2400+ Warrior 2's Build. dps pve pvp warrior
Warrior Guide by Mosh47 Last update at Aug 21st 2014, 16:47

  • Current Level 0 /50
  • Ability Points 0 /0
  • AMP Points 0 /0
  • Elder Gems 0 /17
  • 0
    /0
    • = Locked by Tier
    • = Unlocked but Locked by Parent
    Max Health Assault Power Support Power
    Brutality 0000
    Finesse 0000
    Moxie 0000
    Tech 0000
    Insight 0000
    Grit 0000
    Strikethrough Chance 0% Critical Hit Chance 0% Critical Hit Severity 0% Deflect Chance 0% Deflect Critical Hit Chance 0%
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    I mainly decided to make one of these because a lot of friends have been asking and a lot of people have issues fighting spellslingers. I made this build to counter spellslingers in every way possible while still being able to play against all other comps. Enjoy.

    - Your spam to get rampage procs and kinetic energy.

    - You main burst ability. Yes you get more damage out of this ability when you have kinetic energy above 500 and 750 but I suggest using it as soon as up. Dont wait to use this ability UNLESS youre playing spellslingers. When fightning spellslingers you want to make sure you use
    while spellslingers are using an ability called "Phase Shift" Which increases the deflect chance of spellslingers by 50% and grants an interrupt armor while its up. The spellslinger starts flashing which is an easy way to tell when its up. Using a full rampage which consists of 4 hits extremely fast on a Phase Shift could cause you to miss all of your hits.

    - The most underrated ability in the game. When I started using this ability it changed my game in amazing ways. Not only is it amazing with a low CD of only 6 seconds it can cleanse some of the most annoying abilities. I mainly use it to cleanse roots, blinds and disorients. A lot of the time one root can get you killed when pvping and using your
    to cleanse a root or blind is a big no no cause youll just end up getting hit with a huge stun and getting destroyed anyway. This ability is extremely helpful against the root from spellslingers, disorient(rarely seen use) from spellslingers, root from esper and blind from engineers. giving you so much more up time when trying to close the gap and actually saving
    for those kill moments and huge stuns. Using your
    along with
    should give you full up time to beat some face in. Have had countless spellslingers complain to me about how many CC breakers I have because they think im using
    to get out of everything. When you get the hang of cleansing your debuffs you'll understand why I don't take tether bolt
    1. Tether bolt is a 30 second CD. waaaaay too long.
    2. You can easily break it unless you Tier 4 it meaning you lose your Tier 4 Bum Rush. Thats a no no.

    - very low cool down, isn't on the GCD and gives a dmg reduction for 3s after using. I mainly use to to obviously close the gap or fling myself in a direction to get a grapple and suprising the enemy before they can throw up a huge damaging ability or use an ability that grants an interrupt armor. Also if the enemy is next to a wall I will use the ability to bum rush into that wall, granting the dmg reduction while still being right next to them. Another ideal way of using this is to avoid Charged Shot from spellslingers. Im sure anyone whos played a good spellslinger hates that ability. Best thing you can do is make him waste it OR if you absolutely have to eat it, it might as well be with the dmg reduction you get for 3 seconds after using Bum Rush. Cutting that 15-20k charged shot down by 30% dmg. Predicting when hes going to fire it is key to avoiding it. he'll either be coming around the corner with it ready to go and you bum rush past it or he'll be close in front of you and you can bum rush behind him or to the side. Once you get the timing down you can avoid so much burst from them. Also Bum Rushing in to use
    is a great idea but take in mind if theyre using their interrupt armor from their "phase shift" youll have to bum rush in use
    to break the interrupt armor and then use
    to actually stop the attack. also if theyre around the corner you can surprise them by Bum Rushing around the corner, using the grapple then kicking them before they can use "Phase Shift" to get an interrupt armor forcing them to either stun you or use "void"(ability that makes them disappear) to get away. essentially the best time to kill a spellslinger is when hes out of void and doesnt have "phase shift" up allowing you to stun and blow him up and nothing he can do about it.

    - your knockdown. best used when coupled with a partner who has a stun ability such as a medic, engineer, spellslinger stalker(war and stalker dont go well together in 2s) you would either knock your target down and then your partner would use his stun when the knockdown is about to end or you use your knockdown after your partner uses his stun. I sometimes like to wait to see if your opponent uses his cc breaker making your knockdown so much more efficient since they can only break the first stun. you cant stack knockdowns with knockdowns just like you cant stack stuns with stuns. why its good to have a partner that has a different type of stun/disarm/blind/root.

    - boosts the dmg of yourself and your partner. I've always debated taking this because the damage you receive from it isnt amazing. Personally I think if youre not full 1800 and geared/runed properly you should take it cause you actually need the damage more. Personally I've been playing around with
    just to throw teams off. I either can use it to take off an interrupt armor or make the opponent freak out and use a cc breaker allowing you and your partner to keep them in a full stun when you decide to stun. Also not taking power link would allow you to take any other utility you want but like I said, I think you should use power link if youre under geared. 14% dmg doesn't change worlds for me. I already hit like a truck and Id rather have my opponent sit in a 7 seconds cc chain while bursting on them.

    - pulls your opponents to you unless they have an interrupt armor on. this can be used in a few different ways. an interrupt armor allowing you to use your
    , bringing 2 people together then using your
    or using it as far away as possible from an opponent thats chasing your teammate so you can give him some breathing room. Ideally the best thing you can do is circle around your opponents till they cross in a line with each other, allowing you to pull them both to you at the same time. This allows you to to get both opponents in a stun and have your teammate be able to follow up with another stun. Resulting in tons of dmg to both members. Best scenario would be to work both members shields down and pull them together, stun them use a full rampage then use your innate for a detonate and another full rampage. allowing you to sometimes kill both at once or just leaving them crippled.

    - your cc breaker. This is the only cc breaker in the game that breaks a CC and gives you immunity to CCs for 3.2s after using it. Take in mind that this ability can be used even when youre not CCd just to grant you the immunity. This is an amazing ability to get kills with but only when used properly. Judging when to use this is something you'll develop over a long period of use and figuring out what your opponent is thinking. 90% of the time I can use the ability before someone even tries to CC me making their CCs useless. This is why its good to get comfortable with
    so you can actually save your
    for those kill opportunities. Also using this to avoid getting bursted by your opponents is ideal also.

    Now I'm going to go over your innate ability. Your innate causes an aoe blast and refreshes all your assault abilities. When watching other warriors play I notice a lot of them take it for granted and dont use it properly. Ideally you want to save your innate when the opponent is low health/low shield.
    In my gear if an opponent is about 70% health I will
    then use innate immediately after that along with
    to guarantee i get full burst off without getting CCd and allowing opponents breathing room. Obviously if you think you can get the kill off without a
    or stun from your teammate, go for it. As I said earlier having both members down to relatively low health then pulling them together with grapple then using Rampage then Innate is the most devastating to a team.

    Next thing I'll go over is chasing. Don't chase. If your opponent is low health 90% of the time turning on the opponent closest to use is more ideal. This forces the other teammate to come back and try to help him out allowing you to continue on and kill him.

    Just out of boredom I'm going to give you priority targets to go off of when fighting certain comps and how to avoid getting blown up in half a second by other comps.

    Stalker and Stalker
    This is actually a very interesting comp and if both players are geared and "good" can drop a target in a couple seconds. If you dont have a healer this is an extremely hard comp to the enemy being able to essentially nuke one player in mere seconds. Even w/ a healer not playing them to perfection can get on of you killed in mere seconds.

    The way I currently like to fight this is by seperating from your partner so that youre in MAX grapple range of him. Typically a stalker will phlebotomize the target theyre deciding to go on resulting in your shields going off. this obviously allows both stalkers to do insane dmg on the target that has no shields. I typically will watch my shield instead of the area around me so that as soon as my partner or I see one of our shields go down we know we're being opened on. Not reacting in a split second can get you killed so the key to not dying is popping
    if you're tethered(dont use if they didnt open on you obviously) then immediately use
    combined with
    . this allows you to remove the debuff that is causing your shield to not be there to return. The
    is to get away as soon as you get attacked and get the 3 second dmg reduction from bum rush. I can't stress enough that the use of all these abilities must be done in a split second as soon as you see dmg so that dont die or get crippled enough to finish. this allows you to start chasing the stalkers and ruining their opener. If you see them on your partner its good to have
    ready to go so that you can pull them as soon as they open. If youre able to split the stalkers up to make them start coming in one at a time is a great thing to do. The player they chose to go on is usually the one they find is the who reacts the slowest. being able to react w/ stuns and pulls as soon as they open is the key to beating them. One of the most annoying things for a stalker to do when theyre weak is to use "Preperation" this ability makes them come out of stealth but heals them while being channeled. Moving around the arena constantly and being able to find them when theyre trying to do this is essential to slowly whittling them down. I usually accomplish this by bum rushing around a corner theyre hiding around using "preperation" and grappling them immediately after bum rush.

    Warrior and Spellslinger.
    When I was still figuring out the game this was actually a pretty hard comp for me to beat.

    The spellslinger will ALWAYS be the priority target. If you're struggling w/ this comp and switching back and forth between the warrior and spellslinger get the warrior out of your head. The warrior will always be a bad idea cause it will give the spellslinger full reign of dps and getting you and your healer cleaved. Avoiding charged shot and wild barrages from the spellslinger by either
    or CCing is essential to beating this comp or you just allow both of the opposing team full dmg on both of you. Lock down the spellslinger and gg.

    Esper and Engineer(both dps)
    Now this is probably one of my favorites to play cause one mistake can cost you your life. I haven't played this comp frequently but enough so that I know how to beat it. If both enemies are competent this can turn into of the hardest comps to beat.

    Ill go into the Esper and Engineer after work :D


    Enjoy


    Also, here is a link to my partners build. http://ws-base.com/builds/11339-2200_2s_Shield_Surge_Billuster



    Please comment and like if this helped you out or if you have any questions.