*** NOTE: This description has officially been updated to reflect the changes in Drop 2. Last updated was 8/19/2014.
--- ABILITIES ---
Relentless Strikes is your basic kinetic energy builder with better damage than other options. It will be your go-to GCD move when all other moves are on cooldown or your kinetic energy drops below 250 -- the amount needed to use Rampage.
Rampage will be the move you spam off cooldown. It is your highest damage burst ability (along with the addition of Detonate).
Expulsion is a move that is an ability that cleanses TWO debuffs off of you. I really wanted to throw this ability into prior builds, but the moveset would not allow it. Now that I only use Relentless Strikes and Rampage for damage, I have one free slot to add this move which can be used to not only remove Root but also Blind and numerous other annoying debuffs as well (allowing you to save your Unstoppable Force for more important moments).
Bum Rush was another move I had always really wanted to throw on my bars, and at some point, I realized that they had changed Bum Rush to have a 3 second duration on damage reduction (and if I recall, the last time I checked it was only 1 or 1.5 seconds, which is quite small. Three seconds, however, is huge).
Having two Bum Rushes with the Tier 4 ability, in conjunction with Expulsion and Unstoppable Force, allows you to be in a state of almost constant motion. This is fantastic for not only avoiding situations where your about to be bursted down but also situations where you need to close a gap (and your Grapple is on cooldown). I love this ability, and I only wish I had known sooner that the damage reduction duration was upped to 3 seconds.
Kick is your basic interrupt move. Not much to explain here other than it can be used to interrupt critical spells/abilities from casters. It also has great potential to set up a burst on an unexpecting opponent.
Grapple is an ability that I have been back and forth on in each of my builds. The ability to close gaps is always quite useful, but its ability to remove Interrupt Armor is eventually what caused me to slide this back into my build. While its usefulness in given situations can sometimes be rather low, there will be moments where you are glad that its your only ability not on cooldown to land yourself the finishing blow.
Power Link is a fantastic ability, both in solo and group situations. I originally ignored the hype around the ability due to the amount of AMP investments you had to make to get it (on top of the fact that it takes up a valuable Ability spot on your action bar), but the amount of damage increase you get from it is overwhelming. Especially in Group PvP situations, having this ability could mean the difference between winning and losing a close fight.
Unstoppable Force breaks every form of CC and grants freedom to the user. Gap-closers are important, but getting the killing blow on an enemy will often require the user to be allowed to deliver uninterrupted blows for a few seconds. Needless to say, it can also help get you out of sticky situations where you are positioned far from your healers.
--- AMPS ---
NOTE: Given the amount of changes in Drop 2 as well as the significant changes to my abilities selected, my AMP choice has also changed significantly as well.
Assault Tree
Tier 1
Maximizing your critical hit potential and damage output is favorable for this build and will give you the highest burst potential, which is a standard for competitive PvP. With that being said, grabbing
Assault Power,
Critical Hit, and
Critical Hit Severity will maximize your efficiency toward that goal in the first tier. (NOTE: I only put 2 AMP points in "Critical Hit" for the 45-Point AMP build; the 3rd point comes with Elder Gems)
Tier 2
Tier 2 contains a nice little amendment to your Overdrive ability known as
Detonate. Detonate adds a side effect to your Overdrive ability that does a whopping 225% technology damage to everyone within 8 meters when Overdrive is used. You might ask yourself, "well exactly how much is 225% technology damage?" Go to your character screen and multiply your "Tech" damage by 2.25. It's a lot.
Tier 3
The third and final tier of the Assault tree contains one AMP to take note of, and that AMP is
Kinetic Fury.
Kinetic Fury grants you
Empower after reaching 250, 500, and 750 kinetic energy, respectively. Each higher level grants you an increased damage buff that will surely up your DPS. As this ability is in the third tier and requires 6 AMP points, I recommend holding off on this one until you get your Elder Gems. Maintaining high kinetic energy consistently is actually difficult, so this buff will only be up occasionally, but it's nice to have when you have the extra AMP points for it.
Hybrid Assault/Support Tree
Tier 1
There's only one AMP tree here that is necessary, and given how much of a factor Deflecting seems to be in this game (ever had your Detonate get deflected? Not fun), picking up the
Strikethrough AMP has become an agreed upon necessity among highly ranked Warriors. And I can't help but agree with this sentiment. Put 3 points in this no matter what.
Hybrid Assault/Utility Tree
Tier 1
Now that PvP Offense is actually worth investing in, grabbing the
PvP Power AMP tree is the natural way to go here. More damage = better.
Tier 2
Festering Blade is still the best AMP in the second tier of this tree, bar none. This ability allows you to Snare an opponent when you land a hit on them. This Snare can increase its mobility reduction by stacking up to 3 times. I really can't see why you wouldn't want this AMP -- picking up this AMP allows you to forgo
Ripsaw in the Assault ability tree, freeing up a slot for you to pick up another ability on your Limited Action Set. Also, snaring an enemy while landing a hit will allow you to keep your DPS high by not having to waste a GCD just to snare the opponent.
I'm not a big fan of the other AMP I grab in this tree, but it is necessary to grab it for the juicy goodness contained in Tier 3, which I'll get into in a minute. The second AMP to grab here is
Cornered. This AMP gives you a significant boost to damage when you are below 30% health, which, I've found as a Warrior in both RBGs and Arena, you can spend a healthy amount of time in that range. And it's certainly a much more worthy option than your other choices in this Tier.
Tier 3
Your journey down the Hybrid Assault/Utility Tree is almost entirely for the purpose of one AMP, and that MAP is
Recklessness. This AMP is absolutely insane, and if your plan is to PvP, this is an AMP that needs to be in your arsenal. The amount of Assault Power gained from stacking this baby up to 5 times can up your damage ten-fold and be the difference between blowing someone up and leaving a small scratch on them that can be cleaned up with rubbing alcohol later. Get this AMP.
Utility Tree
Tier 1
The first Tier of the Utility tree is rather straightforward. After doing enough combat, it becomes very evident that
Dash Regen is of the utmost importance, and as a Warrior, you'll most likely be eating more CC than any other class in the game (since you are often on the frontlines and in the middle of more than one telegraph at a time). Getting 3 points in this is a must to keep your mobility high and your CC breaks frequent.
One of the advantages to having Relentless Strikes become a Tier 8 ability is having it reset the cooldown of Rampage for you. This helps negate the absolute need to pick up the
Cooldowns AMP right from the get-go, and this AMP tree can actually be ignored until you get Elder Gems. Once you have enough Elder Gems, reducing the cooldown of moves such as Power Link, Grapple, Kick, and Bum Rush becomes rather useful, so it's worth picking up all three points once you've acquired the Elder Gems to do it.
Tier 2
There are a few AMPs that are well worth the investment in the Utlity tree and, at this point, I would say necessary. The first one is
Unyielding, which prevents you from ever being Dazed. Expect Sprint to be a button you use a LOT since Sprinting in combat will no longer Daze you. Although you can't attack while Sprinting, you'll often find yourself in Endurance/Dash Regen battles with enemies while they try to keep distance from you and you try to keep them within striking range.
The second one is a sweet AMP called
Speed Burst. This AMP gives you a boost in movement speed every time you dash, and if you're being as aggressive as you should be, dashing should be used almost ENTIRELY on cooldown. I've also acquired Epic boots on my Warrior that have the ability Dasher, granting you additional movement speed when you dash AS WELL AS additional dash regeneration. Whenever my Warrior dashes, he moves extremely quickly, making it an absolute pain for ranged classes to hit me while being able to still close the gap quickly. The combo is undeniably good.
Tier 3
Grabbing the above two AMPs will then unlock
Power Link, which I've already praised immensely in the Abilities section of this description. Feel free to pick that sexy AMP up for the small price of two AMP points and watch your teammates smile as their damage goes up by a whopping 14%. (NOTE: Until you have enough additional ability points through Elder Gems to pick up Grapple Tier 4, you can place your additional points into Power Link to increase your and your party's overall damage)
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Anyway, that's all I have at the moment. Feel free to leave comments, thoughts, and suggestions to let me know what you think.
- Xcite
Sild,
RonHD,
Kills,
drgodwaffle,
BlueTalon,
felchawe,
mentor,
Shambles,
Talamh,
Skold,
coldhugs,
h4llw4x0r
As a final note, if you like my build or plan on using it, please also "Like" my build on this page so that it gains support. Thanks! =)
@Parsalian: I think my above build and explanation should answer most of your questions. As far as what you should rune (at least at the moment), Assault Power is still the main stat to rune up until 1700 AP. Once you reach 1700 AP, PvP Power is the way to go. This is supported by some calculations done on the Warrior forums. As far as Polarity Field, I don't really see a place for it on a PvP DPS Warrior's ability bar. That being said, I could see you using it in a build where you are the tank and mask carrier in Walatiki Temple; in this case, many enemies are chasing you since you have the mask, and the ability to prevent them from Sprinting to catch up with you can actually be quite useful.
Hey everyone, just to let you all know, I quit the game for a few weeks before Drop 2. I was rather annoyed with the state of PvP in the game, and it just wasn't fun having to grind PvE gear to compete. Now that PvP gear is actually competitive, I have returned to the game. Unfortunately, I had to spend some time grinding the PvP gear and experimenting with builds before I came back to this website, but now that I have a foundation to go off of from Drop 2, I have decided to update this page with more information for all of you. Enjoy. =)
Okay, now that it's been almost a month since your last comment and drop 2 has been released, I have a couple of questions. Firstly, what changes have you made since Drop 2? Personally, I have been running something slightly different (0/3 CC resil, 3/3 PvP Power, 3/3 Strikethrough, 2/3 Crit Severity 45/55 total).Obviously I still have the same issues w/ Augmented Blade that you have and I think i'll be swapping that out for Power Link somehow (maybe remove some Strikethrough), but I think that the changes to PvP Power have made that just so incredibly useful to have. Any thoughts on the requirement for that as your gear gets better and better?
I'm also curious as to your thoughts on possibly finding a place for Polarity Field. It feels like such a fantastic PvP ability, but I just don't know if it'd be feasible to work it into a build.
@IRaceHondas: The Elder part is theorycraft still -- see my comment below posted on June 22nd for my non-Elder point spread.