3/12 Patch Update | Benchmarks ✓ | Builds ✓ | Raid Guides ✓ | Team Compositions ✓ | Gear Optimizer ✓
Jump To

General Gameplay Tips

Introduction to Warrior
What are Banners?

Banners are immovable objects that only the caster can interact with. Assuming perfect Alacrity, you will have four seconds of downtime with your banners.

If you pick up your banners, they will Recharge by 60 seconds. This means that once your banners are on a 60 seconds Recharge, you can pick them up and recast them instantly. Take advantage of this during downtime between phases or when bosses are Invulnerable. This will ensure permanent uptime.

Make sure you place your banners close to your stack or between two locations if you know you will move slightly.

There are five types of banners:

Generally speaking, you will only use three out of the five types of banners. and don't really offer anything useful for raids.

In the Discipline trait line, you have a trait called . This trait will increase the effect of banners on you by 100%.

Adrenaline & Burst Skills

Adrenaline is a specific mechanic that is unique to Warrior, Berserker and Spellbreaker. You gain adrenaline whenever you strike with an attack.

You gain adrenaline in order to use burst skills. There are three stages of adrenaline, each requiring 10 adrenaline. The higher the stage of adrenaline, the more damage your burst skill does. Using a burst skill will use all of your adrenaline, even if the skill misses.

So which burst skills will you encounter in this build?

Burst skills have a few traits that change their behaviour:

  • reduces the Recharge of your burst skills by 15%
  • grants you 15 Endurance, or 30% of a Dodge, every time you use a burst skill
  • grants you a 7% damage modifier per stage of adrenaline used. This caps out at three stacks for a 21% boost in damage.

You have a few skills that grant adrenaline:

  • provides you with all 30 points of adrenaline
  • passively provides you with two points of adrenaline every three seconds

You have a few traits that grant you additional adrenaline:

  • provides you with two additional points of adrenaline when you critically hit
  • provides you with five points of adrenaline on Weapon Swap

Peak Performance

is a trait that grants you a 15% damage modifier for six seconds after you use a phyiscal skill. It also reduces the Recharge of your physical skills by 20%.

Typically, with this build you will encounter three phyiscal skills:

All skills in will trigger .

There are unique encounters when you can use as a phyiscal skill. You can use this at encounters when you don't need to gain adrenaline at the start of an encounter.

As you can see, is an extremely strong buff that should always be up when you use your high damage skills.

General Warrior Tips

really pulls ahead of its condition counterpart at bosses with short phases and with frequent Breakbars.

At Slothasor and Samarog the limiting factor when trying to get fast kills is the Breakbar Phases. By playing you have high burst during the DPS phases and provide a lot of CC, thereby contributing a lot more to the fight than playing .

Keep Construct is another situation where shines due to the fast burn phases. Power classes also help when cleaving the illusions more than condition based classes do.

By far, the largest portion of your damage comes from . Always try to use this while under the effects of , and .

On your Mace set you have . This will trigger whenever you use a skill that interrupts an enemy. The buff lasts for four seconds and can be triggered every three seconds.

You will want to end each Breakbar Phase by using . This will trigger and and will buff your when you swap back to Axe / Axe.

If you don't have full adrenaline when you swap to your Mace set you will want to use first. This will ensure that you use will three full bars of adrenaline and do the most Breakbar damage.

Always use at the start of an encounter so you begin with three bars of adrenaline.

Utility Skills & Variations
Utility Skills

Your heal skill will always be . This heal skill will give you full adrenaline and give five allies + 50 endurance. Use at the start of the encounter and at the start of phases to make sure you begin with adrenaline.

is used to provide you with the buff. This buff gives you 20% extra physical damage for six seconds. You should time your bursts around using .

and will always be on your utility bar when playing . These two utilities will buff all 10 squad members and have an almost permanent uptime. Your banners last for 60 seconds and will have a Recharge of 64 seconds, assuming permanent Alacrity.

Utility Skill Variations

One of the main choices on this build will be the choice between and .

Take when you need CC for encounters and take when you don't need any CC. results in a higher uptime and therefore higher personal DPS.

Your personal DPS isn't as important as fast Breakbars. Make sure you take at encounters where you need it!

You also need to decide between , and , choose your elite skill depending on the requirements of your squad.

Take when you need CC. You can use this as your emergency button when you need extra CC.

Take at encounters where you don't need CC and also have split phases. This will help you maintain more Might, Fury and Swiftness.

Take for the clutch resurrect and the Fury it provides to your subgroup.

Traits & Variations
Traits in the Strength Trait Line

The damage from this build comes from the buildup of and .

is gained whenever you use a physical skill and increases your physical damage by 15% for six seconds. The only physical skill you have on your bar for this build is or . also permanentely grants you 5% damage.

is gained for each bar of adrenaline spent when you use , or . The maximum is three stacks and you can gain the maximum stacks if you have three bars of adrenaline when you use your burst skill. gives you a 7% damage increase per stack.

causes you to gain + 120 Power and an additional + 120 Power if you have a Greatsword equipped.

increases the effects of Might. Normally, you gain + 30 Power per stack of Might but with you will gain + 40 Power per stack of Might.

Traits in the Tactics Trait Line

is a flat 7% damage modifier when an enemy suffers from Cripple, Slow, Immobilize or Chilled.

increases your damage by 1% per boon.

gives your subgroup + 100 Power.

causes your weapon skills to have their Cooldown reduced by three seconds whenever you gain Soldier's Focus. You gain Soldier's Focus every 15 seconds due to the trait .

Traits in the Discpline Trait Line

increases your damage by 7% while under the effects of Swiftness.

is what enables this build to provide such high CC without taking a hit to personal DPS. This trait reduces your Weapon Swap Recharge time down to five seconds. This means swapping out to your Mace set doesn't punish you.

improves the effects of your banners but only on yourself. You will gain 100% more stats from your banners and will gain Swiftness when you summon them.

causes you to gain a flat + 120 Ferocity and then an additional + 120 Ferocity per Axe. It also causes all of your Axe skills to have reduced Recharge and to grant adrenaline when you critically hit.

Trait Variations

If you are running without a Druid, or a source of Might, you will need to run instead of .

Gear Variations
Rune Choices

Let's look at some breakpoints for where different runes might become more useful.

Breakpoints for when you have :

  • will practically always perform better when you have .
  • You will only have if you are running double Druid.

75% Thief Uptime 80% Thief Uptime 85% Thief Uptime 90% Thief Uptime 95% Thief Uptime 100% Thief Uptime
Eagle Uptime 38% 43% 48% 53% 58% 63%
Scholar Uptime 73% 83% 93% 102% 112% 122%
Please note all values are ± 0.5%


Breakpoints for when you don't have :

75% Thief Uptime 80% Thief Uptime 85% Thief Uptime 90% Thief Uptime 95% Thief Uptime 100% Thief Uptime
Eagle Uptime 37% 41% 46% 51% 56% 61%
Scholar Uptime 73% 83% 92% 102% 112% 121%
Please note all values are ± 0.5%


So, what does this all mean? The following guidelines apply only to non-spotter subgroups:

  • Slothasor - You can easily achieve very high uptimes if you don't get Fixation. >90% uptimes on this rune are easily attenable with an organized group. The main issue with running here is if you get Fixation. This will mean that it's impossible to flank and you lose all benefits from this rune. could also be an option here if you are worried about Fixation.

  • Keep Construct - You can maintain almost perfect uptimes during the burn phases and main phase. Using allows you to use which will allow you to benefit more during the burn phases. We recommend for this encounter.

  • Samarog - You can easily maintain perfect uptimes during this encounter. You should never get Fixation during this encounter as you are a large source of CC for the group. We recommend for this encounter.

  • Deimos - You can easily flank on this encounter during the first 90% of the fight and the last 10%. uptime can easily get low as the fight progresses. We recommend for this encounter.

  • Conjured Amalgamate - You can easily maintain extremely high uptimes at this encounter as you are flanking from all sides. Yes, hands are confusing. We recommend for this encounter.

  • Qadim - You can have permanent flanking uptime when on the creatures during this encounter. You can have permanent flanking uptime on all phases of the main boss fight, assuming you position correctly. is also an option, but it is useless on the creatures, the first burn phase and half of the second burn phase.

  • Sabir - You will find it very difficult to have good flanking uptime whilst still maintaining the buff from Violent Currents. You will find it more benefitial to run at this encounter.

  • Adina - You can easily flank on entirety of this encounter. uptime can easily get low as the fight progresses. We recommend for this encounter.

  • Qadim the P - You can easily flank on this encounter which is why we recommend using .

When playing with with you will need the following gear:

  • Full Berserker's Armor and Weapons.
  • Berserker's Accessory and Backpiece.
  • Assassin's Necklace, Rings and an Accessory.
  • and .
  • and .

When playing with without you will just need to take .

When playing with with you will need the following gear:

  • Full Berserker's Armor and Weapons and Trinkets.
  • and .
  • and .
Yes, you overcap slightly by 0.03% with this build. It's worth it!

When playing with without you will need the following gear:

  • Assassin's Head, Shoulders, Gloves and Boots.
  • Full Berserker's Trinkets.
  • A single Assassin's Weapon.
  • and .
  • and .
If you are feeling super lazy then you can just use the build for with and swap for .

General Gear Variations

If you need CC then you will want to run Mace / Mace on your second weapon set.

If you don't have a Druid in your subgroup and therefore don't have access to you will want to use instead of .

If you are tryharding on Slothasor, don't have and want to run you will need to change your gear to have access to more Precision. This will mean you need to take the following Assassin's trinkets:

Boons & Conditions

You provide roughly 50% Cripple uptime through alone.

You provide roughly 30% Immobilize uptime through .

You can provide Vulnerability through and .

You can provide Fury, Might and Swiftness through to your subgroup.

You provide yourself with Fury, Might and Swiftness through . You can also provide yourself with Swiftness whenever you cast banners due to .

You give yourself Fury and Quickness through and respectively.

You give yourself Might from , and .

The Might that you gain from the above sources can be shared to your subgroup if you take .

Breakbars

The reason for running is to provide a lot of CC for fights with a high amount of Breakbars. This applies for Slothasor and Samarog.

So let's take a look at the CC we have:

You also have your "panic button" - :

The skills marked with an asterisk (*) will do 30% more Breakbar damage if you are running .


Spirit Vale

Vale Guardian 22,021,440 687 140 2,000

We recommend playing at this encounter. Check out our Power Banner Berserker Guide to see what we recommend.

Gorseval the Multifarious 21,628,200 1,374 250 4,500

We recommend playing at this encounter. Check out our Power Banner Berserker Guide to see what we recommend.

Sabetha the Saboteur 34,015,256 1,374 48

We recommend playing at this encounter. Check out our Condition Banner Berserker Guide to see what we recommend.

Salvation Pass

Slothasor 18,973,828 1,374 360 4,000

Utility Skills
Weapon Sets
General Warrior Tips

At the start of the encounter use to give yourself maximum adrenaline. Do your normal opener and you should be able to fit in before Slothasor uses .

For the rest of the encounter you need to decide when to use . If Slothasor has a few percent left before he phases, then it might be better to save so you definitely have it off Cooldown to use with the modifiers from and .

Slothasor will Fear your squad after each Breakbar. If you have trust issues you can delay your swap back to Axe - Axe and use to block the Fear.

If you get Fixated at Slothasor, it will mean that your flanking uptime will be low for this period. Try to save your and until Slothasor uses . This will give you time to get behind Slothasor and gain the benefits of .

Banner Placement

Remember to pick up your banners as you move through the arena. This will allow you to have permanent uptime on your banners.

Breakbar Phase

The sole purpose of running here is to provide a lot of Breakbar damage and burst damage between Breakbars.

Depending on how fast your CC is, you may be able to trigger twice per Breakbar. It has a Cooldown of three seconds and lasts for a total of four seconds.

You should trigger at the end of the Breakbar by using , this will also proc . This way you can open up your burst immediately while stacking modifiers as soon as the Breakbar Phase finishes.

Begin your CC by using , but only do this if you have full adrenaline. You can gain max adrenaline by using . Follow up with and . Remember to always try to finish with .

Use as your panic button if the CC is extremely bad. You can use , and in to CC.

In organised groups, you can communicate with your squad and work out which Breakbar Phase you will use on.

Make sure that you swap early enough to Mace / Mace to avoid being stuck on that weapon set when the Breakbar Phase ends.

Gear Variations

If you are tryharding on Slothasor, don't have and want to run , you will need to change your gear to have access to more Precision. This will means you will need to take the following Assassin's trinkets:

Matthias Gabrel 25,953,840 1,374 140 2,500

We recommend playing at this encounter. Check out our Condition Banner Berserker Guide to see what we recommend.

Stronghold of the Faithful

Keep Construct 55,053,600 687 200 3,500

Utility Skills
Weapon Sets
General Warrior Tips

There are two weapon options you can play as on Keep Construct.

  • If you have good group CC then you can play Axe / Axe only.
  • If you have bad group CC then you should play Axe / Axe - Mace / Mace.

If you run Axe / Axe - Mace / Mace then you should camp Axe / Axe until Keep Construct's Breakbar appears. As soon as Keep Construct's Breakbar appears, swap to Mace / Mace and use , and to help with CC.

Since you can move during nearly all your skills, you should always try to hit both illusions at the same time when they are trying to merge.

Banner Placement

Regardless of whether you kill Keep Construct on the wall or in the middle, he will always go back to the middle of the arena for the burn phase.

So, guess where your banners have to be? Put them somewhere between the middle of the arena and the side where you kill the adds, assuming you move Keep Construct.

After the Breakbar Phase you can pick up your banners. Recast them just before the orb goes through the final rift.

After the burn phase you can pick them up again. This will ensure that they will be ready again for the next phase.

Xera 22,611,300 1,374 48 2,000

We recommend playing at this encounter. Check out our Power Banner Berserker Guide to see what we recommend.

Bastion of the Penitent

Cairn the Indomitable 19,999,998 1,374 200

We recommend playing at this encounter. Check out our Condition Banner Berserker Guide to see what we recommend.

Mursaat Overseer 22,021,440 1,374 160

We recommend playing at this encounter. Check out our Condition Banner Berserker Guide to see what we recommend.

Samarog 29,493,000 1,374 420 4,500

Utility Skills
Weapon Sets
General Warrior Tips

Use as you run in so you can immediately begin your rotation.

If you have really high group DPS you may find that your is not off Cooldown for every Breakbar. In this scenario, it might be more beneficial to run Shield offhand instead of Mace. has a lower Cooldown and will be ready for every Breakbar.

Most of your skills are mobile meaning that you can jump while using them. You can freely jump while using to get over the without having to interrupt your skills.

Banner Placement

Samarog should be fairly static during the first phase until 66%. Just place your banners behind Samarog towards the spears.

Pick up your banners as Samarog phases at 66% and 33% and recast them for the split phase.

Pick up your banners towards the end of each split phase and recast them.

Split Phase

Use to Push Rigom underneath Samarog.

There is no need to skill save during the split phase as all of your skills will be back off Cooldown. Save so you have it up for the next Breakbar.

Breakbar Phase

The sole purpose of running here is to provide a lot of Breakbar damage and burst damage between Breakbars.

Depending on how fast your CC is, you may be able to trigger twice per Breakbar. It has a Cooldown of three seconds and lasts for a total of four seconds.

You should trigger at the end of the Breakbar by using , this will also proc . This way you can open up your burst immediately while stacking modifiers as soon as the Breakbar Phase finishes.

Begin your CC by using , but only do this if you have full adrenaline. You can gain max adrenaline by using . Follow up with and . Remember to always try to finish with .

Use as your panic button if the CC is extremely bad. You can use , and in to CC.

In organised groups, you can communicate with your squad and work out which Breakbar Phase you will use on. In fast groups, you will have it up once per main phase.

Make sure that you swap early enough to Mace / Mace to avoid being stuck on that weapon set when the Breakbar Phase ends.

Deimos 35,981,456 1,374 140

Utility Skills
Weapon Sets
General Warrior Tips

The gap between and grows as your squad DPS increases. Higher squad DPS pushes to outperform on this fight.

Additionally, will have better burst on the Sauls during each split phase. Clearly only works when doing the melee strategy.

As there is very little requirement for CC in this encounter, you can play Axe / Axe with .

have a secondary function, aside from providing uptime. They can be used to Immobilize Prides and Greeds, if required, to stop them from damaging Saul.

Banner Placement

Place your banners near the center of the Arena as Deimos barely moves.

Make sure you pick up your banners as you phase Deimos at 10% health. Recast them immediately when you get down to the last phase.

Split Phase

There is no reason to skill save during the split phases, so just keep up your rotation as normal. The faster you phase Saul, the faster you are back at Deimos.

Remember to cleave both Saul and Deimos when possible.


Hall of Chains

Soulless Horror 35,391,600 1,374 160 3,000

We recommend playing at this encounter. Check out our Condition Banner Berserker Guide to see what we recommend.

Dhuum 32,000,000 1,374 400

We recommend playing at this encounter. Check out our Condition Banner Berserker Guide to see what we recommend.

Mythwright Gambit

Conjured Amalgamate 1,374

Utility Skills
Weapon Sets
General Warrior Tips

If you already have enough CC for the Shields then you can drop for . This will allow you to have a better uptime.

You can use into Conjured Amalgamate to maximize the amount of hits as the edge of the platform acts as a wall. You can also use Greatsword to help with movement, assuming you need to collect some Swords.

Take care when the Shields spawn as you can easily kill yourself with .

Banner Placement

Place your banners in the middle of the arena to maximise coverage.

You can drop your banners at the start, pick them up just before the burn phase and recast them. This will ensure they will be up for the entirety of the burn phase. Do the same for the proceeding burn phases.

Twin Largos 17,548,336 1,374

We recommend playing at this encounter. Check out our Condition Banner Berserker Guide to see what we recommend.

Qadim 19,268,760 1,374 240

Utility Skills
Weapon Sets
General Warrior Tips

If your CC is slow at Qadim or you need more CC for the creatures, you can always take instead of .

Take care when you use as it will put you very close to your target. All the enemies at the Qadim encounter have proximity based aggro mechanics and your close proximity may cause aggro issues.

Use at the start of the fight to make sure you have three bars of adrenaline.

Remember that you can't do any damage to Qadim when his Breakbar is up. The faster you break him the faster you can go back to DPS.

Try to cleave all the three adds that spawn at the Destroyer. You can freely move while using any of your Axe skills to help you reposition yourself.

You will need to kite one of the Wyverns as . Most attacks can be sidestepped or avoided by moving inside the Wyvern's hitbox.

Kiting A Wyvern

Kiting a Wyvern is easy if you know their attack pattern.

2 x or Breakbar Phase .

If you are kiting the Matriarch you need to make sure that she is not facing the Patriarch when she uses .

You can simply move out of the way when a Wyvern uses . The same applies for and .

is actually two attacks. It looks like a swipe and then a stab into the ground.

You will need to block or Dodge the first but you can simply walk inside the hitbox of the Wyvern to avoid the second hit of .

After the Wyvern uses to escape they may use . They will only use this skill if no one is close to them when they move. You will absolutely need to Dodge this skill if they use it.

Banner Placement

Cast your banners just before the Hydra spawns. You can pick them up and recast them if the Hydra teleports. You can then pick them up again as the Hydra dies.

Recast your banners as you get back to Qadim after you've dealt with the Pyres. Always pick them up again at the end of each phase. Repeat this for the following phases.

If you have fast phases, you can use your banners before you deal with the Pyres. Cast them just in front of Qadim.

Don't use your banners once you've killed the Matriarch and Patriarch. Wait until you have finished the jumping puzzle and have arrived at Qadim.


The Key of Ahdashim

Cardinal Sabir 29,493,000 1,374 240 15,000

Utility Skills
Weapon Sets
General Warrior Tips

is strong here, not only for the CC it provides, but also for the burst damage it can provide if you are required to kill adds during the final phase.

Flanking uptime can prove difficult at this encounter, so it is best to use here.

At the start of the encounter use to give yourself maximum adrenaline. Do your normal opener and you should be able to fit in a second before Sabir going into the first Breakbar Phase at 90%.

You will need to take the Tornados to avoid the one-shot attack at Sabir.

Don't waste any skills that don't provide Breakbar damage during the Breakbar Phases.

Banner Placement

Banner placement is extremely simple here. Place them at the start of each phase and pick them up at the end.

During the final phase, you will probably need to use them a few times.

Breakbar Phase

The sole purpose of running here is to provide a lot of Breakbar damage and burst damage between Breakbars.

Always make sure you are on your Mace / Mace set when you use Violent Currents as in benefits from .

Depending on how fast your CC is, you may be able to trigger twice per Breakbar. It has a Cooldown of three seconds and lasts for a total of four seconds.

You should trigger at the end of the Breakbar by using , this will also proc . This way you can open up your burst immediately while stacking modifiers as soon as the Breakbar Phase finishes.

Begin your CC by using , but only do this if you have full adrenaline. You can gain max adrenaline by using . Follow up with and . Remember to always try to finish with .

Use as your panic button if the CC is extremely bad. You can use , and in to CC.

In organised groups, you can communicate with your squad and work out which Breakbar Phase you will use on.

Make sure that you swap early enough to Mace / Mace to avoid being stuck on that weapon set when the Breakbar Phase ends.

Cardinal Adina 22,611,300 1,374 160

Utility Skills
Weapon Sets
General Warrior Tips

If you don't have a Boon Thief, Heal Thief, Power Daredevil or Boon Daredevil, you should take instead of .

This is basically just a golem rotation. Make sure you out-DPS some of the DPS classes, it's very important.

Never, ever take a Pillar. You have no ranged capabilities and your DPS will suffer a lot!

Banner Placement

Place your banners just before the start of the encounter and pick them up at the end of each phase.

Just before the end of a split phase, you can cast your banners ready for the next phase.

Split Phase

There is no reason to skill save during the split phases, so just keep up your rotation as normal. The faster you finish the split phase, the faster you are back at Adina.

Qadim the Peerless 47,188,800 1,374 400

Utility Skills
Weapon Sets
General Warrior Tips

Make sure you start on your Mace / Mace set for the start of this encounter as you will need to CC the Pylon.

You have no real reason to take as it is overkill for this encounter. Take so you can resurrect Downed people in crutch moments.

You might be asked to help CC the Anomalies, along with the Heal Druid. You can provide some ranged CC with .

If you are scared of the Knockback after each Pylon CC phase, you can use to prevent it.

Banner Placement

Pick up your banners at the end of each phase, just before you get turned into a fireball. This way you can instantly cast them at the start of each phase.


pat pat pat the Nolan