Sep 21, 2008, 03:46 AM // 03:46
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Lazy by Default
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Warriors in PvE - The how-to guide
Warriors in PvE – The how-to guide
Copyright: This guide may not be duplicated, re-used, re-mixed or re-created anywhere else without my given permission first. You're welcome to PM me to discuss it.
Table of Contents
Part I - Introduction1.1 – Authors Note (read this first)
1.2 – What is a Warrior? Part II – Equipment Selection2.1 – Weapon Comparison
2.2 - Weapon Bonuses-Weapon Inscriptions
-Sword Hilts, Axe Hafts, and Hammer Hafts
-Sword Pommels, Axe Grips, and Hammer Grips 2.3 – Shields-Shield Inscriptions
-Shield Handles 2.4 – Armor-Insignia
-Runes Part III – Builds, Skills, and Attributes3.1 – Attribute and Skill Analysis-Strength
-Swordsmanship/Axe Mastery/Hammer Mastery
-Tactics
-PvE Skills 3.2 – Player Builds-Regarding PvXWiki
-Warrior Build Template
-Cookie-Cutter builds
-Campaign Specific builds
-Secondary Professions
-Shutdown 3.3 – Heroes-Generic Hero sets
-Non-Generic Hero sets Part IV – Miscellaneous4.1 – Important Techniques-Pulling
-Holding Aggro
-Target Selection
-Battlefield Awareness
-Quarter Knocking 4.2 – Other Stuff-10 Things Which You Must Remember
-Useful Links Part V – Conclusion5.1 – Author’s Note
5.2 - Contributors
Part I – Introduction
1.1 – Authors Note (read this first)
This is a guide for all players wanting to either start playing a Warrior or improve their knowledge and skill with their existing Warrior. I advise not starting from the start and reading through with the intention of going through it in one sitting. It’s over 11,000 words long and I’m pretty sure you’d rather be playing then reading it all. Instead, pick out which articles* interest you and read those as you feel necessary. This is intended to be a tome of knowledge more so than a guide, so it contains mathematical evidence, in-depth explanations, and other things that have the purpose of helping you understand why good players do the things they do, why they run the builds they run, use the equipment they use, etc.
*I’ve aimed to write each piece so that you should be able to dive in anywhere and know what’s going on, hence the term ‘article’. Occasionally references may be made to things written elsewhere but I’ve tried to keep this to a minimum.
1.2 – What is a Warrior?
The Warrior, by definition, is a highly armored soldier who stands toe-to-toe with his enemies, beating them back with one of his many impressive weapons. The Warrior in Guild Wars is not much different, having the ability to fight well, both in groups and by him/herself, and take significant amounts of punishment on the battlefield.
Part II – Equipment Selection
2.1 – Weapon Comparison
When most people start playing a Warrior for the first time, their choice of weapon is just taste – they use what they think is ‘coolest’. However, when the game gets tougher and they have to step up or drop out, their choice of weapon is often questioned. Warriors have the option of using a sword, axe, or hammer, and their similarities and differences will be highlighted in this section.

This table highlights 3 key points:
1) Hammers hit slower, but harder, while axes and swords are faster, but weaker.
2) Axes are more inconsistent damage wise, as their damage range is wider than swords or hammers.
3) Hammers, unlike swords and axes, are two-handed and prevent the use of a shield.
The impact of 1) can be shown in the following table. It shows us that the high damage of the hammer counter-balances it’s slow speed, and that swords have a slightly lower DPS (damage per second) than axes (when Swordsmanship/Axe Mastery is above 12, which it should be). The slightly higher DPS of the axe does not make it superior to the sword. The higher maximum damage from the axe makes it especially powerful when you land a critical hit, and the consistent damage provided by the sword is good for pressure and utility. However, as the level and armor of foes increases, the difference in raw DPS decreases. Thus, raw DPS is not a good way to choose which weapon is suitable for any given situation.

Notes on how I got the DPS numbers and such, for those interested, is available here.
2) is important, not only to distinguish swords from axes, but to make axes more ‘spiky’. Spiking is important in PvP, but much less so in PvE, where pressure is the main objective (not to say that spiking is useless, but in PvE there isn’t much stopping you from pumping out incredibly high damage non-stop).
The impact of 3) can be shown in another table. Without a shield, you can expect to take 32% more damage than you would with one. Your actual armor level does not change this.

However, regardless of your armor level, you’re going to be reliant on support from your team (mostly monks) to keep you alive. Spells such as Protective Spirit and Shield of Absorption will be frequently cast on you so the extra 32% damage is not as big of a deal as it seems. It does make a difference, but as a Warrior (whose purpose is to deal damage) you should choose your weapon based on the skills you need. Also, many hammer skills knock down foes (especially Earth Shaker which is an AoE knockdown) so when you use hammers there will generally be fewer things attacking you anyway.
Some miscellaneous hammer notes: Hammers often rely on skill chaining, which means using ~3 skills one after the other to get the maximum benefit. While there is nothing wrong with this, monsters in PvE often die quickly, and the death of a foe can disrupt your chain, which can be irritating and will bring your efficiency down. Hammers are also the only Warrior weapon that can knockdown foes, though there are melee attacks (useable with any melee weapon) and other skills that can knockdown foes, such as Bull's Strike, "You Move Like A Dwarf", and Brawling Headbutt.
For those people who are looking for the final decision as to ‘the best’ weapon, the only true answer is none of them. Each weapon has pros and cons, each has good skills and bad skills, each has suitable places to use it in, etc. Learn to play each weapon, experiment, and enjoy yourself. Guild Wars is a game, remember, and if you find something more fun than something else, do it!
2.2 – Weapon Bonuses
While a Warriors weapon is already feared on the battlefield, you can add additional bonuses to it to make it more powerful. You can add an inscription, a hilt/haft and a pommel/grip.
Inscriptions
Inscriptions are one of the kinds of weapon bonuses. In Tyria (the Prophecies campaign), and most of Cantha (the Factions campaign), weapons do not drop with inscriptions. Instead, they have ‘inherent mods’, which are the same as inscriptions, just cannot be removed or changed. For an inscription to be added to a weapon, it must have an inscription slot. To tell if a weapon has one, it should say ‘Inscription: xxx’ somewhere in the weapon description (when you hold the mouse over it while in your inventory).
There are many inscriptions; I count 51, 16 of which can be put on martial weapons. There are a few really good ones, and the rest can be ignored for the most part.

The best one to go with is “Strength and Honor” (+15% damage while health is above 50%) because when your health drops below 50% you’re either about to be healed or about to die, so it’s practically +15% damage unconditionally. “Dance with Death”, is also worth consideration because you should always be in a stance that increases your attack speed. Both are cheap and common so there isn’t much reason to consider the other options.
For more details, see this GuildWiki link.
Sword Hilts, Axe Hafts, and Hammer Hafts
In addition to inscriptions, weapons can have a hilt/haft to improve them. Most do not have conditions or penalties, and those that do are compensated for by the bonus. To see if a weapon has a hilt or haft attached to it, you can check if the weapons name has a prefix (something before it). For example, if a Dwarven Axe has a Vampiric axe haft attached to it, it will be called a Vampiric Dwarven Axe.
In ideal situations, you would have an elemental weapon for dealing with physical damage resistances of other warriors, a zealous weapon for builds with high energy usage, and vampiric and/or sundering for damage. If you’re just starting off and can only afford one, pick one of the damage ones and pick up the others if/when you need them.
The debate between which is better between sundering and vampiric has been going on since the game was released. Here is some data to settle the matter (numbers represent damage per second):

I made the following assumptions: 33% IAS, Attribute Mastery of 12, +15% damage inscription, and 20% damage customisation bonus.
This shows two things. Firstly, vampiric weapons deal more average DPS (sundering weapons are capable of higher damage numbers but in PvE the average is more important). Secondly, as the armor level increases, the difference between vampiric and sundering increases. This means vampiric weapons are more useful against highly armoured foes. A misconception is that sundering weapons are more useful against highly armoured foes because they chew through more armor. While the latter is correct, it does not necessarily justify the former.
See the GuildWiki article for more details.
Sword Pommels, Axe Grips, and Hammer Grips
In addition to inscriptions and hilts/hafts, weapons can have a pommel/grip to improve them. To see if a weapon has a pommel or grip attached to it, you can check if the weapons name has a suffix (something after it). For example, if a Fellblade has a Sword Pommel of defense attached to it, it will be called a Fellblade of defense.
In general, the best ones are Defense, for its long-term damage prevention, and Fortitude, for its potential to save you from a spike or high amounts of pressure.
See the GuildWiki article for more details.
2.3 – Shields
Shields can be used anytime your character is not using their offhand (i.e. left hand). This means that hammers, staves, scythes, daggers, and focus items cannot be used with shields, due to the use of both hands.
Maximum AL shields provide an additional 16AL, no matter where you are hit or which way you are facing.
Warrior shields will have a requirement of either Strength or Tactics. There are shields with Motivation and Command requirements, but these are Paragon attributes and you are unlikely to use them (if you were, the shields are otherwise identical).
Shield Inscriptions
Shields can have inscriptions in the same way weapons can. The only differences are that the inscriptions are different, and they are defensive instead of offensive.
“Run for your Life!” is good for its synergy with an IAS. Armor +10 (vs. <damage type>) bonuses negate more damage than “Run for your Life!” and similar inscriptions, but the damage type is specific so you’ll need to either swap shields a lot* or put up with occasionally not being protected. The common damage sources (you don’t need to have a shield for each type; just the main ones will do) such as Fire and Slashing are good choices, but keep in mind Warriors already have at least 116AL vs. physical damage so elemental ones are a higher priority.
Note: Warriors should not be using “Luck of the Draw” (-5/20%). Don’t let the high selling price deceive you.
*Reading between the lines: you’ll need to have multiple shields, unlike with “RfyL!”. Be aware of possible money and/or inventory space issues.
See the GuildWiki article for more details.
Shield Handles
Shield handles work in the same way pommels and grips do. You can tell if a shield has a handle bonus by reading the shield’s suffix. If the shield is called an Aegis of Devotion, then it has a shield handle of devotion attached.
Fortitude is useful because it has no requirement and Endurance is good because it works well with an IAS.
See the GuildWiki article for more details.
2.4 – Armor
Warrior armor has a higher AL than all other armors. It provides a base of 80AL, +20 vs physical. This means you will have 100AL vs. physical damage, and 80AL vs. elemental damage, excluding shield bonuses. As a Warrior, your armor does not give any boosts to either energy or energy regeneration. This makes Warriors basically useless for frequent spellcasting.
To better understand how armor works, remember that once you get to 60AL, every 40AL after that will halve the damage. For example, a Dervish hits you with a regular 20 damage scythe attack. You have 100AL, meaning the damage will be halved once. 20/2=10. Excluding weapon and shield bonuses, you will take ~10 damage.
One common mistake people make is that they think armor affects all parts of you. If you have an 80AL helmet and a 50AL cuirass, this does not mean you have 130AL everywhere. Each piece is responsible for its own part. 60AL gauntlets will only give you 60AL if you are hit in the hands, otherwise you would be unprotected by them. The cuirass (chest armor) has a 37.5% chance of being hit, the leggings have a 25% chance to get hit, and the helmet, boots, and gauntlets have a 12.5% chance of being hit.
In addition to the inherent +20AL vs. physical bonus, armor can have both an insignia and a rune attached to it.
Insignia
Insignia work in exactly the way weapon inscriptions do, just that they can be bought from rune traders. There are Warrior specific insignia, as well as general insignia that can be used by any profession. Each armor piece can have its own insignia.
The best few are Brawlers, because the requirement is so easy to meet, Sentinels if you know you'll have 13 Strength (though it's very inflexible, wouldn't recommend it if you've only got one armor set), Sentrys, because it works well with an IAS, and Survivor, because health is generally useful. Warriors with some kind of knockdown should invest in a Stonefist insignia to increase the time the foes are knocked down (even sword and axe warriors should get one; don't forget skills like Bull's Strike, "You Move Like A Dwarf!" and Brawling Headbutt). The effect doesn't stack, so you'll only need one (doesn't matter where you put it, though boots, gauntlets, and the helmet are the best choices because they are hit the least).
Some people like to mix and match insignia, having some health and some armor. I don’t see the point in this; in any given area you’re better off with one or the other. Also, there is a myth that if you do mix insignia, you should put the armor insignia on the chest and legs and health on the rest. The logic people use to justify this is flawed though; the myth is just a myth. There’s an in-depth discussion here: http://www.guildwarsguru.com/forum/t...t10442321.html
See the GuildWiki article for more.
Runes
Runes work in a similar way to insignia but have some key differences. Most runes raise your attributes, don’t stack, and aren’t location specific. There are 13 different types of runes a Warrior can use.
For a list of runes and what they do, see this GuildWiki link.
A Warrior’s 5 armor pieces generally hold the following runes;
1) Minor Swordsmanship/Hammer Mastery/Axe Mastery ON THE HELMET. It must be placed on the helmet (the ones that give +1 to a weapon attribute are best), so that if you want to be able to swap weapons, you only have to change the helmet, not the helmet and whichever piece has the rune. Minor is better then Major/Superior, as we've seen that an extra 1/2 ranks in your weapon attribute only raises your DPS by a few points, as the cost of a more noticable 35/75 health. It's actually less than what's in the table; monsters in PvE can have incredible amounts of defense so the few points of damage shown will be even less. I’d estimate no more than 3 points of damage.
2) Minor Strength. Higher levels of potency aren't of much use, but a minor strength is good for boosting key skills such as Flail and Rush, aswell as the additional 1% armor penetration.
3) Minor Tactics. Higher levels of potency are only used in farming builds. A minor rune is good for boosting skills such as Healing Signet.
4) Minor/Major/Superior Vigor. Keeps you alive. No health penalty for higher potency (would defeat the purpose), so buy the best you can afford.
5) Superior Absorption/Vitae/Clarity. The final slot is a decision between 10 health, 3 physical damage reduction, or reduced durations of blind and weakness. The choice doesn’t have much impact.
You obviously won't need a Tactics rune if you aren't using any Tactics skills and your shield has a Strength requirement. The same reasoning applies to the Strength rune but you’ll generally always have 9-14 Strength so you won’t be replacing it. Fill the spare slot with something in 5).
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Sep 21, 2008, 03:47 AM // 03:47
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#2
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Lazy by Default
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Part III – Builds, Skills, and Attributes
3.1 – Attribute and Skill Analysis
Warriors have 5 attributes: Strength, Swordsmanship, Axe Mastery, Hammer Mastery, and Tactics.
Strength
Strength is the Warrior’s primary attribute. For each rank in Strength, you gain 1% armor penetration (AP) when using attack skills. It’s not as useful compared to what other professions get but it suits what the Warrior does. Note that the Strength AP stacks with that provided by sundering weapons, but not with skills, such as Penetrating Chop. The best uses for this attribute are for shield requirements and skills. The skills mainly consist of melee stacks, shouts, and stances.
Elite skills:
Battle Rage –> It’d be good but it’s a stance. This means no IAS, so bye-bye +50% damage and +50% adrenaline (BR gives +100% adr, but that’s what "For Great Justice!" (PvE) is for).
Bulls Charge –> If you want lots of knockdowns run Earth Shaker for better effect or just use Brawling Headbutt on a sword. Axe builds wouldn’t drop Eviscerate/Cleave for this.
Charging Strike –> You’re better off just taking another attack skill.
Defy Pain –> Warriors kill things. This stays at home unless you’re farming.
Dwarven Battle Stance –> You’ll need a second skill to be able to maintain the 33% IAS. The other two bonuses don’t really make up for it, but it’s potentially an interesting/fun skill to run.
Flourish –> Once again, you’re better off with another attack skill. Besides, a lot of energy attack skills aren’t that good.
Headbutt –> Too expensive; even following up with Plague Touch doesn’t justify it (There are better sources of Daze anyway).
Magehunter Strike –> It’s alright until you get something better; the +damage is too low to be worthwhile.
Primal Rage –> Frenzy with a speed boost. Interesting, but I wouldn't give up my elite slot for it (not in PvE anyway).
Rage of the Ntouka –> Too clunky to be useful. In PvE you want adrenaline pumping skills so you can spam your other skills as much as possible. This gets in the way.
Warriors Endurance –> Now that it is no longer a stance, it can be used to great effect in energy based attack builds.
Some useful/interesting non-elite skills:
Enraging Charge -> Good for initial adrenaline build up and as a cancel stance.
Flail -> Probably the best IAS available in PvE, barring Drunken Master with alcohol.
Lion's Comfort -> Only worthwhile self-heal for a Warrior.
Power Attack -> Good straightforward +damage if you can afford the energy cost.
Rush -> Good cancel stance.
Body Blow -> At 13 Str and 14 Weapon Mastery you lose 2 points of damage (compared to skills like Executioner's Strike and Galrath Slash), but it's slightly cheaper and is a nice follow up to Eviscerate.
Swordsmanship/Axe Mastery/Hammer Mastery
Swordsmanship, Axe Mastery, and Hammer Mastery are the Warrior's damage attributes. While it is possible to put points into more than one of these, it is a waste of attribute points because you will only be able to fight with one at a time. Points in these attributes raise the raw damage you do with your weapon, your chance to critical hit, the damage done from skills, and meet weapon requirements.
Elite skills:
Crippling Slash -> An elite form of Sever Artery. Doesn’t justify it’s elite status unless you really really need the snare.
Dragon Slash -> Provides insane amounts of damage and adrenaline.
Hundred Blades -> The (armor affected) bonus damage isn’t what is interesting about this. It’s the mass of physical damage packets it produces. With Mark of Pain on a hero and an AoE attack like Whirlwind Attack, you can create tons of damage by triggering MoP heaps of times.
Quivering Blade -> Good as a filler until you get Dragon Slash. Otherwise not useful.
Some useful/interesting non-elite skills:
Standing Slash -> +42 damage for only 6 adrenaline, the best available for non-elites.
Sever Artery/Gash -> One of the only ways to Deep Wound with a sword (Note that the DW from Gash is what you want, Sever Artery is just there to meet the bleeding requirement, it sucks on its own).
Sun and Moon Slash -> Helps with adrenaline gain and provides good pressure.
Final Thrust -> Good spike skill, but it prevents you from chaining your adrenaline skills so its use is limited.
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Elite skills:
Cleave –> Straightforward damage pumping skill. Would be decent, but the +damage is too low it justify the cost, especially when compared to Power Attack (a non-elite).
Decapitate –> Meh. The penalty is way too harsh and it doesn’t even work properly as a finishing move. Discussion.*
Eviscerate –> Deep Wound + damage means you’re almost guaranteed to kill if this hits.
Triple Chop –> Cyclone Axe + Executioner’s Strike – high AoE damage is fun. If you’re going for AoE damage you’re better off with Hundred Blades though.
Whirling Axe –> An elite form of Wild Blow. If theres going to be a lot of troublesome blocking stances then it would be ok, but for general use you'll want more +damage.
*Old thread. Do not post in it.
Some useful/interesting non-elite skills:
Agonizing Chop -> Interrupt and damage is a good follow up from Eviscerate.
Cyclone Axe -> AoE attack is good for building adrenaline, as well as a bit of damage.
Dismember -> Deep Wound means ~100 points of damage for 5 adrenaline 
Executioner's Strike -> Bread and butter attack skill, simply wonderful.
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Elite skills:
Backbreaker –> 4 second knockdown is nice, but it’s generally overkill. You’re better off with a 3 second knockdown that’s more spammable.
Devastating Hammer –> Knockdown is always useful, but in PvE there are better ways to get a single target knockdown (not to mention Earth Shaker is considerably more awesome).
Earth Shaker –> Awesome mob control skill.
Enraged Smash –> An elite form of Bull's Strike. Could be interesting.
Forceful Blow –> Weakness is nice, as is damage. Usefulness of stance removal is limited though.
Magehunter's Smash –> This is more of a PvP skill. It doesn't really have a place in PvE in its current state.
Some useful/interesting non-elite skills:
Yeti Smash -> A non-elite Earth Shaker. Usefulness will depend on the rest of the skillbar.
Crushing Blow -> You'll need either this, Pulverizing Smash, or Fierce Blow for your Deep Wound. If you're using a hammer you'll most likely have a knockdown skill so the requirement isn't an issue.
Pulverizing Smash -> Same use as Crushing Blow. Requires adrenaline instead of energy.
Fierce Blow -> Good follow-up damage and Deep Wound.
Mighty Blow -> General purpose smashing skill.
Counter Blow -> Noob AI does stupid things. Abuse it.
Renewing Smash -> Spammable high DPS hammer attack.
Tactics
Tactics provides no bonuses by itself, but is a requirement for shields, and has an effect on many skills. These are mainly blocking stances and shouts.
Recommended skills? Lol. The thing with Warriors is that they are damage machines, so using skill slots and attribute points on protecting yourself isn’t really the best thing to be doing. Besides, provided you aren’t running around like a headless chicken, the Monk is responsible for taking care of you (some of the skills have some situational use, but there isn't anything I'd want for a majority of areas). Tactics is for farming and other professions. Shields come with strength requirements as well, get one of those instead of a Tactics one.
PvE skills
There are 4 main categories of PvE skills: Luxon/Kurzick skills, Sunspear skills, Eye of the North skills, and Lightbringer skills.
For general information about PvE skills, see this GuildWiki link.
Luxon/Kurzick: "Save Yourselves" –> This skill is easily one of the most overpowered Warrior skills, hence why you see it wedged into most builds (not to mention the Godmode/DSlash build, which is built specifically to maintain it). 100 extra armor results in an 82.32% reduction in damage.
You can also use the corresponding skill from your secondary profession, but nothing other than Aura of Holy Might (for scythe builds) is worthwhile.
For other notes about Luxon/Kurzick skills, see this GuildWiki link. Sunspear: Sunspear Rebirth Signet -> It’s a more powerful form of Resurrection Signet, provided your Sunspear rank is 3 or higher. If you’re going to take Resurrection Signet and have a free PvE skill slot, take this instead. Note that the transportation of the target to you may not be desirable depending on where you’re located. In PvE you’ll want to fit the rezzes onto the midliners (Rits, Eles, Necros, etc) rather than on the frontliners because their bars are typically more cramped, so I wouldn’t run one. Also, in case you didn’t notice, this is available to all professions, not just Warriors.
Whirlwind Attack -> It’s good. It’s a somewhat spammy AoE attack with good +damage. If you know you’ll be facing decent sized mobs (or even if you don’t) then taking this is a definite advantage. Some builds focus on AoE (such as Earth Shaker builds) and this is invaluable. Another use of this skill is to alternate it with Dragon Slash instead of "Save Yourselves" ; you won’t have godly defence but you’ll be churning out monstrous amounts of AoE damage (you could run both and alternate whichever you needed at the time if you really wanted to).
Once again, you can use the corresponding skill of your secondary profession, but there aren’t uses for any of them for your Warrior.
For other notes about Sunspear skills, see this GuildWiki link. Eye of the North: Eye of the North introduced 4 new factions; Dwarves/Deldrimor, Asura, Norn, and the Ebon Vanguard. Each of these has a decent amount of skills that can be used by every profession.
Deldrimor – Eye of the North is about the dwarves battle against the Destroyers, so many of their skills are more powerful against them, such as [[Great Dwarf Armor]. Some of the worthwhile ones include:
Brawling Headbutt –> Knockdown + damage. Costs adrenaline so it’s easy to spam. Very useful.
Drunken Master –> If you’ve got a stash of alcohol, then this much much better than any other IAS out there, simply due to the fact you get a big speed boost and it doesn’t have a downside (unless you consider having to drink, that is). If you don’t have alcohol, don’t bother; the +attack speed isn’t good enough.
Great Dwarf Weapon –> This is awesome. Only downside is that you can’t cast it on yourself. Since it’s a PvE skill, heroes can’t use it, so you need to have another person (a real one, not AI) to cast it on you.
Everything else is either not useful or situational. For other notes about Deldrimor skills, see this GuildWiki link. Asura – Asurans are a race based around magic and technology. This isn’t the Warriors kind of thing.
Asuran Scan –> Not much to say really. +damage%. Blows up single targets.
Pain Inverter –> Some people like this for easy kills against Elementalists/Ritualists/anything that deals a lot of damage in Hard Mode. Getting a hero to cast Protective Spirit on you before engaging is a better idea, but if you can’t do that then you might like this.
Everything else is either not useful or situational. For other notes about Asura skills, see this GuildWiki link. Norn – Norn are pretty much the opposite of Asura – They’re big, brawny, and deal a ton of damage in melee (sound familiar?) Thus, the Norn skills are revolve around melee and physical defence.
"You Move Like a Dwarf!"/"Finish Him!" –> Useful shouts. Note that, being shouts, they have a 0 casting time and so can be used at any time without interruption (including while attacking or knocked down) and at range (good for stuff that kites). YMLaD can be used as just a generic damage source or as a knockdown/interrupt as well. Use Finish Him as necessary. Note that if you run both (or even just one) you’ll run out of energy fairly quickly, so a zealous sword is encouraged. Also note that the damage is armor ignoring.
"I Am The Strongest!" -> +damage in a shout. Use as required.
Everything else is either not useful or situational. For other notes about Norn skills, see this GuildWiki link. Ebon Vanguard – The Ebon Vanguard are similar to the Dwarves in that their skills are focused on their struggle against an enemy, in this case, the Charr.
Ebon Battle Standard of Honor –> It’s generally more useful on a Paragon (who’ll be in the midline) because it’s likely that more of your party members will benefit, but if you’ve got a lot of melee or you won’t be spread out much then this is the best thing in the Ebon Vanguard line.
Tryptophan Signet -> It’s a really good snare, but Warrior’s generally can’t find the space to fit it in.
Everything else is either not useful or situational. For other notes about Ebon Vanguard skills, see this GuildWiki link. Lightbringer: Lightbringer's Gaze and Lightbringer Signet -> These are related to the Nightfall plot. They’re moderately useful, but if you’re not fighting demons then they’re useless. Miscellaneous: Signet of Capture –> This counts as a PvE skill (remember you can only have 3 PvE skills at a time, so if you already have 3 you need to temporarily drop one). Obviously doesn’t have any use other than capturing Elite skills.
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Sep 21, 2008, 03:48 AM // 03:48
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#3
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Lazy by Default
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3.2 – Player Builds
Regarding PvXWiki
PvXWiki is a website where people can upload builds for people to vote on, and the builds that the community approve of are listed for reference. It’s definitely a useful resource, but be aware it’s not perfect. Some people have the mentality that if your build isn’t on PvX it’s bad and you suck. This obviously isn’t true. Some good builds have been voted off PvX and some builds with questionable skills or equipment recommendations have been voted as great. Discord is a good example of this (refer to the note in the hero section if you want an in-depth explanation). The point I’m trying to make is that while PvX is useful, it’s by no means a reliable guide for what is optimal.
Warrior Build Template
As with any profession, a good build is key to succeeding. A Warrior’s skillbar is more structured than many other professions, meaning that it is possible to summarise most builds in a simple template.
<Elite Attack>
<Attack>
<Attack>
<Attack>
<IAS>
<Cancel Stance/Secondary Skill/Utility>
<Self Heal/Utility>
<Resurrection/Utility>
Most of those are self explanatory, I’ll go over the ones that are beyond the knowledge of most new players.
-IAS -> This means ‘Increased Attack Speed’, and refers to any skill that increases your attack speed. Examples include Frenzy and Flail. A 33% increase in attack speed results in 50% more hits, which leads to 50% more damage and 50% more adrenaline. The best ones can be kept up all the time with a suitable downside.
-Cancel Stance -> This refers to a stance that is taken to immediately cancel the effects of the IAS. This would happen when you have Frenzy active and are about to take a large amount of damage, etc. If you are not worried about the downside of your IAS, feel free to replace this slot with a skill from your secondary profession.
This template can be used to make your own builds from scratch, as opposed to just running a standard cookie-cutter build. Just add in skills according to the template and see if they work well together.
Cookie-Cutter Builds
A cookie-cutter build is a build that has been proven to work very well and is known across the wider community. Builds are named after/listed by their elite skill because they add the key functionality that the build is structured around.
Note: Builds are created with Hard Mode in mind. “Save Yourselves!” is overkill for most of Normal Mode, so you might want to replace it (the same applies if you generally don’t get much use out of it). Similarly, for a half-decent player, a resurrection skill or self-heal doesn’t get enough use to justify a slot, but if you need/want one, by all means, replace something. Also, the allegiance skills are listed as the Luxon version, it makes no difference if you use the Kurzick ones. Whether you use Conjure Flame, Conjure Lightning, and Conjure Frost (in the campaign specific builds) does not matter either.
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Dragon Slash

Template: OQASEZKTXFvlLOnimaie8VGWA
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Hundred Blades

Template: OQASEZKT9F7gTNAAXF8VGWieA
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Earth Shaker

Template: OQASE5JTiF7ghFYfieXF8VGWA
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Warrior’s Endurance

Template: OQoiExp8YXEKNXmbQR0zXH9A

Template: OQASEZJT2FvlCFRFAAKFie8VA
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Campaign Specific builds
These builds contain skills that can be accessed in only one of the campaigns; this being of use for people with campaign restrictions. Some of the builds are pretty good, some are adaptations of cookie-cutters, and some (i.e, the Nightfall hammer build) suffer from a lack of key skills from other campaigns.
PS: You might notice a few things about the builds.
-A lot include "For Great Justice!". This is because many builds are adrenaline based and there isn't much competition for the slot.
-A lot include Conjure Flame. Again, not much competiton for the slot. +damage on hit is pretty much the basic kind of thing that happens to arise in campaign specific builds.
-They're all W/E, except the Factions builds, which need to go W/A for Dash. Not my fault. Conjure dominates the secondary profession argument. If for some reason you don't like it, PM me (on Guru) and we'll work something out.
Note: Builds did not undergo any particular testing. The cookie cutter adaptations (which most are) will work fine, but some others may be a bit fiddly. PM me if you’re having issues.
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Originally Posted by Prophecies only builds
Sword
Template: OQYTo0IS5ov+Fw/Vr/0WCA
Axe
Template: OQYTo0IK54qSFqTlqa9n2C
Template: OQYTo0IK54qPFqRdqa9n2C
Hammer
Template: OQASE5JHXVshFslVr/UAA
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Originally Posted by Factions only builds
Sword
Template: OQcSEZKPXFy3UbxJ61KTQBA
Template: OQcSEZKPXF/CgZqt4E9alJI
Axe
Template: OQcSEZJPXlnCUJqQV0KTQRP
Hammer
Template: OQcSE5JPXlwn47rk40KTQRP
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Originally Posted by Nightfall only builds
Sword
Template: OQYToyYSZ6q4wCwYHkvyw6vyWA
Template: OQASEZKTXF9F7g+FAG8VGW/VA
Axe
Template: OQYToyYK55q8UgKRl9Kf1waLA
Hammer
Template: OQYToyYOZ6qYsQw6rYHkvywyWA
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Secondary Professions
The Warrior can be efficient while only using his primary profession, but his secondary profession opens up many more freedoms that were previously unavailable. While you can use any secondary skills you want, there are certain techniques that are more successful than others. There are two main rules for how you use your secondary profession.
1) Your primary is primary and your secondary is secondary. Primary is the most important and secondary supports that. If that isn’t clear, just remember that no matter what your secondary profession is, you are still a Warrior, and your job is still to rip stuff apart in melee. Sounds basic, but many Warriors fail to uphold that.
2) Everything your primary can do, you can do better with your primary than your secondary. Use your secondary to pick up skills that assist in fulfilling the purpose of your existing build. For example, don’t take Elementalist secondary and expect to do more damage with Fire nukes than your melee attacks. Instead, look at specific skills (rather than the profession as a whole) and see what could be of use to you. Using Conjure Flame to boost the damage of your attacks is a good example of this.
These rules aren’t set, and feel free to break them occasionally, but don’t expect to be at your best. Remember some builds completely defy these two rules, so if you think you have an interesting concept, try it!
Here’s a discussion regarding use of some secondary skills commonly found in Warrior builds.
Elementalist
*Conjures add damage passively, which is nice. However, due to it requiring an elemental weapon, your attacks won’t benefit from skills like Mark of Pain and Barbs. It’s worthwhile until you can get heroes with skills like this.
*Grasping Earth is a nice fire and forget snare, and works well even with just your leftover attribute points. I don’t see the need for a snare (and Tryptophan Signet is better if you can spare the PvE skill slot) but some people find it useful.
Mesmer
*Don’t bother. The Mesmer stuff doesn’t belong on a Warrior.
Monk
*If, and only if, you are playing in Prophecies and are stuck with a full hench team (no heroes either) should you take anti-hex or anti-condition spells. Prophecies henchmen don’t carry either of those, so in areas where there are troublesome hexes and/or conditions you’ll need to do it yourself.
*Never ever run Monk heals.
*If you don’t have heroes to take this for you, Strength of Honor (9-10 Smiting Prayers) is a decent option. It is better than the Elementalist Conjure spells because it deals more damage and doesn’t require you to be dealing a certain type of elemental damage.
Necromancer
*Plague Touch is ok if you’re stuck in Prophecies where the henchmen don’t have condition removal. Even then it only justifies a slot if there are a lot of troublesome conditions being thrown at you.
Ranger
*Antidote Signet is a great condition removal skill. See the notes regarding condition removal for Plague Touch though.
*Pets aren’t really worth it. They’re fun but they require too many attribute points and skill slots to be decent.
Assassin
*Dash is a quick recharge cancel stance. I’d only bother if you’ve only got Factions and are forced into running Frenzy though.
Ritualist
*Death Pact Signet and Flesh of my Flesh are the hard rezzes of choice for a frontliner. Whether you actually need it enough for it to be worthwhile is the question.
*If you don’t have heroes to put it on, Splinter Weapon (Channelling 10) can be worthwhile on your bar.
Paragon
*Enduring Harmony is good for boosting the duration of “For Great Justice!” to 30 seconds.
*Signet of Return is the only available hard rez if you’re locked into /P. Whether you actually need it enough for it to be worthwhile is the question.
Dervish
*Warrior’s Endurance Scythe builds (see the builds section) use Scythe attacks, obviously.
Shutdown
Warriors, as with all professions, can be shutdown. All builds can be countered and rendered useless, and knowledge of what to watch out for can make a big difference. Heres a list of hexes and conditions particularly harmful to Warriors
Empathy/Spiteful Spirit – While undeniably bad, remember that if you're standing there doing nothing you may as well be dead. If your health bar is high and the monks are in good enough shape to take care of you, keep attacking.
Ignorance – Nasty if your self heal is Healing Signet.
Visions of Regret – Yuck.
Sympathetic Visage/Ancestor's Visage – You won’t be shutdown completely but it reduces your damage capacity by a noticeable amount.
Ineptitude – High damage and blind. No condition removal can sideline you for a while.
Clumsiness/Signet of Clumsiness – If a Mesmer focuses on killing you and keeps spamming these, it can get irritating and reduce your damage dealing capacity to nothing,
Spirit Shackles – Energy reliant Warriors need to be careful. Adrenaline junkies can ignore this though.
Spoil Victor – If your target is almost dead, you need to stop VERY quickly, or else look forward to losing ~300+ health.
Faintheartedness – No hex removal means slow attack speed for a very long time.
Insidious Parasite – Similar to Empathy is damage, but the damage you lose becomes health for the Necromancer who hexed you.
Meekness – More slow attack speed that is crippling to your damage.
Price of Failure – Chance to miss and damage when you do… enough to annoy anyone.
Shadow of Fear – Self explanatory attack speed debuff.
Auspicious Parry/Riposte/Deadly Riposte – If someone is running this, stop trying to kill him, as they will benefit from your every swing. Change targets and they won’t be able to do anything.
There’s more to it then that, and not all of them will come up in PvE. In general, the nasty ones are ones that cause:
1) Negative effect on attack/skill use
2) Slowed attack speed
3) Chance to miss
4) Blind/weakness
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Sep 21, 2008, 03:49 AM // 03:49
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#4
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Lazy by Default
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3.3 - Heroes
Generic Hero sets
A generic hero set is one that is good enough to handle most areas without modifications and that most professions will be able to use. Currently there are four that a Warrior would use.
Sabway - It was originally the hero set of choice for physicals. However, it doesn’t make use of anything that has been buffed (like spirits) so it’s a bit outdated.
Racway - It’s designed for a Paragon player, but it runs with anything that can maintain “Save Yourselves!”. I never found it anywhere near as useful as other builds though. I advise avoiding this one.
Spiritway - Currently the generic hero set of choice. The damage is good, the defence is good, and it’s got a bit of space for you to throw in whatever you need at the time.
Discord - This has been discussed a million times. Quoting some stuff I’ve posted in other threads. Thread link: http://www.guildwarsguru.com/forum/d...t10434120.html
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Originally Posted by Marty Silverblade
Discord is only worshiped by so many people because those people suck and Discord works in such a way that it doesn't matter what you do. You're a physical, try running physical based builds.
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Originally Posted by Marty Silverblade
Look at these: 1 2 3. That's not exactly what I'm running, but it's a million times better than Discord.
Referencing this: http://pvx.wikia.com/wiki/Build%3ATeam_-_Discordway
First hero bar: Discord is worth 35DPS, and there's a bit from the Shamblings as well.
Second hero bar: 37DPS from Discord.
Third hero bar: Should produce some half-decent DPS from the MB bits. 38DPS from Discord.
Discord isn't nearly as impressive when you look at it like that.
Now lets compare the DPS of the bars I posted.
ER hero: None. However, ER allows you to pretty much go full offense (or offensive utility) on the other bars.
SoS Smiter: 36DPS from SoS, 12 from Bloodsong, 10.3*no of adjacent foes from AR, 118DPS from SW (assuming you've got 3 adjacent foes, which is reasonable if you've got half-decent aggro techniques), 49DPS from SoH (assuming it's on 2 physicals with 1.33 second weapons with IAS's), plus a bit more from Smite Hex+Condition. All up, thats 256.2DPS (AR follows the same assumption as SW). That's more than your entire hero setup, and it's managed to get a con and hex removal in.
MB: A large chunk. Not going to bother working it out, since it'll be annoying and I've made my point.
tl;dr: Discord supports fine but wastes pretty much most of the bars and attributes on it. No room for offense (don't tell me Discord alone is good DPS) and no room to put physical buffs without sacrificing support.
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Not to say Discord is useless. If you want something that will beat PvE for you with little effort on your part, Discord is perfectly suited for you. If you want something that’s uber-powerful, read the next section.
Non-Generic Heroes
The advantage of not using a generic hero set is that you can structure it to fit your exact build and playstyle. Remember you’re not building 4 individual bars (including the players), you’re building a team. Consider what sort of things you’d like to have, and see where you can fit them in. This way there will be better synergy in your team and you’ll have a much better idea (compared to generic hero sets) of what your team has and why it’s there. I advise looking past what 99.9% of people do and seeing for yourself what works and what doesn’t. For example, in Minion Bomber builds, people (especially on PvXWiki*) always just throw in Jagged Bones as the elite. Sometimes Aura of the Lich gets a mention, but that’s about it. Jagged Bones is decent, but it’s by no means powerful enough to demand its place on the bar. Replacing it with something like Signet of Removal or Empathic Removal is often a good option, but you’ll almost never see this recommended. Think outside the square. If you think of a quirky skill combination that you think could work, try it. It might just work**.
*If you didn’t read the note about it at the start of section 3.2, I advise you do so now.
**Don’t be discouraged if you upload it to PvX and it gets shot down. A lot of ideas don’t work out as well as expected, but if you’ve tested it and are really happy with the result try posting it on Guru and get proper critique.
Stuff you’d want on your heroes
If you’re going to be modifying your heroes, it’s a good idea to know what sorts of things are useful. You won’t be able to fit everything you want in, so you’ll have to use your judgment as to what is worthwhile for wherever you’re up to. Some attributes you might want to look into are:
Smiting Prayers: Strength and Honor is a massive buff, you wouldn’t want to miss out on this. Smite Hex and Smite Condition are useful to tag on as well. Judge’s Insight will be monstrous in areas with undead, and might be worthwhile in areas without them. Many other skills will be useful if you run a dedicated Smiter hero.
Curses: Mark of Pain and Barbs are awesome for physicals. Enfeebling Blood is a great shutdown. Many other skills will be useful if you run a dedicated Curses hero.
Blood Magic: Order of the Vampire/Order of Pain/Mark of Fury/Dark Fury (they’re referred to as ‘orders’) are powerful, but quite expensive. Blood Bond is a good heal. Many other skills will be useful if you run a dedicated Blood hero.
Command: Speed buffs like “Fall Back!” are often used for convenience.
Protection Prayers: It’s generally a good idea to at least have a copy of Protective Spirit somewhere so you can cast it on yourself before you enter battles. Shield of Absorption and Aegis are good if you have the space and energy to do so.
Channelling Magic/Communing: Spirits are powerful. If you choose to use them you’ll generally be building a hero around them. See below.
Death Magic: Minions are powerful. If you choose to use them you’ll generally be building a hero around them. See below.
Domination Magic/Illusion Magic: Recently buffed. I haven’t played around with it, but from other peoples findings they seem decent enough.
That’s just a general overview, there are more attributes and skills you’d want to use then that.
Core build concepts
There are attributes and skill types that are commonly used to build around. I’ll describe some below. You don’t need to stick to these though.
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Minion Bomber

As you can see, what you actually need for the bomber part is quite minimal. Soul Reaping gives tons of energy, so feel free to throw high energy spells onto the end of the bar. Prots are common, but melding Curses or Blood with it is interesting.
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Ether Renewal

Once again, I’ve left some of the bar open to fill with what you want/need. If there are a lot of melee characters in your team, Strength of Honor is really good here because ER provides nearly infinite energy and the hero will be able to maintain heaps of copies.

A Necromancer variant. I’ve seen a fair few people use this but I haven’t done so myself. I don’t know exactly how powerful it is, especially when compared to a N/? Blood+Curses hybrid. The point I’m trying to make with this is that ER really is overpowered in it’s current state so it’ll easily fuel anything spammable. I’ve been meaning to play around with the newly buffed Mesmer attributes, but that’s just a rough idea at the moment.
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Spirits

That’s what a Channelling based spirit spammer looks like. A Communing version would have Signet of Ghostly Might as the elite, some energy management, and whatever offensive/defensive spirits you needed at the time.
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Smiter
//Going to fix this bar up sometime.
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That is by no means an exhaustive list of what is viable. Often you just need to know what you want and see what skills are available to provide it.
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Sep 21, 2008, 03:50 AM // 03:50
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#5
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Lazy by Default
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Part IV – Miscellaneous
4.1 – Important Techniques
In addition to a good skillbar, a Warrior has many things he has to be able to do to be of the fullest use to his team. These include things such as holding aggro and pulling.
Pulling
Pulling is the term used when large groups are separated into smaller, more manageable groups. While this can be done by anyone, Warriors are best suited for the job because of their high armor level, and because when they return to the group, they will be in a suitable position to engage oncoming monsters in melee. The most basic form of pulling is just moving your aggro circle over the opponents, then running off. This has the disadvantage of allowing the enemies an easy shot. A longbow or flatbow makes the job easier (the stats don’t matter), as it allows you to aggro the enemy while just outside their aggro range. This allows time to get away before they can get their first skill off.
Some things to remember; flag your henchmen in a safe place (watch out for patrolling monsters), and inform real people that you will be pulling (clicking on the compass to indicate they should stop at that point may help), and so to stay with the henchmen. Know the enemies skills – some creatures, Afflicted Mesmers for example, have Kitah's Burden, which will slow you down and prevent you getting back to your party. In this case, let them come rushing back to you, and hope that the Monk can heal you in time. Pets and Minions can also cause pulling difficulties, as they sometimes run off uncontrollably.
Holding Aggro

Aggro is the term given to the enemies attention. Because the Warrior has high armor and fights in the melee, it is advantageous for the monsters to be attacking the Warrior while the other party members assist in killing them with little threat. Note that in easy, generic fights you won't need to hold aggro because there is very little risk of someone dying. You also don't need to make sure you get every single thing onto you, catching the attention of a few hostile melee creatures and taking a hit or two from everything else is fine. Remember your job is to kill things, so unless holding aggro is vital to your survival, don’t waste too much time on it.
Holding aggro is not simply a matter of being in the melee. A number of factors determine aggro. These include (but are not limited to) current health (both current and percentage of maximum), health regeneration (possibly), armor level, profession (possibly), whether either of you are moving, and at which speed.
Taking in all these factors, you have to be able to capture aggro, then manage to not lose it, releasing most of the aggro you have managed to gain. Capturing aggro is easiest when there are mainly ranged enemies, as they aren’t tempted to rush up to you in the melee, getting closer to your monks/backline or requiring you to be further out from your party. The best way to capture aggro is to have the protection Monk cast a defensive spell on you (such as Shielding Hands or Shield of Absorption), then run out, cross your aggro bubble over them (getting their attention), let them take a few hits at you (securing their attention), them letting the rest of the group come back to kill them.
However, just because you have aggro, doesn’t mean you can keep it. If you move, the monsters will consider you as ‘fleeing’ and swap targets, likely running deep into your backline and attacking the Monks. Also, if you, or other party members trigger too many AoE skills at once, the enemy will panic and scatter to get away from it (though if your team has enough AoE power to nuke them all at once, do it). Skills such as Fire Storm will break aggro after a few seconds, but you can break aggro in a similar way if you use spam AoE attacks in close succession. It is also common for enemies to run off when on low health, you can stop this by snaring them (or get a teammate to do this) with something like (in the case of an Elementalist party member) Deep Freeze. Also, if you get scared that you're going to die, don't run back to your Monk. Not only does your Monk suck (its dead simple to take care of one person), but getting closer to him isn't going to make his heals any more powerful (not to mention you've now got hostile melee running into your backline).
Quote:
Ok, so in summary, here’s a list of what to do:
1) Find a suitable group, and flag the henchies/tell party members to stay back while you aggro the enemy.
2) Snag a defensive enchantment or two, depending on the difficulty of the group.
3) Take a few hits to secure their attention.
4) Bring the henchmen/party members back to help kill/support you.
5) Try to ensure you won’t lose aggro.
6) Once all immediate enemies are dead, and it is relatively safe to charge to ranged enemies, do it.
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Some other things make holding aggro easier too. Sometimes if the enemy has to come around a corner to engage you in melee, you can stand at the corner and they won't try to get around you (i.e, they'll try to fight their way though instead, which is the more preferable option). http://img828.imageshack.us/img828/3020/aggro1.jpg
Final note: Though it is your responsibility to hold aggro (at least in difficult areas where it could be the difference between some party members dying and a less dangerous encounter), this does not mean you should compromise your damage dealing capacity. This goes as far as holding aggro, not as far going W/Mo and taking Mending, Healing Breeze, and Healing Hands, none of which should be on a Warrior’s skillbar for normal PvE.
Target Selection
The order in which you kill each foe in the mob can make the difference between an easy fight and a hard one. In the simplest form, you should kill healers first, then things dealing a high amount of damage, then everything else. This is a useful order, but Guild Wars is much more complex than healer/killer/tank. Some things that may influence this order include:
-How good the foe is at their role. If the amount of healing the foe provides is low or is insignificant compared to the amount of damage your team produces, overlooking them for more threatening targets may be a good idea.
-How many of that type of foe is in the mob. 2-3 bad healers can be more potent than a single good one. Also, if there are many high DPS melee foes, it may be better for you to hold their aggro and keep them occupied while your team takes out the healer.
-Key skills on the foes. A Necromancer with Order of the Vampire is not threatening by itself. If it is in a group with 3+ melee’s, the Necromancer would have a higher priority due to the amount of damage it is causing. Even if there is target with higher priority (probably a good healer), you may want to split your attention or find a way to disable the key skill.
-Key skills on your team. For example, if you’re running a Hundred Blades build, the amount of foes adjacent to you generally takes precedence over individual key targets (not that the two have to mutually exclusive, however). With Mark of Pain triggering so many times, healer’s are often ineffectual, so you don’t need to worry about them so much.
-Position related issues. Sometimes you’ll be in a situation where there are lots of enemy patrols going past and pushing forward to target a high priority foe will cause you to aggro one of them. You just have to kill what you can until it’s safe to push forward.
Battlefield Awareness
‘Battlefield Awareness’ is exactly what it sounds like. As a player, you’ll need to be aware of more than just you and your current opponent, as this allows you to make better and quicker decisions. For example, it is important to watch your compass so that you know where you are relative to your team and be aware if any enemy patrols are approaching the fight.
To assist with this, you can modify your interface to emphasise what is important to you. As a Warrior, the most important parts of the interface are the compass, the effects monitor (where the enchantments and stuff are shown), and the skillbar (obviously). You’ll want to be able to view and Ctrl-click things on the effects monitor quickly so you know what is affecting you and indicate that you need a harmful condition/hex removed (heroes and henchmen won’t react to you calling them though, you’ll need real people). Not knowing what hexes are on you and your heroes can seriously affect your ability to succeed. Here is my interface (click me!). I’ve left it fairly close to the default, but I’ve increased the size of the compass, effects monitor, health, and energy bars. There isn’t really a right or wrong way to set it up; it often depends on personal preference. Do you use the mouse or keyboard for moving and activating skills? Do you prefer to keep things spread out or do you prefer to keep them bunched up in the corner? Etc.
Another useful application of Battlefield Awareness is understanding what is causing your team to wipe. If all you do is stare at your character swing their weapon at the target, you’ll have no idea what the problem is and probably just restart the mission only to have the exact same problem. For example, if you find that your team is killing slowly, find out why. Do you not have enough damage? Are you playing too defensively? Are you getting shutdown with hexes? Are you not targeting the important targets first? Often people will assume the answer to getting killed is just adding another healer, but in this situation it would just make things worse.
Quarter Knocking
This refers to timing more than anything. By observing the animation of creatures as they get up after being knocked down, you can time your next knockdown/interrupt to hit 1/4 of a second after they get up, preventing them from using any skills at all (interrupting Reversal of Fortune with Disrupting Chop is always lots of fun). This is much easier in PvP (humans in general, really) because everyone has the same 'getting up' animation, though you'll get the feel for it once you start getting it right.
Heres how you can practice Quarter Knocking:
-You'll need a bar with alot of knockdowns, so you can actually practice with something (you'll probably have to use a hammer). Also, drop your Strength and Weapon Masteries to 1 (thats 0+1, assuming you have minor runes on). High armor is good.
-Go to an area with low-level monsters (so no one will be able to do much damage) and see how long you can keep something down for. Isle of the Nameless is a good place.
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Sep 21, 2008, 03:50 AM // 03:50
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#6
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Lazy by Default
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4.2 – Other Stuff
10 Things Which You Must Remember
Perhaps in summary, perhaps as final information, I’ve formulated 10 things which must be carried out in order to maximise your playing experience .
1. Pwn as much as you possibly can – Your job is to kill things. Rip them into pieces! Tear them apart! Whichever you prefer, remember that you have to maximise your damage potential.
2. Do not tank – While you should hold aggro, don’t try and tank. It’s counter productive most of the time and boring as hell. This also means you shouldn’t take 4 blocking stances because you dying isn’t the end of the world (refer to 1.).
3. Be Efficient – Remember that a foe with 30% health can heal as well and do as much damage as a foe with full health. Try not to throw around sloppy damage, or this tends to happen. Also, sloppy damage is the kind that is easily mopped up by a quick self heal, so your damage can be wasted.
4. Respect your Monks! – While this comes down to courtesy rather than anything else, remember that if someone dies, it is not always their fault; there are many other factors. Do not instantly shoot blame at them, because they may say ‘If I’m so crap you won’t mind me leaving’. See how far you get then, especially if you’ve only got one Monk.
5. You're a frontliner - Being heavily armored and set for melee, you're going to be the first one to charge in. This means you get the pleasure of getting the first lot of crap from whatever you're charging into. Make your Monks job easier by having a decent amount of health (i.e, superior runes are bad), not running out past your Monks spellcasting range and thus bringing them in range of enemy fire, etc. Take a self-heal if you feel you need one but theres no need to tank.
6. There are stupid people on the internet – Seriously. If you're in a group of random people (aka, a PuG), then don't expect them to have good builds (most of them won't change even a single skill for you), and don't expect them to listen to you. Friends/Guildies/People you know > Heroes/Henchmen/AI > Random people. Also (off-topic), don't waste time arguing with people who start raging at you if you tell them they're wrong. They won't accept it.
7. Blow stuff up – Refer to 1.
8. Use common sense – Most difficult areas in this game can be solved with common sense. Just think for a minute and you can find a solution. This also applies to interaction with other people – if something doesn’t seem right, it could be a scam. Analyse things before you do them.
9. Synergy is key – Remember you've got 7 other dudes in your team helping you. You don't need to be fully self sufficient. For example, if you want to make use of [[Splinter Weapon (PvE)] you'll need to slot it yourself in a full henchmen team but if you have access to heroes or other people then they can bring it for you (a more powerful version too). As a Warrior, you'll be getting stuff cast onto you by other people to increase your damage, but you won't really be casting anything on anyone else.
10. Enjoy Yourself! – It’s easy to get caught up in every single detail about how to be absolutely perfect. Step back for a minute and realise you’re supposed to be enjoying yourself.
Useful Links
Non-Official Wiki: http://guildwars.wikia.com/wiki/Main_Page
Official Wiki: http://wiki.guildwars.com/wiki/Main_Page
Ensign’s guide to Game Mechanics: http://www.guildwarsguru.com/content...nics-id674.php
Part V - Conclusion
5.1 – Author’s Note
Sigh. 11,072 words later, I’m writing another Author’s Note. I thought I’d have a lot to say, but I really don’t have that much. I hope it helped . Anyway, to the 4 people bothering to read this, I’d like to know that I appreciate your making this entire guide not as pointless as it could be. As long is it helps someone, I’m happy. I just hope I’m not going to get questions about stuff that’s clearly explained in the guide. Or PM’s from crappy W/Mo’s yelling at me for telling them just how much of a waste of time tanking is. Wow, this is really off-topic… not that there really is a topic, it’s my note to readers… Oh well, I’ll just leave this note how it is.
5.2 - Contributors
I’d really appreciate it if someone could correct me on an typos or things that I’ve missed, give opinions on what I could do to improve this guide, or suggest more things to put in my useful links section. Here’s a list of current contributors:
-GuildWiki, just because it’s so full of good stuff that needs to be known.
-This forum and the people who post frequently on it, because it is part of the reason why I know so much stuff about Guild Wars.
-My sister, for editing some parts of the guide (3 quarters of a page out of 15…).
Ok, so before you comment, don’t bother with criticism, unless it is constructive. If you want to PM me or whisper me ingame about something, feel free to do so.
Thank you, and good night.
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Sep 21, 2008, 10:42 AM // 10:42
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#7
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Forge Runner
Join Date: Aug 2007
Location: Your backline
Profession: W/
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Thanks for updating this guide. I have a few comments tho:
- Tactics: Overall it can very well be lol, but there still are those rare few ok skills left in it tho. ["shields up!"] and to a lesser extend ["watch yourself!"] can be very useful. Mainly ["shields up!"] can be very useful when you know you'll face a good amount of rangers. Like the barragers in FOW, or the charr rangers with their stupids amount of damage. These skills are still worth mentioning imo.
- [Visions of Regret] -> You're still explaining the effects of this skill pre-nerf. Still dangerous tho.
- In the aggro part I feel that you should add something: Don't take aggro and run back into your mid/backline. I've seen a lot of warriors(afraid of dying ?) do this and I have no idea why as everything will just target the squishy targets then instead of the warrior. If you're gonna run in, run in, don't hesitate and stop halfway and come back.
- Overextending. I don't think I saw this in your guide.
Keep an eye on your positioning and those of your partymembers. It will happen that a monster will run off from you when it's about to die, if you chase it too far you can run out of your monk's aggro range and die because you were too far off from your monks.
- Target chosing. I think this is a rather important part of a warrior aswel that I believe is not mentioned in your guide. Some people might say always to kill the monks first, but not all monks you encounter in PvE are worth killing first.
You should kill whichever target first that poses the biggest threat to your party. This will differ from area to area and from mob to mob. Since this is PvE, you can look up what you're going to encounter and you can analyse the mobs you'll be fighting. Look at their skills and look for those skills that will ruin your party/team build the most. Take down these targets first and your chances at victory will be much higher than when you're just c + spacing(attacking closest target) you're way through everything.
That's all I think. Thanks for taking the time to updating this
Last edited by Squishy ftw; Sep 21, 2008 at 10:44 AM // 10:44..
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Oct 07, 2008, 01:16 PM // 13:16
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#8
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Frost Gate Guardian
Join Date: Nov 2007
Profession: W/
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Quote:
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In the aggro part I feel that you should add something: Don't take aggro and run back into your mid/backline. I've seen a lot of warriors(afraid of dying ?) do this and I have no idea why as everything will just target the squishy targets then instead of the warrior. If you're gonna run in, run in, don't hesitate and stop halfway and come back.
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yes this is very very important. i play lot of pve and HM. when i play monk for a change i see "tanks" if you can call them that take agro and bring them back to the group cos they are afraid of taking damage and thus dieing.
what happens mob well just run past you and start bashing on casters.
have a monk watch your back or with heroes let them cast ps on you before agro. or they just run straight into mob by the time monk can save them they are killed..
also i think very important. how to control aggro. remember always to tank on one side wether its an ivisbible wall or actuall wall. what happens they wil gang you mobs have a tendency to bodyblock the enemy. just let it happen at a wall or corners are best. (has been said and im saying it again) while the monk cast protects on you. a couple will break lose. and ive seen this alot the tanks(warrior,dervish etc..' also break lose just to kill the ones that escaped. this is just plain stupid. now the whole mob breaks and again may result in party wipe.
if you have agro dont move if you have more than 4 monsters orso on you.
final part kill stuff
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Nov 19, 2008, 06:37 AM // 06:37
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#9
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Krytan Explorer
Join Date: Apr 2008
Guild: House of Myrthe (HoMe)
Profession: W/
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Another Mesmer skill that shuts down Warriors is [soothing images]. That's what makes the Dreamers so hard in the EotN dungeons.
Of course, [binding chains] is a nuisance too.
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Nov 26, 2008, 06:03 PM // 18:03
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#10
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Academy Page
Join Date: May 2007
Location: AZ
Guild: Brotherhood of Feklaar
Profession: P/W
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I'll admit, when it comes to warriors I'm no expert...but I was always under the impression that [eviscerate] was more of a pvp skill and that [cleave] was the preferred axe elite due to the fact it's more spammable. Is Eviscerate really that much better?
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Nov 26, 2008, 08:42 PM // 20:42
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#11
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Always Outnumbered
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I personally prefer Cleave over Eviscerate in PvE, because stuff dies easy enough anyway.
I usually only take Eviscerate in some areas.
I personally prefer to run Triple Chop in PvE though.
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Nov 26, 2008, 08:53 PM // 20:53
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#12
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The Greatest
Join Date: Feb 2006
Profession: W/
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Nice guide, although I highly disagree with your take on empathy and spiteful spirit. Your job is to deal damage, your monks job is to remove hexes/heal. If you stop attacking every time you get empathy/spiteful spirit on you, you're going to be losing quite a bit of damage output. A warrior doing nothing is a useless warrior. Yes, a dead warrior is also useless, but you have a backline for a reason. Unless your whole team is getting pressured enough for a wipe, or your getting heavily pressured, attack through these hexes and let your backline do its job.
Also, for PvE, I'd say cleave > eviscerate. You aren't trying to spike, you're trying to pressure. It's half the cost of eviscerate, and has the same additional damage. Bring dismember for deep wound, or let someone else bring it.
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Nov 26, 2008, 10:54 PM // 22:54
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#13
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Furnace Stoker
Join Date: Oct 2005
Location: Planet Earth, Sol system, Milky Way galaxy
Guild: [ban]
Profession: W/
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Quote:
Originally Posted by Arkantos
Nice guide, although I highly disagree with your take on empathy and spiteful spirit. Your job is to deal damage, your monks job is to remove hexes/heal. If you stop attacking every time you get empathy/spiteful spirit on you, you're going to be losing quite a bit of damage output. A warrior doing nothing is a useless warrior. Yes, a dead warrior is also useless, but you have a backline for a reason. Unless your whole team is getting pressured enough for a wipe, or your getting heavily pressured, attack through these hexes and let your backline do its job.
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If you have [[Triple Chop], [[Whirlwind Attack], [[Hundred Blades](lol), etc. on your bar, using one of those will drop you face-first in the dirt with those hexes on you. You can still attack through them, but using any of those skills while hexed is bad.
Unless you are more mighty than I. 
@Marty: You might want to note that a Zealous axe is required, or at least highly recommended, for the Triple Chop AoE bar.
Last edited by MisterB; Nov 26, 2008 at 11:37 PM // 23:37..
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Nov 26, 2008, 11:39 PM // 23:39
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#14
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Bubblegum Patrol
Join Date: Dec 2005
Location: Singapore Armed Forces
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Your shock axe bar doesn't have shock on it. The name is rather unnecessary, no?
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Nov 26, 2008, 11:45 PM // 23:45
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#15
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The Greatest
Join Date: Feb 2006
Profession: W/
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Quote:
Originally Posted by MisterB
If you have [[Triple Chop], [[Whirlwind Attack], [[Hundred Blades](lol), etc. on your bar, using one of those will drop you face-first in the dirt with those hexes on you. You can still attack through them, but using any of those skills while hexed is bad.
Unless you are more mighty than I. 
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If you have enough enemies around you that using an AoE skill is going to take away 50%+ of your health, then don't use an AoE skill. Doesn't mean you should completely stop attacking, though.
Quote:
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Your shock axe bar doesn't have shock on it. The name is rather unnecessary, no?
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Axe warriors who use eviscerate are called shock axe warriors, didn't you know?
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Nov 27, 2008, 04:58 AM // 04:58
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#16
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Lazy by Default
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I didn't have a cleave build? I thought I did. Oh well; now I know I do. Thought I mentioned the zealous as well...
About the SS/Empathy thing, it is worded quite badly. I hadn't intended to say 'omg stop everything'. It's more about awareness really, if your health bar is high and the monks can take care of you there isn't a reason to stop attacking. I'll change it now.
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Nov 28, 2008, 01:49 AM // 01:49
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#17
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Banned
Join Date: Aug 2008
Profession: R/Me
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Nice, this helped me so much!
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Nov 28, 2008, 10:52 PM // 22:52
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#18
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Will Bull's Strike for $!
Join Date: Apr 2006
Location: Isle of the Dead
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Always a good read, Marty.
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Jan 07, 2009, 05:02 AM // 05:02
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#19
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Krytan Explorer
Join Date: Jan 2007
Profession: W/
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Scythe Warrior
Warrior / Dervish
12 Scythe Mastery
12 + 1 + 1 Strength
[Copy [Scythe Warrior;OQoiExp8YXEKNXmbQR0zXH9A]]
[PvE build]
Scythe Warrior
-This build relies on Warrior’s Endurance to provide the energy required to spam the attack skills.
-Use a scythe. Scythes can inherently hit up to 3 foes, so massive amounts of damage can be dealt.
-“Save Yourselves” is included just because it’s such a powerful defensive skill. The build is not designed to be able to keep it up all the time, but it’s there if you need it.
-Swap out a skill for Pious Assault if you like; Asuran Scan is also very good for incredibly high single target damage.
-Wild Blow is good to remove annoying blocking stances, as well as making use of the scythes natural high damage range (9-41, which is monstrous when you get a crit hit). If you find yourself in need of adrenaline (like you were under heavy pressure and needed to keep SY up as much as possible), then don’t use it.
-Technically, you could run this build with any melee weapon you wanted to because Eremite’s Attack and Mystic’s Sweep are actually melee attacks, not specifically scythe attacks. However, the build works best with a scythe.
I want to address the issue ive put in bold. It might be helpful if you add in this bold part that if you decide to not use a scythe you need to replace Aura Of Holy Might for another skill.
Yes this is obvious but there are a lot of idiots out there. And a lot of them are on their warriors.
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Jan 07, 2009, 09:46 PM // 21:46
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#20
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Lazy by Default
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The thing is, if you used this without a scythe it really won't matter if you have AoHM or some other skill because your DPS is not going to be even remotely close.
__________________
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