PvP (CA/TA) Warrior's Endurance Sword Build

Nexx

Frost Gate Guardian

Join Date: Jun 2005

http://www.guildwarsguru.com/forum/s...803#post761803

Profession: Warrior/Elementalist
Name: Endurance Sword Warrior
Type: General PvP
Category: Damage
Attributes:
Water Magic: 9
Strength: 10 + 3
Swordmanship: 11 + 3 + 1 // 10 + 3 + 1*
Tactics: 6 + 1 // 8 + 1*

Skills Set:



1.) Warrior's Endurance [Elite] (Strength)
2.) Seeking Blade (Swordmanship)
3.) Wild Blow
4.) Power Attack (Strength)
5.) Hamstring (Swordmanship)
6.) Conjure Weapon (Vary)
7.) Healing Signet
8.) Resurrection Signet

Summary:
Energy based warrior build utilizing Warrior's Endurance to fuel constant energy attacks. For every hit that is scored by the sword, the warrior gains 3 energy. With a swing every 1.33 seconds, the warrior can spam any of the sword skills every two attacks until endurance runs out. The "chase-down" skill is Hamstring. Hamstring doesn't negate endurance and should not be a problem with the continual energy gain. All the attack skills have been chosen because of their low recharge time and energy usage. The stance removing ability from Wild Blow and the can't evade/block attack from Seeking Blade are bonuses. Healing Signet and Resurrection Signet are standard issue skills for CA/TA.

Have your elemental weapon equipped then cast Conjure weapon prior to combat. Activate Warrior's Endurance and engage. Use Hamstring first to cripple the target then follow up with constant sword attacks. The order I use is Wild Blow first to negate any stances on the opponent, follow next by Seeking Blade and then Power Attack. Repeat as energy permits using any of the skills as they become available.

Notes & Concerns:
Users can customize the #6 slot with any class/skill. I've experimented with Mend Ailment using the Monk secondary, Plague Touch as Necro and straight out Warrior using I Will Avenge You! The build is effective against Rangers using defense stances (such as Whirling Defense and Lightning Reflexes to protect themselves) and does decent overall damage against all targets.

I usually equip two swords for maximum flexibility. One sword with the appropriate elemental hilt and the other a zealous hilt to deal with rangers.

The build was meant for CA. Can't rely on getting a monk in CA these days. Besides with all kinds of condition/hex users walking around, it pays to have self heal If one wants a little more healing power, I find a good compromise with damage and healing using swd14/tact9.*

Credit:
Nexx.

* Added info from discussion.

Yukito Kunisaki

Yukito Kunisaki

Forge Runner

Join Date: Mar 2005

Chicago, IL

W/N

Water Magic with Swordsmanship? I'd say fix those stats pronto...

12+1+3 Swordsmanship
8+1 Strength
10 Water Magic

The skills are good, but ditch Power Attack for Pure Strike. You want the weapon to do as much damage as possible. So going 16 weapon is a default for 99.999% of warriors who want to do something worthwhile... I don't know how to use a warrior without 16 weapon anymore...

I'd ditch Healing Signet for Ice Prison. Under Conjure Frost, you've got some damage going on... If you're looking for self - heal, then I'm guessing you're pvp monk must suck 0R you're in CA without a monk...

In any case, if you're going to use a self-heal, I'd definitely consider using one of the strength [delay] heals like Endure Pain or what not... If you use it and couldn't kill someone, then a healing sig isn't going to help in any case...

Not a bad idea for a build btw...

Nexx

Frost Gate Guardian

Join Date: Jun 2005

Quote:
Originally Posted by Yukito Kunisaki
The skills are good, but ditch Power Attack for Pure Strike. You want the weapon to do as much damage as possible. So going 16 weapon is a default for 99.999% of warriors who want to do something worthwhile... I don't know how to use a warrior without 16 weapon anymore...
I wanted to run pure strike but I wanted spammable low recharge attack skills. At 13 strength, power attack does +27 which isn't bad at all considering that sword 15 provides pure strike with +30. Also at 13 strength, warrior's endurance lasts for 21 seconds. At 12... 19 seconds. Thinking at the margin, 1 point for 2 additional seconds is worth it in my book especially when the build is based around the skill. Swd16 is overkill in this build provided that I have only one sword skill and the overall benefit from swd15 --> 16 is only 111% --> 115%.

Quote:
I'd ditch Healing Signet for Ice Prison. Under Conjure Frost, you've got some damage going on... If you're looking for self - heal, then I'm guessing you're pvp monk must suck 0R you're in CA without a monk... The build was meant for CA. Can't rely on getting a monk in CA these days. Besides with all kinds of condition/hex users walking around, it pays to have self heal If one wants a little more healing power, I find a good compromise with damage and healing using swd14/tact9.