Currently under construction.
Warrior Mechanics - The WarriorReadme.doc:
Note: Warriors in Wildstar do not work like Warriors in WoW or GW2! KE =/= Rage/Adrenaline
1: The Warrior generates
Kinetic Energy (KE) from using specific skills
(Builders). At certain KE thresholds, specific skills are unlocked
(Finishers).
2: KE starts at 0. This means that Warriors have no front-loaded DPS.
3: KE is constantly decaying at a current rate of ~50KE/GCD. If you aren't hitting things with your Builder, you'll keep losing KE. This means that Warriors depend a great deal on staying on their targets and their DPS will suffer when they can't (e.g. high mobility fights and being kited).
4: KE is not expended. That means that as long as your KE stays above the minimum threshold, you can spam your Finisher to your heart's content.
Onslaught Stance: Increases damage by +35%. Yay.
Overdrive: The "Ultimate" ability used in Onslaught Stance. It gives you a 8s buff that stops KE decay and jacks up your damage but increases incoming damage and reduces incoming heals. Often kept in reserve for any "burn phases" in group PVE.
Spin to Win - The Skills:
This is a PVE build, which means that it's designed around maximizing sustained DPS and being as forgiving a build as possible.
1: The key to achieving this is the choice of
over
.
Unlike
builds, you have no rear loaded burst. Your Tank will appreciate this. This is also good for levelling, as few mobs last long enough for you to use
Spam effectively and is why I advocate making
the first unlocked Finisher instead of
.
Due to KE decay and
's long channel time, this build does not benefit from pooling KE - try to keep your KE as close to 300 as possible.
2: is your other big damage skill. You'll notice that it doesn't have a KE requirement, so you'll want to use it when you're low on KE. Tier 8 is simply too good to pass up.
3: is the skill that defines your role in group PVE. If you run solo PVE, get something else, like
to capitalize on your
or just get
for the lulz.
4: is your mandatory Builder. Get Tier 4 for group PVE, where the Bosses' large Health pools lets you get more use out of the Tier 4 damage buff.
5: is your mandatory Proc Skill. Again, Tier 4 bonus - GOOD. As an alternative you could go with Tier 3
and go to Tier 4
.
6: = more melee uptime = less KE decay = more DPS.
7: is needed for getting Interrupt damage buffs and removing Interrupt Armor from PVE Bosses.
8: - Since DPS specs have the ability to remove debuffs on their own, they should do so. Healers will appreciate it.
Rotation/Skill Priority:
Unlike other classes, managing class resource is more important than handling rotations or skill priorities. Don't let the Warrior's comparatively simple rotation fool you!
Essentially, your skill priority is as follows:
1: Open with
>
> 2x
>
2: KE = 300+? Use
3: Can't use
? Use
if ready.
4: when available
5: KE < 250 with
and
both on cooldown? Time to mash
.
6: for the Interrupt damage buff or to remove Interrupt Armor vs. PVE bosses.
7: as needed - remember, it's not really "free", due to KE decay, so use only as needed.
You will be using
and
as often as you can.
ticks +
= Fast attacks = fast crits. Procs are good for you!
AMPs - Stronger, Faster, Higher:
Why are there so many AMPs built around KE camping? It is a mystery.
Assault Tier 1:
Sword Master - Mandatory. Gear accordingly.
Strikethrough - Recommended. If you invest in this branch go all the way to Mastery, which gives you WoW's Overpower.
Kinetic Fury - Poor. Too conditional to reliably get a 1-2% damage boost. Seriously, when is any (decent) Warrior able to sit on 500 KE, let alone 750 KE?
builds may occasionally get some use from these AMPs, but
builds never will.
Radiate - Poor. Maximum KE for a slow non-stacking DoT? Is this some sort of joke?
Assault Tier 2:
Critical Hit - Mandatory. Your job is to kill things. Mastery is Optional for group PVE and not recommended for solo/levelling PVE due to the really low HP threshold. 25% would make it Recommended. A 30% threshold would make it Mandatory.
Unfair Advantage - Optional. Best used in PVP where CC is flying all over the place. Syngergizes very well with
, so if you get one, get the other. You can also get good mileage out of this AMP by combining it with the Interrupt damage buff via
.
Assault Power - Mandatory. Mastery is Optional, as
is pretty situational.
Laceration - Poor. WTF is with all these KE threshold DoTs?
Critical Severity - Mandatory. Your job is to kill things. Go to Mastery, as it synergizes very well with Critical Hit.
Assault Tier 3:
Armor Shred - Optional. A first-strike armor debuff for a class with rear-loaded DPS isn't as impressive as it sounds. Still, a 10s buff triggered on every first hit isn’t bad.
Tech Damage - Optional. About half of the
spec's DPS is Tech-based, while
builds mostly deal Physical damage. Honestly, this should be in the Support Tree, as nearly all of a Warrior Tank’s skills deal Tech damage.
Physical Damage - Mandatory. Most of an Assault Warrior’s DPS is Physical, particularly for
builds. Go to Mastery, as it synergizes very well with your Crit AMPs in Tier 2.
Detonate - Poor. No. Just...no.
The recent patch pretty much messed everything up, and the skill tooltips are NOT entirely up to date. Pre-patch builds like this one should not be listed as "Current". I'm going to wait a bit before updating these guides, apologies to anyone reading them and feeling a bit confused.