of Eternity 8211 Powerful Potion of Inquest Slaying, however Alpha counts as Undead, Bjarl counts as Icebrood and the Evolved Destroyer counts as Destroyer The Ruined City of Arah 8211 Powerful Potion of Undead Slaying. Both Belka and Brie count as undead. Legendary Shoggroth in path 1 and the Legendary Jotun Skygazer, however, are elemental and ghost respectively. Fractals of the Mists 8211 varies with fractal so its easiest to stick with Skale Venom or sharpening stones, however enemy types can be referenced here Extra Consumables None of the consumables mentioned here are necessary to complete any content efficiently or quickly but any class can benefit from them. The items mentioned are not every consumable you may see somebody use, just the most common ones. Harpy Feathers 8211 A 3 second Stealth on a 6 second cooldown. Can be chained with other stealth consumables to achieve long durations of stealth. However it applies blind to enemies in a small radius around you, which will put you in combat, so try to use them without hitting any mobs. Order of Whispers Spy Kit 8211 A 3 second Stealth on a 60 second cooldown. Can be chained with Harpy Feathers (Feathers - gt Spy Kit - gt Feathers) to get 9 seconds of stealth. Ash Legion Spy Kit 8211 Applies camouflage for 10 seconds on a 60 second cooldown. Camouflage is stealth, however moving will break the stealth, and does not trigger on stealth traits. Useful for dropping aggro or standing on pressure plates. Fire Elemental Powder 8211 Summons an Ember to fight for you for 5 minutes or until it dies. Offers a small DPS boost and fire fields, however it also has other uses such as catching the phase 1 - gt 2 transition Grub at Giganticus Lupicus. Ogre Pet Whistle 8211 Summons an Ogre Pet to fight for you for 5 minutes or until it dies. Offers a small DPS boost, however it also has other uses such as catching the phase 1 - gt2 transition Grub at Giganticus Lupicus. Using this item when knocked down will also act as a stun break. Deployable Mortar Turret 8211 Drops a stationary mortar turret that fires every 4-5 seconds at nearby enemies, dealing for moderately low damage (around 1000 or so on a level 80 map). Golem in a Box 8211 Send out a long range golem to nuke your target. Useful for pulling mobs or killing your team on bosses that have reflects (Belka, Archdiviner) Pot of Hylek Poison 8211 Has 2 spells, one which gives you 10 seconds of swiftness on a 15 second cooldown, and another which will destroy the pot but place a poisonous cloud in an Area of Effect. Useful for classesbuilds with little or no access to swiftness. Medical Pack 8211 Has 2 skills, Drop Bandages and Drop Stimulant. Useful for classesbuilds with little or no access to swiftness or fury. Drop Bandages is currently bugged and will heal indefinitely for any number of players for as long as the bandages remain on the floor (they are intended to disappear after they are used once, but they now will last for the full 30 second duration on the floor). This means that one can side strafe into the bandages indefinitely and heal 1k hp every couple of seconds. Underwater Net 8211 Applies 3 seconds of immobilize on a 20 second cooldown. This consumable is very useful for bosses like Legendary Shoggroth in Arah path 1. Power Matrix 8211 Applies an AoE daze. Useful for large groups of trash mobs such as in Fractals. Rock 8211 This rock bundle can be used to spam single target rock projectiles that will cause a knockdown and low damage on each use. They have no cooldown and are efficient for stripping defiance stacks Plank 8211 Gives a plank weapon that provides knockdowns, knockbacks, and launches. 50 chance of the plank bundle breaking after each skill use. For the full list of consumables, visit the Useful amp Fun Consumables Guide here on dulfy. net What You Should Have A Berserkers Axe, Mace, Sword, Warhorn, Longbow and Greatsword, each with the most appropriate sigil for the dungeons you most run (e. g Night, Force or Undead Slaying), as well as your Food of Choice, Sharpening Stones and maybe Slaying Potions for your most commonly ran dungeons. A Little Bit More Adventurous A Berserkers Axe, Mace, Sword, Warhorn, Longbow, Shield and Greatsword, each with the most appropriate sigil for the dungeons you most run (e. g Night, Force or Undead Slaying), as well as your Food of Choice, Sharpening Stones and Slaying Potions for all of the Dungeons. 2 Axes and 2 Greatswords, each with different sigils for your 2 most commonly ran type of dungeon (e. g 1 Axe with Night and 1 Axe with Undead Slaying). A Mace, Sword, Warhorn, Rifle, Shield, Hammer and Longbow as well as Slaying Potions for Every Dungeon, Sharpening Stones and several types of food for different scenarios. May also have a few of the most common consumables such as Harpy feathers, Ash Legion Spy Kit and Skale Venom. 3 Axes and 3 Greatswords, 1 with Undead Slaying, 1 With Night and 1 with Force. A Mace, Sword, Warhorn, Rifle, Shield, Hammer and Longbow as well as Slaying Potions for Every Dungeon, Sharpening Stone, several types of food for different scenarios and as many other consumables as your heart desires and your inventory can hold. Warriors are masters of weaponry who rely on speed, strength, toughness, and heavy armor to survive in battle. Adrenaline fuels their offensive powerthe longer warriors stay in a fight, the more dangerous they become. 8211 Guildwars2 Whilst different parts of the official warrior launch statement are true for different aspects of the game, the only part that really rings much truth in PvE is Adrenaline fuels their offensive power. In PvE toughness and vitality are redundant stats because the best defense comes from dodging, knowledge of encounters, and team support such as aegis, blinds, reflects and other methods of damage mitigation such as the combination of weakness on enemies along with the protection boon, positioning, etc. All of the builds I am about to explain will full berserker (PowerPrecisionFerocity) gear. The reason for that is that warriors have some of the easiest access to maintaining high precision, which is why the primary attribute should most certainly be power. Precision and ferocity are both complimentary for builds focusing on direct damage, making Berserker the obvious best choice. If you are not confident in your ability to run full berserker gear at first without being a large detriment to your dungeon group, feel free to start out with tankier attributes as training wheels and work your way up to where you want to be. However, it will inevitably cost more to have to replace the gear as you experience yourself with the game so it is entirely up to you whether or not to go full glass. The utilities that a warrior will use will be more affected by the group composition rather than the build. Although you will see the following utilities used in most of the builds listed, remember that the builds listed are just templates and you are free to swap them out provided you feel the need for something else. For the most part, the primary utilities a warrior should find themselves using the most during fights will often times be any combination of the following: 8220For Great Justice8221 This is a utility that was rendered obsolete for most group runs and solos due to the specializations update on June 23rd, 2015 where the trait Berserker8217s Power was changed. Formerly, warriors were meant to maintain full adrenaline at all times to maintain their damage modifier from the trait so that meant their only personal sources of fury were from the shout 8220For Great Justice8221 and the two elites Signet of Rage and Battle Standard. Nowadays, warriors are able to maintain 100 fury uptime by readily using Arcing Slice in their rotations to maintain Berserker8217s Power. Because of this, this shout is no longer as useful as it once was. However, in situations which banners are impractical to use, this shout is always an option for a quick 3 might that lasts a very long time along with 8 seconds of fury for the party. Signet of Might is our power signet that has for the most part replaced the shout 8220For Great Justice8221 for solos, as we are already maintaining fury with Arcing Slice and are free to take the utility that provides more power. It is worth noting that in this screenshot you can see the blue text that indicates activating it will give an additional 100 precision. This is because of the synergy with the trait Signet Mastery which gives us a stack of 8220Signet Precision.8221 Each stack of Signet Precision gives 100 precision for a minute after activating a signet (maximum of 5 stacks). What this means is that a warrior is potentially able to pre-activate up to 5 signets before an encounter and begin with an additional 500 precision This is partly why it was mentioned earlier that warriors have such incredibly easy access to high critical chance, as these signets are not only providing passive damage attribute increases for us 8212 they provide additional precision on activation as well (this is of course assuming that the Signet Mastery trait is equipped). Additonally, activating Signet of Might will provide the warrior with a unique effect called 8220Unblockable8221 which as evident based off of its name, will make every attack unblockable throughout the duration of the effect. Signet of Fury is the precision alternative to Signet of Might and becomes significantly more useful the lower level the map is, due to the downscaling of attributes for downscaled characters. A level 80 character will find that in lower level dungeons their critical chance is significantly lower, so at some point it becomes an inevitable necessity to take Signet of Fury along with anything else possible (within reason) to increase precision. Activating Signet of Fury also will completely fill a warrior8217s adrenaline bar, making it extremely useful for beginning an encounter with a burst skill at full adrenaline. Due to Signet of Fury8217s cast time being faster than the healing skill 8220To The Limit8221 along with not having the very irritating aftercast, it makes it a very desirable skill to cast at the start of a fight. As seen in the image above, Signet of Fury also has synergy with the trait Signet Mastery for an additional 100 precision on activation (maximum of 5 stacks). Banner of Discipline Banner of Discipline is an essential utility for maximising output in both solo settings and groups. In addition to providing nearly the same precision as Signet of Fury, it provides ferocity as well and is partywide for up to a maximum of 5 people This makes Banner of Discipline one of the most significant team buffing tools out of all skills in the game as it will greatly increase the critical chance and damage of you and your allies. Note that currently there is a 8220bug8221 or overlookedforgotten problem with banners as of the June 23, 2015 patch with specializations 8212 ArenaNet for whatever reason did not include the trait 8220Inspiring Banners,8221 which reduced the recharge of banners by 25 (from 120 seconds to 90 seconds) along with increasing the effective radius from 600 to 900 units. This meant that formerly, it was possible to have roughly 100 banner uptime with banners whereas currently it is no longer possible and until this is addressed it will be up to the warrior and teammates to determine proper banner placement and usage to maximise uptime. Banner of Strength Banner of Strength is also an essential utility for maximising output for groups, but not recommended for solo settings as a lone warrior will benefit more so from taking an additional signet to maximise personal output, whereas in groups the additional partywide power that this banner provides is unmistakably more important than the warrior8217s personal DPS. Banner of Strength provides nearly the same power as Signet of Might but is partywide for up to a maximum of 5 people Paired up with Banner of Discipline, a warrior can provide over a 20 DPS increase for the entire party with just these two banners It is because of these banners and the two traits Empower Allies and Phalanx Strength that warrior is known as the class with the indisputably best offensive support in the game. Note that currently there is a 8220bug8221 or overlookedforgotten problem with banners as of the June 23, 2015 patch with specializations 8212 ArenaNet for whatever reason did not include the trait 8220Inspiring Banners,8221 which reduced the recharge of banners by 25 (from 120 seconds to 90 seconds) along with increasing the effective radius from 600 to 900 units. This meant that formerly, it was possible to have roughly 100 banner uptime with banners whereas currently it is no longer possible and until this is addressed it will be up to the player and teammates to determine proper banner placement and usage to maximise uptime. Phalanx Builds In groups warrior has the potential to maintain extremely high personal damage along with providing incredible offensive support to others through utilities and traits. The group builds that will be recommended here in this guide will be referred to as 8220Phalanx Builds8221 because they make use of an essential trait to partywide offensive buffing called Phalanx Strength: As evident, having this trait equipped converts every stack of might that a warrior generates to a partywide effect rather than just a personal effect. This means that in groups, it is the job of the warrior to ensure that everyone is maintaining as high of might as possible, as they are easily able to generate it based off of the traits Forceful Greatsword and the boon duration food Fried Golden Dumpling: In addition to generating might, warriors using these builds will also be providing the team with an additional 150 power from the trait Empower Allies Do note that this trait pulses on an interval of 3 seconds within 600 range, so like banner effects and Phalanx Strength, allies must be nearby in order to receive the buff. Additionally, Empower Allies is only active if the warrior is in combat 8212 the trait will not take effect otherwise There will be two recommended Phalanx Strength builds in this guide: Knowing when and where to make use of each build is a necessity in order to be an efficient warrior in group settings, along with knowing what traits, utilities and weapons along with the sigils being interchangeable. Regardless of which of the two main builds you decide to use at a given time, take note of the similarities between the two: Both builds use the Tactics specialization along with the traits Empowered, Empower Allies and Phalanx Strength. The trait Empowered is the only relevant DPS increase option available at the adept level, but Empower Allies and Phalanx Strength are key components to the build and are irreplaceable. Both builds use Superior Rune of the Strength x6 along with the food Fried Golden Dumplings as nourishment. Because Phalanx warriors are expected to maintain might for a group, these two assets are necessary in order to reliably achieve the goal of ensuring that all allies are buffed to their fullest potential. Alternative options will be listed near the end of this section. Both builds use the Strength specialization along with the traits Restorative Strength, Forceful Greatsword, and Berserker8217s Power. While Restorative Strength and Berserker8217s Power aren8217t technically needed, they are the most relevant options for personal DPS increase and are part of what make the warrior so powerful as it is capable of maintaining its high damage without sacrificing partywide offensive support. Forceful Greatsword, however, is an essential trait that allows the warrior to generate might to provide with Phalanx Strength. This synergy is crucial to the build and cannot be replaced. Both builds use the same two banners along with Signet of Fury. This is because as mentioned in the utilities section above, these two banners together provide over a 20 DPS increase for the party, making them an important tool to take to all groups. Signet of Fury is the ideal third utility to take because a warrior wants to maintain as high of a critical chance as possible both to maintain personal damage and to ensure that they generate as much might as possible for the team. So when is it best to use the pure greatsword build over the greatsword axemace build The answer to that question is unfortunately not one of which can be explained in one sentence and will require extensive knowledge of the encounters. It is first important to note that both builds are capable of generating the exact same amount of might, so as far as partywide support is concerned, both are great. However, the build that has the most potential is the pure greatsword one and that is because of the trait Furious. which enables the warrior to very easily maintain 100 Berserker8217s Power uptime whereas the greatsword axemace build is not. This means that as far as personal DPS is concerned, the pure greatsword build is the overall superior choice for Phalanx Builds. Despite this fact, there are advantages and disadvantages to both builds that a warrior must understand Pure Greatsword Phalanx Build Advantages Access to the Furious trait, meaning 100 Berserker8217s Power uptime Access to the master level minor trait Rending Strikes for vulnerability application on critical hits Reduced recharge on signets, meaning Signet of Rage will be off cooldown more often Pure Greatsword Phalanx Build Disadvantages No ability to weapon swap, putting the warrior in a very vulnerable situation when more survivability than just dodges is needed to get the job done and also making the rotation feel very clunky in longer fights that involve a lot of moving around. Camping greatsword in general is uncomfortable in any encounter that requires kiting. Lack of access to useful traits to help with condition removal and health regeneration in the Discipline specialization such as Brawler8217s Recovery and Inspiring Battle Standard . Due to being stuck on greatsword, this build for the most part only is able to use Arcing Slice, whereas the greatsword axemace variant is able to swap and use Eviscerate. Not only does Eviscerte deal more damage to single targets than Arcing Slice, but because burst skills have their own individual cooldowns it is possible to cast different burst skills in quick succession after swapping whereas with this build, only Arcing Slice is available for the majority of a fight. Greatsword AxeMace Phalanx Build Advantages Access to the Inspiring Battle Standard trait, which provides pulsing regen to nearby players and thereby giving the warrior the ability to help keep up the health of itself and allies. Access to the master level minor trait Fast Hands. giving the warrior the ability to swap weapons during the fight and thereby not only allowing the warrior to contribute to defiance stripping with tremor, but contributing much more to vulnerability application with mace offhand. Also allows the warrior to in some cases swap out mace for sword offhand with an energy sigil in situations where survivability is jeopardized and more than just the standard 2 dodges is needed to stay alive. Access to the Burst Mastery major grandmaster trait, which not only will increase the damage of burst skills but ensure that after using them the warrior will have more adrenaline and therefore have to accumulate less of it in between burst skill usage. Greatsword AxeMace Phalanx Build Disadvantages The loss of the Furious trait, meaning it is not possible to maintain 100 Berserker8217s Power uptime without having an absolute perfect rotation which is generally unreliable to expect in real settings. This results in an overal personal DPS loss. The lack of Signet Mastery means that pre-casting signets before an encounter will mean that they will be on longer cooldown unless the warrior temporarily swaps to the Arms specialization prior to casting the signets and then back to Discipline right before engaging in combat. This is inconvenient and irritating. Despite the gain of being able to swap to axemace during an encounter, this build variant loses the Rending Strikes trait which the pure greatsword variant has, so the build has to sacrifice some vulnerability application potential in order to gain some. Hopefully this list will make it clear that there are both positives and negatives with both choices. Understanding them will be essential in order for the warrior to know what is best to take in order to fulfill their roles in a group and to handle the encounters they face to the best of their ability. Remember that optimally we would like as much might duration as possible with Phalanx builds in order to optimise our capacity to contribute to offensive buffing in groups. Having Superior Runes of Strength in combination of Fried Golden Dumplings is optimal for both of the Phalanx builds suggested but due to the fact that it is a costly setup I will list some of the alternative options for food choices. Alternatives for food: Unfortunately, we cannot offer any alternative runes other than Hoelbrak due to the fact that the might duration is necessary and because Hoelbrak also costs quite a bit, suggesting it to me feels pointless. As the old saying goes, 8220go big or go home8221 Solo DPS Builds Unlike Phalanx Strength builds, these builds are specifically aimed towards optimising personal DPS in a solo setting but they also can produce extremely high output in group settings as well. Because of this, the Tactics specialization is a poorer choice as it focuses more so on partywide support rather than personal gain. For this guide, two main variants will be suggested for optimising personal DPS in a solo setting: There are a few variations to this build that can be made in order to tailor to a warrior8217s specific needs depending on the encounters they are put in, but regardless of what changes are made there are always a few specific aspects that all good DPS builds will have in common: The Strength, Arms, and Discipline specializations will be equipped Berserker8217s Power will be equipped Furious and Burst Mastery are both important tools needed to maintain 100 Berserker8217s Power uptime, so either one of the two or both will be equipped So when should I use mace the mace offhand variant over the sword offhand one Just like what was mentioned in the section for Phalanx Strength builds, it is up to the warrior to know which is needed and best As far as personal damage is concerned mace offhand provides the best damage due to the long-lasting vulnerability applied from Crushing Blow, which will buff all attacks by 10 for the duration of the vulnerability. However, sometimes situations just aren8217t as easy to get through as others and a warrior might need more than just dodges to survive. In the event that dodging is not enough to get through a fight, sword offhand is a very good hybrid offhand that combines both great single target damage along with defensive utility. Sword offhand offers a block on a short cooldown, which makes it a great candidate for tougher boss encounters. Because of the fact that it is assumed that a warrior will be taking a sword offhand due to an encounter being more dangerous than usual, a Superior Sigil of Energy will likely be the most useful sigil for the sword which will give enough endurance on weapon swap in order to dodge 3 times in a row instead of the usual 2. Additionally, the trait Deep Strike is changed to Blademaster because it will both reduce the cooldown of Impale and Riposte as well so that the warrior is able to block every 12 seconds rather than every 15. To help illustrate an example of the general idea of what can be expected for a warrior8217s rotation in a solo setting, I have recorded a video of a DPS rotation on the indestructable golem in the Heart of the Mists: Please note that as far as memorisation of a repeatable rotation is concerned, there is no appropriate sequence of attacks to remember because of the following things that need to be prioritised: Berserker8217s Power8217s damage modifier of 20 needs to be maintained by readily using burst skills off cooldown at full adrenaline Stick amp Move8217s damage modifier of 10 needs to be maintained by dodging when applicable to ensure that endurance is never full This means that in a real setting you will have to focus on many different things at once to achieve the maximum damage and this includes the attacks from the enemies. For example, if you know that a boss is about to perform a hard hitting attack that knocks you back, you would not want to cast Hundred Blades but something else instead. Despite the fact that what is suggested in the build links for optimal food choice is Plate of Truffle Steak. it is not always optimal. In a level 80 area where the warrior is able to pre-cast signets to gain additional precision before a fight, has Banner of Discipline active along with 100 fury uptime, the absolute optimal food choice in that scenario would be Bowl of Sweet and Spicy Butternut Squash Soup. as it gives 1 hour8217s worth of 100 power and 70 ferocity. However despite the fact that this food can be optimal, it is extremely costly (roughly 1 gold each food use) and because of the fact that the gain of 70 ferocity is so marginally better than alternatives which cost a fraction of it, I do not recommend it. This is also considering the fact that it is only optimal in specific circumstances and not just the cost. In all areas under level 80, it is important to remember that all of our attributes are downscaled which includes critical chance. What this means is that ferocity becomes less and less valuable and precision becomes more and more valuable the lower level the map because we want as high of a critical chance as possible. Power is always valuable despite the level of area. So without further ado, I offer some alternatives for food choice to pick from: Alternative food choices: Additionally, Bowl of Curry Butternut Squash Soup and its cheaper alternatives offer comparative DPS to what is suggested above, but due to the fact that it costs more than truffle steak and is technically worse (by a very small amount), I do not recommend it. For more information about optimizing warrior DPS in a solo setting, visit the guide on the official GW2 forums written by Purple Miku of rT: Solo DPS Guide For Warriors Solo Condition Damage Builds The warrior is capable of maintaining very high DPS in a solo setting with condition damage builds, in particular on heavily armored bosses. If a boss has low armor, however, a direct damage build will far surpass condition damage builds in terms of DPS and even against heavily armored bosses it still does not outperform direct damage builds most of the time. All in all, this build designed as an alternative to those that wish to try a different approach to warrior combat. If it is something that looks appealing to you, then try it out for yourself and see if it is something that you enjoy The longbow suggested is Giver8217s due to the fact that ideally, it is best to get as close to 100 burning duration as possible to maximise the amount of sword camping which will allow for higher bleed uptime and overall DPS. The combined effects of 40 condition duration from the food, 10 from the utility nourishment, 20 from the longbow, and 30 from the two sigils equates to 100 extra burning duration which is the absolute maximum that can be achieved. Alternatives for sigils on the longbow can be Superior Sigil of Doom or Superior Sigil of Battle in place of Superior Sigil of Malice, but due to the fact that in an ideal situation a warrior using this build should only swap to longbow every 20 seconds (when Pin Down is off cooldown), these sigils8217 effects don8217t benefit as well as Malice. To be technically optimal, however, Sigil of Malice can be replaced with Sigil of Corruption though I generally don8217t advise stacking sigils due to the need to pre-emptively build them before a fight and because of how easy it is to lose them. A cheaper and more easily accessible type of rune to use as opposed to Aristocracy would be Runes of the Krait, though it is a fairly large DPS loss and because Aristocracy runes are not purchased with gold and are obtained through Caudecus8217 Manor (or the PvP Reward Track for it), it is highly recommended to stick with them. Alternatives to Sinister stats include both Rabid and Rampager. The three attributes that are best for condition damage builds are Condition Damage, Power, and Precision, which is why Sinister is optimal. The general rotation for this build is quite easy to perform. Begin with activating Signet of Rage. Perform a longbow autoattack to get in combat, then cast 8220To The Limit8221 for full adrenaline. Use Combustive Shot on longbow, drop Banner of Strength into the fire field, and use Arcing Arrow in the field to immediately stack 6 might meanwhile casting 8220For Great Justice8221 instantly after the fire field is laid down. Use Pin Down, Fan of Fire, then swap to the other weapon set (Sword Sword). Immediately use Flurry, then an Impale promptly afterwards. Autoattack repeatedly until full adrenaline, using Impale off cooldown. When full adrenaline, wait until Impale is off cooldown and once it is available, use it and swap to longbow. Remember that what I suggest is what is considered optimal, not necessary to complete content. Provided cost is an issue for you, there are alternatives. You can find a list of all the different utility nourishment options that are relevant here: Tuning Crystals (Utility Nourishment Alternatives) Alternatives for food: Unfortunately, it is a huge drop in efficiency to use any rune type for condition builds in PvE besides Aristocracy due to the fact that the might duration is necessary and because of the fact that cost-wise, Aristocracy is cheapest as it is not tradeable and technically costs no gold. For more information on condition warrior builds, refer to Nike of DnT 8216s Youtube channel, as he extensively tests and theorycrafts for condition damage builds in PvE. This part of the guide is about specific things a warrior can do, and not to explain the encounters, if you are looking for an explanation of the paths, then check out gw2dungeons. net General Tips amp Tricks Use weapon swap to cancel savage leap before the skill ends. This means you can leap into mobs without hitting them and getting into combat. This is useful for lots of trash skips You can change weapon whilst channeling skills (e. g Rush, Shield Stance) without cancelling the channel Equip a longbow, use Combustive Shot and then quickly swap to hammer and use Earthshaker where the fire field will land. You adrenaline is only consumed when the Combustive shot lands, so you can cast 2 adrenaline skills on one bar of adrenaline. Combine this with Arcing Arrow, Charge, Drop Banner and Plant Banner for a 15 might stack combo. Dropping a banner is a blast finisher, as well as the 5 skill when you pick a banner up. This means there are a potential for 6 blasts from one banner. When you are not in combat, or are preparing to fight, pick up a banner and use the 3rd (and 2nd if it is a discipline banner) skill for Fury (and Swiftness). If there are lots of close together encounters, try to pick up your banner and carry it between them If you run regularly with the same or a similar group often, you can take note of the banner cooldowns and adjust when you drop them to your groups DPS, meaning you can have more banner uptime for more encounters. Ascalonian Catacombs If you dont have an elementalist in your group, you may need to wait with the NPCs to give them swiftness with warhorn 4. If you do have an elementalist in your party, blast their Static Field with warhorn 5 and then run to Spider Queen. Depending on your party composition you may be the one who needs to kill the spiders and pull Spider Queen. Kill any nearby low level Spider Hatchlings with Bladetrail or Throw Axe. When running into aggro range of the further away Spider Hatchlings and when running back to whatever LoS spot your party is using, try to strafe left and right constantly. This will cause most of the projectiles they fire at you to miss, minimising the damage you take. For Spider Queen you can use Tremor (Mace 5) to interrupt her poison AoE, especially now that she does it when in melee range. Try to use normal evades for her basic attacks, and save Whirlwind Attack for when you get immobilised, as you wont be able to use normal evades for her attacks. Alternatively you could take a Warhorn offhand to cleanse the immobilise. Warriors dont have anything special to use at the spike traps, and Defiant Stance will not prevent you from taking damage from them. Here it may be worth swapping out healing signet for Healing Surge so you can quickly heal to full health if you get hit by a trap, allowing you to continue faster and reducing the risk of dying to a second trap. Try to double dodge the Gargoyle heads at the end of the corrider to stay out of combat. If you choose to LoS Kholer then try to get a team mate to pull him, since both Axe 3 and Greatsword 4 Cripple him, meaning he will take longer to walk to your spot. If you must be the one pulling, try to pull him with Sword 4 or Axe 3. For the burrows youll want to swap your Signet of Fury for a Signet of Might. Be sure to select the burrow you are attacking as a target, else the cleave cap may cause you to hit gravelings and not the burrow. After the burrows you can waypoint to Kholers waypoint if you have killed him, if not youll need to run a bit further. Equip greatsword and swordwarhorn and use a rotation of Rush, Whirlwind Attack, Savage Leap and Charge to get to the next event as quickly as possible. Find The Missing Scepter Pieces Typically the warrior will not be the one who collects the scepter pieces. Equipping 8220Shake it Off,8221 Dolyak Signet and Balanced Stance can be useful stunbreaks here as the Gravelings can leap and knock you down. Avoid using Whirlwind Attack in a way which will hit any mobs, as you want to remain out of combat as much as you can for this part. Swapping weapon at the end of your savage leap will cause the leap to do no damage on ending, allowing you to leap into mobs without getting in combat. Picking up the scepter piece has a small animation which you cant dodge out of, so if there are gravelings near the scepter pieces you may want to bait out their leap first before picking the piece up. Upon picking up all 5 scepter pieces continue to run east to the end of the room. Here you will out of combat allowing you to teleport to the waypoint that spawns after this event. Doing this will prevent pulling any mobs to Hodgins, which wastes time. For the run after this event you may want to keep a stability spell, as the Gravelings in the tunnel also have knockdowns. You can equip a shield after using Charge on your warhorn to be completely safe for the first group of mobs, allowing you to save all your evades for the pack of mobs towards the end of the tunnel. If you are not the one collecting the pieces then use Charge on your warhorn to give Hodgins swiftness after his dialogue. This will mean that he runs to the spot where you can give him the scepter pieces quicker. When he reaches his spot, talk to him and give him the scepter pieces to spawn the waypoint and chest. The Howling King is a pretty simple boss but can be dangerous. His attacks are extremely slow but very devastating as they apply confusion, cripple, and weakness. To avoid taking damage, one can just circle around him when auto attacking to ensure he doesnt hit with his laser and only start a Hundred Blades channel when he starts an attack channel. This will allow you to get the full Hundred Blades off without needing to interrupt it to dodge his attacks. If you are soloduo and you have slow kill time then his gravelings summons may become a problem as they can knockdown for extended lengths of time and apply a lot of bleeds. If you find you are running out of dodges for their leaps, consider taking a sword offhand instead of mace, possibly with an energy sigil on it, or take a stability skill instead of your Signet of Fury. The event ends when a certain amount of gravelings killed is met in addition to the Graveling Breeder being defeated. Warriors should not have a problem surviving until all the Gravelings are dead due to their high base health and toughness, healing signet and evades from greatsword. If you are in a less organised group, you may find yourself needing to take either stunbreaks, condition removal utilities, or trait for Brawler8217s Recovery in the Discipline specialisation in order to deal with the large amount of conditions, fears, and knockbacks from the Necromancers and Rangers. Try to save your mace 5 until the mobs have LoSed into your area of choice, allowing your group to burst them down without being condition bursted or feared. If you get downed, try to look for a rally on a low health mob. This boss has only two attacks one which he applies a series of very devastating AoEs that pulse a lot of vulnerability and damage and another where he fires out a series of vapor blades that have very long range and apply bleeds and cripples in addition to dealing heavy damage. All of these attacks can be evaded or blocked, and provided that you are in a group he should die before you have to use all of your active defenses. If you are in a less organised group that deals low damage and people die quickly and easily, it may be in your best interest to prepare a second trap just in case he isn8217t defeated before his ghost shield reapplies. Equip a swordwarhorn and greatsword after the spike traps to run to Kholer or the Burrow events faster. You can swap your warhorn for a shield to block the 4 elite ghosts in the corridor before the burrow event, and then run to the end of the room to drop their aggro. For the burrow event you want to swap your Signet of Fury for a Signet of Might, and if youre the only warrior and only have a Discipline banner, swap it for the Strength Banner. If you are in a group the burrows will die fast enough to give you time to pick up the banner and take it to be in range of the next burrow spawn. After 6 minutes of burrow-destroying timegated fun is over, youll need to run through the spider room. You can equip a sword offhand, channel riposte and then swap to shield during the channel. After Riposte has finished channeling you can use Shield Stance, allowing you to chain 5.25 seconds of block. For the rest of the room use dodges and spam strafe to try and stay out of combat. For the next burrow room you want to keep your Signet of Might and use a greatsword and swordwarhorn. Use Rush, Whirlwind Attack and Savage Leap to run to the end 2 burrows quickly whilst some of your party kills the first 2. Kill the burrows using Hundred blades, Whirlwind Attack and autoattacks. If an Elementalist drops a Fiery Greatsword, pick it up and use Fiery Rush and Fiery Whirl to run to the end burrows quickly, and use Fiery Whirl with Firestorm to destroy the burrows. Use the waypoint to get past the door a little faster, and then wait for the tunnel to open. If an elementalist drops a Static Field blast it with warhorn 5 and longbow 3 to give your party swiftness for the run. Use swordwarhorn and greatsword to run quickly to the end boss. If your group has a slow kill time you may want to take a sword offhand instead of mace, have an energy sigil or both, as you need to frequently dodge his swipes and knockdowns. You may need to take Warbanner to resurrect Warmaster Grast depending on how poorly the group is doing so that you dont die to the 8220cave in8221 attacks with the rocks falling everywhere. If you are in a more organised group, you can interrupt this attack with mace 5 or ideally if an elementalist is in the group, Deep Freeze on ice bow. Caudecus Manor If your group is clearing the mobs underground and completing the event as a party, try to pull groups of mobs into Line of Sight spots, allowing you to quickly and safely DPS them down. As a Warrior you can pull large groups safely with Axe Throw, Impale and Bladetrail. Save your Tremor until the mobs are in melee range, and additionally for the cutpurses. Stunning the cutpurses and quickly burning them down with your group will prevent them from apply a hefty amount of bleeds and poison to your group. Taking condition remove for this part should not be necessary, as other classes in your party should be able to handle it if a Cutpurse does live long enough to apply conditions, however if you are finding yourself dying to conditions, try taking Signet of Stamina or Shake it Off instead of Signet of Fury. If your group feels it would be faster for 1 person to solo the bombing event and theres no mesmer or thief in your party, it may be time to put on your big boy pants and solo it yourself. Soloing this event without dying is entirely do-able on Warrior, with or without consumables. If you want to skip the written explanation and just watch a video on how to do it, then watch either of these videos to learn the general procedure for how it can be done with as little combat engagement as possible and without deaths: For Utilities I usually take Defiant Stance, Berserkers Stance, Endure Pain, Fear Me and Signet of Rage. Alternatively you could use balanced stance instead of Fear Me, since the Snipers do have a knockdown Start off with a SwordWarhorn and Greatsword and pop your Signet of Rage and Charge when at the stairs leading to the basement. Replace your warhorn for an offhand sword, and take a right hand turn. When you have the mobs attention start to channel Riposte, and during the channel equip a shield. After activating the bomb, run to the second one and use Shield Stance to block the group of mobs guarding it. Run to the 3rd bomb, and dodge the Snipers Killshot by counting to 2 when the red ring appears below your character and then dodging. Run down the corrider, and if you have any ash legion spy kits you can walk into the small room on your left and use one to drop any aggro you may have. Replace your shield with an offhand sword and run to the final bomb, using Riposte when you have the mobs attention. Additionally you can use Defiant Stance at any point to be extra safe. If you did this all then you should be out of combat. If you are, Waypoint to the start of the dungeon. If you are in combat, then just die to the mobs, its quicker than running back to the second half of the basement, and repair costs are free. Stack up swiftness before going downstairs and then swap your warhorn for an offhand sword. Use riposte to block the Flame Turrets and activate the 2 bombs in the room. In this room you can wait for cooldowns to come back up if you need to. You can kill the 2 Flame Turrets whilst waiting for the NPC or cooldown, and this will prevent them from getting you in combat as you leave the room. After waiting for the slow NPC, your Riposte should be back off cooldown. Use it to block the 3 Snipers in the corridor, and swap offhand sword for a shield in the middle of your Riposte channel. Run into the room on the right and start to Shield Stance as soon as Riposte ends. Run out again and activate the Bomb right behind the Snipers and use either evades, Berserkers Stance and if you need it Defiant Stance to get to the final bomb. Wait by the exit door for the NPC to finish her thing, as you will be semi-safe in this spot. Gunpowder Morgan is a pretty simple boss. If your party is good at keeping reflects up then you can get away without dodging this whole encounter, however it is still good to dodge his kicks. If you have poor or no reflect uptime then you will need to do a lot of dodging as he attacks frequently, so taking an offhand sword, an energy sigil or both is recommended. If you are killing the group of mobs after Morgan, than be wary of the Bandit Thugs. They will raise their hand for 1 second, and then heal allies, as well as giving them stability, might and protection. As a warrior it is very important that you look out for this and interrupt it with Mace 5. In a group Bloody Victoria should not be much of a problem. Your high toughness, health and healing signet means that she should die before you do, even if she is focusing you. If you are in a less organised group or solo then you will want to take a stun break, since the backstab stun is unblockable and you will not be able to dodge it while stunned. You can still see her icon on the mini-map when she stealths. Frost is another annoying boss, however there is not many Warrior-specific things you can do to help. Just try to burn him down as fast as possible, and if necessary swap Signet of Fury for Endure Pain or Berserkers Stance. Nothing really warrior related worth mentioning up until Spike Room You can use Savage Leap on your sword and Earthshaker on a hammer to cross onto separate carpets without taking any damage. You can also use shield to block the attacks from the mobs in the room. You can also use balanced stance since the Snipers have a knockdown. Bombing the Gate Here you can use Fear me or Stomp to keep the bandits away from the bombs you place. Skip to Turmaine If your group is skipping to Turmaine, simply run past the mobs with a rotation of Riposte, Shield Stance, Rush, Whirlwind Attack and Savage Leap. Be careful to not stand in his wells and this boss isnt a problem. If you are not in an organised group with other classes to remove any conditions, you may want to take Signet of Stamina to clear the large amount conditions he can apply. When he goes into his plague form, kite him and run away with Whirl Wind Attack and Rush when hes not selected. If your party has no reflects, then you can kite the Elite Bandits around the small house. When Seamus enters his shotgun phase, only start to channel Hundred Blades when he starts to cast his shotgun blast in another direction. This will ensure that you dont have to interrupt your Hundred Blades to dodge his attack. For the run to the turrets, if you are not clearing the mobs or stealthing, you can run it whilst channeling riposte and swap to a shield whilst channeling. When Riposte channel ends start your Shield Stance channel. You can then double dodge towards the airguns to ensure you dont get put in combat. If a cutpurse follows you, you can stand on top of the crates on the left to drop aggro. The damage from the airguns is affected by might, so try to stack might with your party. You can use Call to Arms, Arcing Arrow and Earthshaker as blast finishers, or Combustive shot as a fire field along with For Great Justice. If your party is pulling him out of the room into a corner and you are the one pulling, try to pull him with Impale or Throw Axe to give him as little cripple as possible, so he does not take any longer than needed to run to your corner. If you have poor reflect uptime you will need to watch out for when he crouches and spins. It is important to dodge this attack especially, else you can instantly be downed. If you are in a small group or solo, you can not drop your airgun from the previous event and use it against him. Pull him out of his room into the corridor where the rocket turrets were using a single target utility such as Throw Bolas or a racial utility such as Prayer to Lyssa. When he is in the corridor, reflect his basic attacks and AoE attack using the airgun skills. When you have a cooldown on using the skills, simply strafe left and right to avoid his attacks. Use savage leap and rotate Riposte and Shield stance to make it to the other end without being hit by traps or Bandit Snipers. Afterwards you will encounter a big room of enemies. You can avoid aggroing them by jumping on the rock to the right and then onto the bridge. Second Large Room If your party clears the second large room and the Bandit Snipers, simply Line of Sight in your corner of choice and burn down the mobs. Once again look to interrupt the Bandit Thugs heal ability, to prevent the stability and protection. If your group chooses to skip them and you dont have a thief or engineer in your party to stealth everybody, dodge the first 2 Snipers kill shots by counting to 2 when the red ring appears below your feet and then dodging. Rotate Riposte, Shield Stance, Rush, Savage Leap and Whirlwind Attack to reach the end quickly. Watch out for the Bandit Scattershots long channeled bullet spray, as this can easily instantly down you if you stand too close to it and dont dodge. In a coordinated group you will be able to kill him before your reflects run out, however if you dont have a Guardian or Mesmer to give you stability then you will still need to be able to dodge his Earth Spikes. When he raises his front legs and twists, or as Wethospu elegantly described, Hops around you will need to dodge to prevent a knockback. If you are in a group with poor DPS, reflect uptime or in solo you will need an offhand sword and energy sigil to dodge all of his attacks. When his hands light up with fiery, dodge to avoid his fire ball, and you will also need to dodge his Earth Ring. His attacks are frequent so be sure to only start to channel Hundred Blades right after he attacks to ensure you get the full channel off. Be sure not to confuse his Swirling Winds attack animation with his other attack animations, as this could cause you to waste evades or blocks. When his swirling winds is up, it is very important that you do not use Tremor, Impale, Bladetrail or Throw Axe, as it will be reflected back at you. Twilight Arbor Clear the blossoms until the first group of dogs using either longbow or Bladetrail and Throw Axe. When you reach the first group of dogs, equip swordshield and block as you run past them. This will ensure you dont get in combat, knocked down or poisoned by the blossoms. Use Savage Leap and Rush to run past the Husks before they can knock you down. If a teammate is being chain stunned by them, equip mace offhand and use it to knock down the Husks. Start to kill the Wurms as they spawn, and use either an evade, riposte or Tremor to avoid or interrupt their knockdown attack. If you are in a more organised group, this will not be needed as your guardian, thief or elementalist will be able to blind their attack. One way to clear the blossoms surrounding the Wurms if you dont have another party member clearing them is to dodge roll to where the next wurm spawns. Your reckless dodge trait will then clear out any nearby blossoms, making the area safe to melee in. Alternatively you could Whirlwind Attack into a group of blossoms to clear them without taking any damage or poison. If your party has medium to high DPS then you can ignore the 6th Wurm and start to kill the champion. Once again, look at for his knockdown animation and look to interrupt it with Tremor. If you are solo or have a low DPS party, you will need to kill the 6th Wurm, and possibly any other Wurms that spawn if your DPS is very low. After clearing out the group of spiders in the tunnel, your party will most commonly want to line of sight the other spiders into a corner in that tunnel. If you are pulling, try to pull with impale or throw axe, to speed up the pulling process due to no or little cripples on the mobs. Wait until all the spiders are in the corner and then Tremor them to keep your party safe. Once all the spiders are dead, Malrona will activate. In an organised group, another class will push Malrona to the wall, however in a less organised group this may not happen. If you are not in an organised group, you can use Tremor when she aggros to interrupt her first attack, which will always be Venom Blast, the painful AoE. You can then push her with melee into a wall of your party has a Fiery Greatsword ready to be used by walking inside her model and melee attacking her. Alternatively you can interrupt her Venom Blast and push her to the wall all at once by using the utility spell Kick or Fear Me. One thing to be aware of is that the Large AoE Venom Blast is unblockable, so you need to evade it and not use Riposte. If you dont have team mates clearing the blossoms, then use Bladetrail, longbow and Throw Axe to clear them up until the first group of Undergrowth Stonetouches. When you reach them, equip a shield and use Shield Stance to block the blossoms, and then double dodge, Whirlwind attack and rush to make it to the end without entering combat. Be especially careful to stay away from Stonetouches melee, as they can apply a 5 second stun which removes stability and cannot be stun broken. If an ally stacks a large amount of poison on them and there are no other classes who are able to clear conditions on an ally, take Shake it Off instead of Signet of Fury and clear their poison before engaging Fyonna. Ideally your party will pull her with a ranged attack which does not apply a cripple, however if none are available then you can pull with Throw Axe or Impale. Pull her into the tunnel where you are safe from her Spider Eggs, and can also push her against the wall for Whirlwind Attack and Fiery Rush. In her first form there is not much you can do, as her attacks are a projectile. In her spider form, make sure to dodge her attacks, which have the same animation as the Spider Queen from ACs basic attacks. Once again, be sure to start a Hundred Blades channel right after she has attacked to ensure you get the full channel off, since she attacks frequently. As a warrior you can take a few hits, so you may not want to interrupt your Hundred Blades to dodge, if it means finishing off the rest of the channel. Stick to the left and clear any blossoms in your way. When you come close to the group of 4 elites that patrol the passage, equip shield use Shield Stance while running to the next passage filled with archers. Double dodge through them and then rush to reach the end without taking significant damage or poison application. If you get downed then look for a blossom and hit it with your 1 downed skill to rally. Once again if a party member receives a large amount of poison and no other condition cleanses in the party are available, drop Signet of Fury to take Shake it Off and clear their poison. This champion has hard hitting melee attacks, so in a group with slower kill times you may need to max melee range it and kite it around with the cripples from Throw Axe and Bladetrail. Be sure to swap any Signets of Fury for Signet of Might and any Banner of Disciplines for On My Mark or Banner of Strength if your party doesnt have one, since the Tree is a structure and cannot be critically hit. If you have little reflect uptime then try to zig-zag and strafe to avoid getting hit by the mortars. If he is blinded from a Guardian or an Elementalist then you dont need to worry about any of the Nightmare Trees attacks, however if he is not blinded then you need to dodge when he smashes the ground and dodge 0.5 8211 1 second after any red circles appear. In the center near his back legs there is a spot where you can hit him twice with each melee attack. Try to stand here to make the boss die much faster. Try to stand in between these archers so that you can hit both of them at the same time with your melee attacks. If you get immobilized, take the opportunity to use Whirlwind Attack and hit them for every tick of damage. They will not evade and place a trap if you or any other member of your party does not selecttarget them, however this means you cannot use spells such as Rush for DPS. Swim past the barracudas and dodge if any come close and are in their attack animation. Avoid using spear 4 to block the attacks as this will put you in combat unless you manually cancel the counterattack. Use swordwarhorn and greatsword to run to the next part of the dungeon quickly. Leaurents Elite Guard A warrior can simply walk through the fiery barriers by using either Riposte, Shield Stance, mace 2 or Defiant Stance, however Endure Pain will not work. If you have a guardian giving you an aegis, dodge through the fiery shield. Dont use Tremor, Bladetrail or Impale, as the shields will absorb the projectiles. Standing directly in the hitboxes of the archers will mean that they are unable to attack you due to the fact that they are rooted. You can stand in this area until the patrolling dogs have passed: Clear any blossoms with Bladetrail, Throw Axe and longbow. When you reach the first group of mobs, wait for the Knight to use his hammer stun and dodge it. After, use Whirlwind Attack and Rush to cross the bridge. Hug the right wall to bypass the 2nd and 3rd group of mobs un-noticed. Use 8220Shake it Off8221 if you have poison and equip an offhand sword and start channeling Riposte as you approach the 4th group of mobs, swapping to an off-hand shield in the middle of the channel to avoid counterattacking them. As soon as Riposte ends, start to channel Shield Stance. Once Shield Stance ends, double dodge, Savage Leap, Whirlwind Attack and then Rush to bypass the blossoms without taking much damage or poison from them. If you have a party member such as an Elementalist or a Guardian clearing blossoms for your party, stick with them and do not run ahead. You may want an offhand sword if you are in an un-organised group, as the fight will go on a long time and you will need lots of evades and blocks for his Bladetrail and Entangle. Be sure to swap any Signets of Fury for Signet of Might and any Banner of Disciplines for On My Mark or Banner of Strength if your party doesnt have one, since the Tree is a structure and cannot be critically hit. If you are not channeling Hundred Blades, try to move around a little to try to evade the Oakhearts basic attacks. When the Oakhearts raise their fist, dodge when they slam it onto the ground to avoid a knockback. You can also rally from the BInding Roots which they spawn. Sorrows Embrace An efficient clear of path 1 is reliant on Stability and reflects, meaning theres not a whole lot that a warrior can do in this path. Impasse Mark IV If your party needs to have the boss against the walll (e. g for Fiery Greatsword), but no other party member knows how to with their class, then you can use Kick. However rarely will you be in a party that uses Fiery Greatsword but does not know how to push a boss to the wall. Be sure to carry any banners you have to Nokk, as if you have good DPS they will last long enough to be up for the whole Nokk fight. A warrior can easily pass all 3 golems very quickly. Use any of Riposte, Shield Stance, Whirlwind Attack and your 2 dodges to avoid the golems pull. If you are in a group with reflects, try not to use Tremor when reflects are up, as it may interrupt their hard hitting attacks which get reflected back at them. Save Tremor for if any are still alive and you dont have any reflects up. If you are in an unorganised group with no Guardian Banish to separate Tazza and Kaeyi then you can you separate the 2 yourself to make the fight easier for your group. Aggro them when standing on top of the steps, and slowly run backwards until she is at the top of the steps. Use Fear Me to fear her near to where the previous golems were spawned. Kaeyi will leash and you will be able to fight Tazza on her own. Once again, reflects are an important part in an efficient path 3 clear, meaning in most of the encounters there isnt anything special a Warrior can do. If nobody else in your party is able to handle condition cleanse, take Shake It Off instead of Signet of Fury, and clear bleeds whenever they get stacked significantly. If your group kill the group of trash mobs that spawn after, use Tremor when there are no reflects up to minimise the amount of damage your party takes. Skip to Molradovich As you leave the room where Volkov was, take a left and jump down, being careful to avoid dying to fall damage. You can swap Signet of Fury for Signet of Might to help kill the barricades faster. Taking an offhand shield here can be useful as it allows you to easy cross the bridge without getting in combat. Be sure to swap Signet of Fury for Signet of Might here, and if you only have a Discipline banner in your party then swap it for Banner of Strength for this encounter. If your party is fully ranging the carrier, equip both a rifle and a longbow and use a rotation of Volley - gt swap to longbow - gt Arcing Arrow - gt auto attack for another 5 seconds after weapon swap is off cooldown - gt swap to rifle - gt Volley. Citadel of Flame You can start to stack might by using your blast finishers of Call to Arms, Arcing Arrow and Earthshaker in a fire field. If there are no fire fields available then you can use Combustive Shot. Note that hitting the gate no longer grants adrenaline so you will need to use Signet of Fury to get adrenaline for Combustive Shot. If your party is not teleporting Ferrah to the gate, then you can help speed things up by giving her swiftness with Warhorn. If you have a team mate pulling the 2 Godforged Fanatics to the wall, then you can hit both and the turret with tremor, allowing your team to burst them down before they place any flame walls. If you do not have a team mate that can pull them to the wall, hit them with Tremor anyway, but position yourself so that you can hit a turret and 1 or if possible 2 with your melee cleave. Despite what many teams made through the LFG tend to think, pushing this boss does almost nothing to speed up the encounter whatsoever. The tactic of pushing or pulling him to the wall was formerly useful during the days when Fiery Rush used to be capable of stacking all of its fire fields into the same location when used with no target against a wall, resulting in massive amounts of damage. Because this is no longer possible, it is better to save crowd control skills to interrupt this boss rather than walling him. Equip a swordwarhorn greatsword and sprint to the other side as fast as possible. Make use of Riposte and Shield Stance if you want to stay out of combat without the chance of goofing up with dodges. The event and the dialogue will trigger when the first person reaches the end of the bridge, so it is important that you reach the end as fast as possible, even if it means leaving your slower allies behind. Warriors can kill the acolytes in the event following in one shot with Eviscerate. You can build adrenaline for this with either Healing Surge, Signet of Fury or by hitting one of the summoning plates. Another way to quickly kill an Acolyte is to use Whirlwind Attack through them and into one of the summoning plates. If you are killing the gate for your party, try to target the gate controller as you run into the room, before the door closes. Swap Signet of Fury if you have it for Signet of Might, and additionally stack might, drop any strength banners and take Frenzy and Balanced Stance if you are not very consistent at dodging the Hellstorms pull. When the gate opens, use Bladetrail, Rush and then Frenzy (and Balanced Stance if you have it), Hundred Blades and Whirlwind attack to kill the controller. If a strength banner was dropped then remind your party to pick it up and take it to the last boss. Legendary Searing Effigy Just dodge his attacks and perform your DPS rotations to the best of your ability. Be sure to swap Signet of Fury if you have it for Signet of Might, as the burrows cannot be critically hit. Defusing the Bombs You can start to channel a movement skill (e. g Rush) whilst next to a bomb, and then interact with the bomb to pick it up whilst using your movement skill. Using this trick with Rush, Executioners Axes Corpse Toss or Savage Leap can allow you to very quickly return bombs. Defiant Stance and Endure Pain will not protect you from the fire fields. This means that the best way to run it solo is to use the water cannons for the fire fields, and rely on Berserkers Stance and Shake it Off to avoid being immobilized, and Endure Pain, Defiant Stance or Dodges to avoid dying to any mobs. Bombing The Gate If you are in a group with not much DPS or cleave, then you can take hammer to help control all the mobs that spawn, and make it a bit easier for your group. However, be aware that the Assassins have stability so they will not be affected by your stuns or knockbacks. If you are in a group with high DPS then this part will go smoothly without you doing anything special. You can quickly kill an Acolyte by Whirlwind Attacking into the wall behind them. This will instantly or almost instantly kill them, depending on might and your build, without wasting any adrenaline or big cooldowns. They recently changed it so you can melee the Boss from anywhere on the ground, so simply DPS the boss and try to stay mobile to avoid any firestorms. Here you can use Fear Me to protect yourself or somebody else whilst they are channeling on the torch. Endure Pain or Defiant Stance will not prevent the channeling from being interrupted if you are hit. In a less organised group with slow kill times or nobody else managing condition removal, then you can take Shake It Off to remove bleeds and burning from you or your allies. You can also kite him around a pillar whilst auto attacking with axe. In a group with high DPS then this will not be needed. In a group will slow kill times then you may find it necessary to take a stun break or to bring stability, as being stunned by a Bladestorm can lead to you quickly being killed. Save Tremor for if your party Line of Sights mobs into one large clump, or for when the Hellstorms start their Flamespray. Corridor of Bombs If you get surrounded by red AoEs, wait 0.2s before dodging backwards. Blocks such as Shield Stance and Riposte will block the damage, however Endure Pain and Defiant Stance will not. Another tactic you can use it outrun the detonations by using Rush and Savage Leap. Be sure to cancel the leap towards the end of the cast with a weapon swap, else you may get into combat with the bombs. Gaherons Pet Drake If you are being focused by the drake, only start to channel a Hundred Blades when he casts Flame Breath, as it will allow you to get the full channel off without needing to dodge his bite. In a group with slow kill times you may need to take an energy sigil, offhand sword or both to give you enough dodges for his bite. In a group with low DPS you may need to take an energy sigil, offhand sword or both to give you enough dodges for the boss. Try to save Riposte or Whirlwind Attack for if you get hit by his Throw Bolas, so that you can still blockevade his Banish even when you are immobilised. Honor of the Waves After killing the group of 4 Elites at the start, you can equip Signet of Might to help speed up killing the 2 Corrupted Ice Turrets, and the Ice Dragon Totem if your group chooses to complete the bonus event. If you are in a group with little DPS, or you anticipate your team mates dying then it would be a smart idea to take an offhand with Sigil of Energy in it, as well as a Greatsword and Fast Hands. Offhand sword is fine, however none of his attacks can be blocked, so dont rely on Riposte. His fear also cannot be blocked or evades, so you may want to take Shake it Off, as the 25 second cooldown stun break is close to the 20 second cooldown on the Trolls fear. Try to evade his leap right before he lands, as you will evade the leap and the shockwaves it produces all in one evade. Rotate between Whirlwind Attack evade and dodges for his basic attacks. When he uses Shield of Jormag, be careful not to use Tremor, Impale or Bladetrail, as he reflects projectiles. Quickly clear the stacks on his shield with Hundred Blades, Cyclone Axe and Whirlwind Attack into the wall to either side of him. Ginva The Butcher Try to melee him from as far away as possible, as this will cause his Whirling Defense attack to miss you. If there is no red bar underneath your melee attack when you have him selected, then you can still hit him from further away. Avoid using any projectiles such as Pin Down, Arcing Arrow, Impale or Throw Axe when he is whirling, as it it will reflect projectiles back to you or your team mates. Crucible of Eternity Drop a banner when the door opens and you engage the first group of mobs, which will ensure your banner is up for all of the mobs, and for the first Subject Alpha. If you are pulling the Champion Wolf, you can use Riposte or Shield Stance to safely bait out his leap before pulling him to your party. If you use Shield Stance you can easily stay out of combat, allowing you to swap back to offhand mace to fight him. Drop a banner as you engage Alpha. If your party needs you to push him against the wall, then you can either use Kick, Fear Me or the slower method of melee pushing him. When he escapes, pick up your banner and carry it to the next part of the dungeon. Use Inspire and Sprint to get their faster. People have personal preference whether they prefer to do lasers with or without swiftness. For this reason, try to avoid using Warhorn, and if you want swiftness for it, use Signet of Rage to avoid giving your party unwanted swiftness. If you are using the one of the first 2 consoles, use rush to catch up to our party, and a savage leap with a weapon swap before it ends. Avoid using Whirlwind Attack where the lasers were, as this will get you in combat. If you are defending console users, stand still and use Axe auto attack to quickly and easily kill any golems. If your party chooses to let the inquest die, then a well-timed Arcing Arrow, Combustive Shot or Bladetrail can tag all the mobs for you, allowing you to loot them. Bjarl the Rampager Here you can use Tremor and Fear Me to chain crow control him, preventing him from re-gaining his armour for a short while. Destroying the Door AxeGreatsword auto attacks will oneshot any golems. Useful place to equip any stacking weapons and stack. When the Elite Golems spawn, interrupt them with Tremor when they start to spin. Use Tremor, Whirlwind Attack and Bladetrail to tag all the mobs for loot. If your group is killing the group of Elite mobs at the top of the stairs, save your Tremor if you have it for when the Berserkers start to spin. Way to Evolved Husk Use shield stance to block any blossoms to stay out of combat the whole run. You may want to take Shake it Off incase you get a large amount of poison, or if you get knocked down by a dog. You can take Shake it Off instead of Signet or Banner here to help with bleedspoisons on you or your team mates. Be sure not to use it when the Husk is about to die, else you may not be able to swap it back to bannersignet in time for last Alpha. Destroying the Door AxeGreatsword auto attacks will oneshot any golems. Useful place to equip any stacking weapons and stack. When the Elite Golems spawn, interrupt them with Tremor when they start to spin. Use Tremor, Whirlwind Attack and Bladetrail to tag all the mobs for loot. If your group is killing the group of Elite mobs at the top of the stairs, save your Tremor if you have it for when the Berserkers start to spin. Way to Destroyer Use Tremor on all the Destroyer Crabs to keep your party safe from their attacks. Use Tremor on him to interrupt any casts of Dragons Tooth. Only start to channel Hundred Blades when you know where the tooth will land, to avoid having to interrupt the channel. The Ruined City of Arah Bring up the dialogue when you select the orb, start to channel Rush, Savage Leap or any other charge you may have (e. g Corpse Toss), and select to pick up the orb. This will cause you to channel your leaprush whilst holding the orb. Use dodges to reach the end, and if needed Bulls Charge or a healing skill. Solo. Its possible for a warrior to solo the corrupted light without any Clerics gear only with the use of the Executioner8217s Axe Toy bundle, which is only obtainable from the gem store. Alternatively, it is possible to solo this puzzle with 1500 healing power. Take Defiant Stance, For Great Justice, Shake It Off, Bulls Charge, and Signet of Rage. For a detailed guide on how to solo the second orb on a warrior, watch the video guide below: Group: In a group, none of the above will be necessary. Instead, you can use Rush whilst picking up the orb, Defiant Stance when your health reaches 3000, and optionally a Bulls Charge to travel most of the distance before throwing the orb to a team mate. The Grand Processional Gate Stick to the left wall, and run to this corner From here you can wait for your team, and evaluate whether you will need to kill any turrets. If you have reflects in your team, then you can run to the Abominations, and allow any eyes that would normally hit you to kill themselves on reflects. However, if you have no reflects in your party, and a turret has spawned that would hit you whilst killing the abominations then you will need to kill the turret first. If the turrets are behind the rock, then you can safely shoot at them from longbow from a few spots, otherwise you will need to strafe left and right whilst auto attacking them, to avoid being hit and blinded. If you are not very familiar with Lupicus mechanics, or are interested in learning how to solo Lupicus, whether it be to make pug runs smoother, the ability to solo paths or just as a personal goal, then there are plenty of good resources on YouTube and GW2dungeons. net that explain his mechanics. Your weapon set and your utilities will vary here depending on the experience of your group and your own experience at Lupicus. If you are not very experienced with Lupicus then you will want an offhand sword with Energy sigil, and maybe even Signet of Stamina, Endure Pain and Dolyak Signet. This will allow you to have plenty of dodges, lessening the penalty of wasting a dodge. If you are in a good group, however you are still not 100 confident with Lupicus, then an offhand sword with Energy sigil should be fine, along with your regular utilities youd use on any other boss. If you are confident with Lupicus, but are not confident in your team, then you may want to take Balanced Stance or Dolyak Signet, incase they continually get Necrid Traps casted on them, which may also trap you. In a group with reflects, such as a mesmer, then youll want to take on my mark, and if you are confident enough an offhand mace. When Lupicus starts to use his Phase 2 AoE, use On My Mark along with Crushing Blow and Cyclone Axe to quickly apply a lot of vulnerability, increasing the damage of the reflects. Be sure not to use On My Mark in phase 1, as he cleanses all conditions during phase transition. One trick you can do to avoid being knocked down by the unavoidable Phase 1-gt2 transition grub, is to spawn an Ember or Ogre Pet using consumables, or any other pet (Elementalist summons, Engineer turret). If you then stand behind them, they will take the grub and the knockdown instead of you. Stick to the left hand wall when running towards the door. When the door opens, use riposte or a dodge to avoid combat incase the group of Elites in front of the door aggro. Use Rush and Whirlwind Attack whilst sticking to the left hand side. When you approach the small ledge, swap your offhand warhorn for a shield if you are the first one to reach the turrets. When the first shot from the turret is about to hit you, start to channel Shield Stance. Run past the turrets, avoiding any corpses, and when Shield Stance ends, double dodge to avoid any turret shots. If your team is not lacking swiftness, try to save Charge for if somebody gets crippled by an ooze. Clear out any spiders and wait out of turret aggro range for somebody in your party with reflects to kill the turrets in the next area. If you are solo, or there are no reflects available, you can equip a longbow to kill them. You can hit the turrets at a longer range then they can hit you, so one strategy is to back away from, or slowly walk to the turrets until you find the range where you can hit them but they cant hit you. Another tactic is to used the curved floor to your advantage. Your longbow shots curve, meaning you can hit an eye, whilst their shots are obstructed. Another common method is to quickly strafe left and right, causing their shots to miss, whilst you auto attack with longbow. An example of the Longbows curved projectiles. If your group is not using the commonly used safespot, then move into channel Hundred Blades when he stops bouncing. Use Whirlwind Attack and Rush to quickly get out of the area of effect of his bounce. Try to stay in melee range until it casts its attack, as if it targets somebody in melee range, it will bounce 6 times instead of the usual 3, however it will remain stationary whilst channeling. One advantage of not safespotting is that you can pull him closer to the Jotun NPC, allowing for a shorter distance needed to carry the Blood of the Ancients. As a warrior you can use Bulls Charge if you are carrying it, or you can use Charge to give a teammate carrying it swiftness, and remove any cripples they may get from the oozes that spawn off the orb. Run to Crystalline Entities Use Shield Stance as you approach the group of 4 Elites, to stay out of combat and prevent any surprise Chaos Storms from the Risen Illusionists. Use Rush and Whirlwind attack to travel a large distance quickly, being careful not to get in combat with Whirlwind Attack. When you reach the group of Lesser Oozes, Savage Leap past them, weapon swapping before the leap ends, to prevent hitting any of them and getting in combat. You can then single or double dodge just to be completely sure none will hit you. If any teammates get cripples by any oozes, you can use Charge on your warhorn to cleanse the cripple. Use Throw Axe and Bladetrail to aggro groups of the Entities whilst you gain stacks by standing in the green light. As a warrior with Healing Signet and Lifesteal food, you can easily stay on to about 13 stacks. Try to channel Hundred Blades only if a teammate is holding their aggro, or you have endure pain on, as the Entities can quickly take a large amount of your health. If you are using an AxeMace build, then you may want to take warhorn instead of Mace, to provide swiftness to allow you to kite them around whilst you auto attack, especially since the entities are immune to the vulnerability that mace provides. If your group lacks burning or immobilise, then you can take Longbow and Throw Bolas. Use Fan of Fire as soon as Shoggroth spawns to get him burning. Then use Combusive Shot and Arcing arrow to continue burning Shoggroth, as well as providing 3 might to your party and a fire field for them to blast. Autoattack until Fan of Fire is off cooldown, use it and then swap to your Greatsword or AxeMace. If your group needs might, then you can swap back to longbow to place the firefield and blast it, otherwise you wont need to swap back to Longbow until you need to immobilise the boss. When the boss starts to run back to his hole, use Throw Bolas and Pin Down whenever theyre up to keep him immobilised. As you turn the first corner, use Riposte or a single dodge to prevent the 2 Elite mobs getting you in combat. As you turn around the second corner, use Rush and Whirlwind Attack to run past any Risen. When you approach the last group of Risen, equip Shield and use Shield Stance to prevent getting in combat. Use On My Mark, Cyclone Axe and Crushing Blow to apply vulnerability to make his reflected attacks do more damage. Use Savage Leap whilst slightly angled towards the left wall to bypass the first Risen Defiler quickly and without being hit by the poison. Use Rush to pass the 2 Risen Berserkers and the 2nd Risen Defiler, and then use Savage Leap, weapon swap before it ends and immediately dodge to pass the 2nd group of Berserkers and the Defilers after them without getting in combat. You can also take Shake it Off to cleanse any poison before it does any damage ticks. If you are in small groupsolo and you will lack condition removal, but will take a lot of burning, then you can replace For Great Justice with Shake it Off. If you solo and are lacking fury because of losing FGJ, then you can swap offhand mace for offhand axe to make up for the fury. If your party is using the golem to skip this part, then stay with your party, picking up the Recharger Guns and using the 1 skill on the golem. However, another common tactic is to run through without using the golem. If you dont like reading, heres a video Start by stacking swiftness with Signet of Rage and Charge. Use Rush to reach the first corner, and dodge around the corner. Use Savage Leap and weapon swap before it hits a spider. Swap your offhand warhorn for a shield and immediately start to channel Shield Stance. Whilst Shield Stance is channeling, swap your offhand Shield for either a warhorn to cleanse any cripples, or offhand sword for Riposte. Run to the hole in the left hand wall, and either Riposte or dodge the spider in front of its attack. Always keep an eye on your team-mates, so you can remove their cripple with warhorn 4. Run to Abomination If you want to be safe, take a stability skill, incase you get stuck in a Line of Warding, or shield bashed. When you see the Deadeye debuff appear on you, count to 2 and then dodge. If you see a teammate being stunned by a Sentinel, and about to be shot by a Deadeye, then you can use an interrupt such as Tremor or Shield Bash on the Deadeye. You can either dodge the Sentinels Shield Bash, or use Rush to run past them before they have a chance to cast anything, or if they do, it will be out of range. If your team-mates all lack stability, and may die during this run, then you can take aggro first and run left instead of right, allowing your team to run past without any risk of them being trapped without stability. Run behind him when he starts swinging to avoid his basic attacks without dodging. Only start a Hundred Blades Channel when you have just ran behind him, to ensure you wont need to interrupt it to dodge. You can interrupt his berserking by using Tremor when he kicks after his stomp. This will put his berserking on a 48s cooldown. If your party is fighting the Abomination away from the centre, and you need to pull him, pull him with Throw Axe or Impale instead of Bladetrail, to minimise the amount of cripple he gets whilst running towards you. The Grand Processional Gate amp Giganticus Lupicus See the Shared Parts at the start of the Arah section. Use dodges and Whirlwind Attack to avoid the Deadeyes kill shots, and then Rush towards the water to quickly get out of their range. Use Tsunami Slash to quickly travel underwater. Use Parry and then a dodge as soon as the block ends to avoid the Sharks charge. If you have difficulty with dodging the charge, then you can take Balanced Stance, any other stun break, or Fear Me. When back on land, use Savage Leap, Rush, Whirlwind Attack and Bulls Charge to reach the waypoint faster. If your group has little reflect uptime then you may want to kite her around a barrel or another similar structure whilst auto attacking. If you are using this tactic and she is focusing you, only start to channel Hundred Blades after she has casted Unload. If your group has little reflect uptime then you may also want to take offhand shield or sword, to block the clones when they spawn, whilst you line of sight them around the structure you are fighting alphard around. You can interrupt the first Inquest Technicians stun with Tremor, saving a teammate or preventing him from casting it al all. You can also use Riposte or Shield Stance as well as dodges to avoid the stun. One riskier strategy is to Rush past him, causing you to be out of range by the time he starts channeling the stun on you. If you dont have a Guardian or a mesmer to give you stability then you may need to take Balanced Stance or Dolyak Signet for the next group of Inquest. Use Rush or Savage Leap to travel as much distance before the Inquest start to stun you. When the first stun is about to go through, use your stability skill and continue running. Dodge any deadeyes with Whirlwind Attack and your dodges. Having an energy sigil here can also help. It may be tricky to keep track of Deadeye kill shots, since both the Inquest stun and Killshot channel have the same effect, so look at your boon bar to easily see how many killshots are channeling on you, and for how long. As a warrior you can also auto walk through the last part, without even being at the keyboard. Just use a Stability skill along with Endure Pain, Defiant Stance or both, and walk through. The Stability will prevent any stuns from the inquest and knockbacks from the Killshots, and the Defiant StanceEndure Pain will prevent any damage from the Killshots. If you are the one using the terminal to bring her to 50, after stacking might and dropping any banners, use the Terminal, and then Rush and then Hundred Blades. Swap to axe and then autoattack. When she is reaching 50 HP, use Crushing Blow, Cyclone Axe and if you have it, On My Mark, followed by an Eviscerate. This will cause your phased damage boost to overspill past 50, allowing you to bring her down to 35 HP under the damage boost instead of 50. If you do not have enough adrenaline a level 3 Eviscerate, then you can use Signet of Fury or Healing Surge for adrenaline. If you are solo or in a group with low DPS, then you may need to kill the wave of mobs she spawns. Taking stability for these can help with the Inquest stuns and the Deadeye knockbacks. If your group chooses to clear the large amounts of Orrian at the start, pull them to your chosen Line of Sight spot to quickly cleave multiple mobs down at once. Save Tremor for when one of the 2 Elite Risen Mages start to cast Corrupted Geyser. Look out for when they crouch and raise their arm, and Tremor then. This will prevent your group from having to move out of damaging fields, as well as preventing the mobs from being healed, which will decrease the time spent on killing them. If your group also chooses to kill the group of 4 Risen Elites guarding the gate instead of stealthing past them, once again pull them to your chosen Line of Sight spot. Once they all reach the corner, Tremor them to allow your group to safely DPS. If there is a Hunter in the group, then you may want to start casting Tremor just before he turns the corner, so that he wont have time to cast Call of the Wild, which gives stability, might and regeneration to him and allies. Wraithlords Crusher and Hunter Try to line of sight both mobs around one of the lamp posts, allowing you to cleave both down at once. Avoid targetingselecting the Hunter, as he only casts his Evasive Trap when he is targeted. If the Hunter starts to bend back, glow, and aim his arrow, avoid starting a Hundred Blades channel, as you may need to move out of the poison field that Hunter is about to cast. Save Whirlwind Attack for when you are immobilised, as it will be your only way to evade Crushers Mighty Smash whilst immobilised. You can also interrupt his smash with Tremor, allowing your group to continue to DPS without having to stop to evade. You could also take offhand warhorn for the Immobilised and Cripple condition cleanse on Charge. Do not start a Hundred Blades channel if he is channeling Smash in your direction, as you will have to interrupt the channel to dodge. Single blocks such as Riposte are unreliable if you are in melee range, as Mighty Smash will hit you twice in melee range, causing damage to go through Riposte. If any team mate downs, dont resurrect them until Crusher has started to channel a crush in the other direction. When you are not resurrecting, stay away from them, and standing in the opposite direction of your ally, so they will not be hit by any smashes. Run to Mage Crusher Stick to the left hand wall and wait for any patrolling mobs to pass. Use dodges, Riposte and Shield Stance to easily pass through the mobs by the door without getting in combat. Use Rush, Whirlwind Attack and Savage Leap to pass any mobs after that before they have a chance to attack you. If you or an ally gets inflicted with chill from the Risen Elementalists, use Charge on your warhorn to cleanse it. If you are skipping the Champion Orrian Spider and the Elite Spiders without stealth, you can run onto this rock to lose their aggro: Evade his AoE basic attacks with dodges, Whirlwind Attack or Riposte. If he starts to channel lifedrain you can either run behind a structure to obstruct it, or interrupt it (e. g with Tremor). Corrupted Light, The Grand Processional Gate and Giganticus Lupicus See Shared Parts at the start of the Arah section Run to Wraithlord Use Shield Stance, Riposte or a dodge to to get past the first group of undead elites without getting in combat. Use Savage Leap, Rush and Whirlwind Attack to get to the summoning platform faster, being careful not to hit any Spiders with Whirlwind Attack or Savage Leap. At the second group of undead elites, use Riposte, an evade, or if its up Shield Stance to stay out of combat and avoid being chilled if a Risen Elementalist is there. Cleansing the chicken ritual If you are kiting the wraiths, you can take either LongbowSword Warhorn or Sword WarhornGreatsword. Aggro any wraiths with your ranged projectiles, and pull them to the centre of the platform. When you have the attention of all of the wraiths, run around them avoiding any damage with Savage Leap and Whirlwind AttackRush. For a video demonstrating how it is possible to solo it on a warrior without the use of consumables, check out this video Note that white it may be old, none of the changes that have happened since then have affected the contents of this video. If you are in an unorganised group or a group with low DPS, then you may need to take an offhand sword, an energy sigil or both to be able to evade his frequent attacks. Try to stay in melee to avoid him casting his more threatening attacks. You can use the pillars of light as a combo light field to cast cleansing bolts with Cyclone Axe and Whirlwind Attack to use as a condition remove for his poison and bleed. Champion Risen Knight If you are in a group with low DPS, or soloduo, then you may need to take an offhand sword, energy sigil, or both to deal with his high attack rate. Kaisar, High Priest of Balthazar Dodge or Whirlwind Attack through him when he spins. This will cause him to travel in the opposite direction to you, so you will avoid his entire spin with only one evade. You can save Tremor to interrupt his spin, allowing your party to continue DPSing. If your party has enough swiftness, then you can save Charge for if you or a party member gets crippled by the ooze. Equipping a shield will allow you to run through the spectral enemies without being immobilised, stunned or put into combat. Once you are past them and Shield Stance has finished channeling, use Whirlwind Attack, Savage Leap or Rush to put a good distance between you and them. For the final group of Risen Elites, you can use evades, Riposte or Shield Stance to run through without being put into combat. Once again, you can save Charge incase you or a teammate gets chilled by a Risen Elementalist. Vahid, High Priest of Melandru If your group chooses to have 1 person kite the gorillas and the rest DPS the boss, then you may be the one kiting. Take swordwarhorn and greatsword, with Shake it Off and Balanced Stance. Simply run around the Gorillas, doing damage and keeping them crippled with Bladetrail. If you get hit by an entangling root, melee it to break it, or use Charge or Shake It Off to cleanse the immobilise. If you do get knocked down by the gorillas, use Balanced Stance or Shake It Off to break out of the stun. Ideally you want to damage the gorillas to low health, but not kill them. This will mean they dont respawn during the fight, but you can almost instantly kill them after Vahid is dead. If you are ranging the boss then take LongbowRifle and replace Forceful Greatsword with Opportunist or Crackshot. Let 5 trees build up on you, and then move away from them, allowing you to shoot at him without being obstructed by the trees. Use a rotation of Volley - gt swap to longbow - gt Arcing Arrow - gt auto attack for another 5 seconds after weapon swap is off cooldown - gt swap to rifle - gt Volley. If you are meleeing him in a spot safe from the green energy, either try to keep him stunned with weapon skills or consumables, or dodge his Launch, to prevent being knocked back into the green moving energy. Farnaz, High Priestess of Lyssa If her confusion is giving you difficulties, then you can take Shake It Off or alternatively trait for Brawler8217s Recovery. There is enough time to use it after she shatters her clones before the next autoattack, especially on weapons with slower chains, such as greatsword. If her autoattack is giving you problems, then you can run around the statue whilst hitting her, which will cause her auto attacks to be obstructed. If you dont dodge her Moa transformation, then you can continue to DPS her as a cute bird if you are in a group, however if you are solo it is usually safer to use the 5 skill to evade away and then come back in when the transformation ends. Corrupted Light, The Grand Processional Gate and Giganticus Lupicus See Shared Parts at the start of the Arah section Swap Signet of Fury if you have it for Signet of Might, and equip SwordWarhorn Greatsword. Hundred Blades and Whirlwind Attack an air tower, and then Final Thrust to finish it off. Use Charge and Savage Leap to quickly reach the next one. If there are not many classes in your party with good single target ranged DPS, then you can let your team kill the second turret, whilst you run ahead and kill the third turret with Longbow. Be careful not to hit any of the mobs surrounding the turret with Arcing Arrow, as they have a long leash distance. Ghasem, High Priest of Grenth Avoid using Tremor or any other projectiles, as the wraith will reflect them. If you are attempting it solo, then you can use Combustive Shot to slowly do damage to the Wraith whilst you are waiting at the next spawn. Use Healing Surge and Signet of Fury to gain adrenaline back, and Rush and Bulls Charge to quickly run to the next spawn point. If your group is pulling all the wraiths at once to one central point, then you should keep your banner equipped and drop it there. If not, then you can either carry the banner to every wraith spawn, or just equip double signets. Simin, High Priestess of Dwayna If your group does not have a Guardian or a Mesmer to give you stability when you are about to be petrified, then you can take Balanced Stance instead of Signet of Fury. Use Balanced Stance just before Dead Eyed Stare runs out. If you have a warhorn equipped, save Charge for when the spark luring phase begins, to ensure that the players pulling the sparks have swiftness. Run to Bloodstone When approaching the group of spectrals, you can either use Shield Stance to block all of their attacks, or use Berserkers Stance and Rush through. When approaching the Risen Shark, use Parry followed by a dodge when the block ends. Take Balanced Stance if you are not confident that you will be able to dodge all of his charge without being knocked down. Clearing the mobs and the Bloodstone If your group aggros any Spellcasters, wait until they start spinning and interrupt it with Tremor. Try to knock down the Risen Hunter before he has a chance to cast Stability on himself. If your group has a slow kill time, and there is no Guardian or Mesmer providing stability, then you may need to take Balanced Stance for the same reason as Simin. If you down, you can rally off the entangling roots. About The Authors Purple Miku is a well-known and popular livestreamer on Twitch and a video maker for Youtube and has taken part in records including both solo and group play. Miku tends to prefer Arah and FotM, and has written a warrior DPS guide on the official forums for solo settings and is the current author of this guide. Additionally, Miku also is an officier and trial overseer for rT and personally trials both warriors and elementalists, and is currently an author for both this and the elementalist guide on dulfy. net. Element, commonly referred to as Tom, is the original author of this guide and is one of the veteran members, an officer, and original warrior expert player in Retaliate rT, a well known European speed clear guild. He has taken part in and held numerous records, including group path speed runs and solo records such as solo Lupicus records for Warrior, Thief and Engineer, as well as whole solo path runs. He has also played WarriorEngineer to reach the top 100 on the Team Queue leaderboards, but has been an Engineer main for the past year and currently is regulating the dulfy guide for it. Have any suggestions or questions Contact us ingame at: Share this: Here is the Phalanx Strength Build for Tequalt: Here is the Phalanx Strength Build for Wurm: For Crimson, you can swap out your bow for swordwarhorn to run clouds much faster. Also, Toxic Sharpening Stone verses Superior Sharpening Stone. At lower levels, I was under the impression that Toxic Sharpening Stones give more power than Superior Sharpening Stones due to scaling. If you need help writing guides for full wurm strategies, let me know. srsly soldier gear replace it with berserker and they are really good but use V in weapons not II cause vun is stronger than speed gw2skills. neteditorfJAQFARjMdU5ZnHefQHaAggy4BEAHThMI9SkEZPA-TRRBABUcBAuaR5HAPAAKVxMlgkBQfMA-e cause you need a lot of dmg for the wurm You are right, I forgot to switch off Soldier stats for Zerker for wurm. Reason you run II instead V is because during burns he will instantly hit 25 stacks naturally without having to push for it. You may as well use a trait to help you with running clouds or kegs faster. I don8217t mean to nitpick but they forgot to mention that warriors use Rifles in the weapon discussion. Curious of what they would say about Warriors using a rifle. Also I use my own variable set of traits and such. Mixing it between GS, Rifle, and AxeShield. The guide is meant to show what is optimal and what is not optimal. This is guide is not telling you to run a certain thing, merely just giving pointers and advice. If you want to run your own build or do your own strategy, then by all means no one is telling you not too. It is merely a guide out there as a reference on how an 8220expert8221 views the game. True that, though I still wanted to point out some things in the guide that caught my attention. Sorry about that, I quit GW2 2 days after the expansion was released and handed over the details to somebody else, but it turns out they haven8217t bothered to update it. Another niche guide intended for a PvE dungeon speedrunner elitist dps freak, not an average player. 8220General PvE guide82218230 riiight. 8220Vitality and Toughness are redundant stats8221 Sure8230 if you are the abovementioned type, always run in balanced groups who know what they8217re doing, and have groupmates you can rely on. For an average player, trust me, they are VERY important. Especially one just learning the game, and wanting a relatively painless experience in it. Try running a glass cannon warrior like that in a pug group, or even worse, solo8230 you8217ll get wasted by the first tough bunch of mobs you run across. Take my advice people, make it a 6040 balance in favor of toughnessvitality over powerprecision, you8217ll be thanking yourselves after every boss encounter. And still have more then competitive dps in most situations. Also, please8230 DO NOT try PvPing with that kind of build8230 please. You8217ll die faster then a snowflake in summer. Same thing about weapon viability. Rifle, useless Give me a fucking break. Rifle, in my experience, beats the longbow by a significant margin in dealing with mobs. And its autoattack isnt 8220half the dps of the longbow8221 8211 I encourage the author to check the rate of fire on the rifle AA and LB AA, and their average damage, then claim that again. Not to mention it has the best burst-skill of all weapons on warrior, Kill shot. Hammer, useless in PvE Sure8230 if all you care about is raw dps. It has 2 interrupts you can use to gimp tough mobs8217 attacks (3, if you count the awesome AoE stun it has for burst skill), a knockdown, and a long-lasting cripple. And contrary to this crap guide, the dps on it isnt that bad at all. Sure, it cant compete with GS dps machine, but its more then viable. GS is so overrated on the Warrior its not even funny. Sure, Hundred blades is awesome if it works right, but since you need mobs to stand still and in range of it, and be nicely grouped in your forward arc, AND you cant move during it, you get interrupted more often then not, or mobs just move out of its range. Whirling Axe a dps loss OMG8230 its the BEST AoE attack on the warrior, by far. It cleaves up to 5 mobs for decent damage (granted, not as high as Hundred blades, but 2 mobs more then it, more consistent and easier to manage, since you can move during it and it hits in a full 360 arc), it lasts longer, and it builds adrenaline like crazy. Mace mainhand also isnt bad, autoattack is a bit lackluster, but the extra block can be a huge help for survivability. This kind of guide vith that smartass part 8220toughvita is redundant8221 is the reason I see GS warriors all the time at low levels, who die the moment they come across 2 veteran mobs, and get raped because their staying power is crap, and they are sitting ducks while Hundred Blading, all for maybe 15-25 more dps. PvE is about a LOT more then dealing damage. Firstly, you need to stay ALIVE long enough to deal damage. And have some utility in your attack besides pumping out dps. You might want to bear in mind that you made your comment a full year after the last time this guide was updated. You8217re getting your boxers in a bunch over someone being right about the meta at the time.
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