User:NightSilva/builds/pvp/warrior

= W/A Death's Charge Hammer Spiker =

{tested-build|GvG|TA}

This is an adrenaline-spike focused hammer warrior. Deadly spikes, a 4 sec knockdown, and shadow stepping makes for a combination powerful enough to scare the enemy silly. The downsides are that it takes quite a while to build adrenaline for each spike, and Death's Charge has an obscene recharge. Combos well with another axe or sword warrior in GvG builds.

Equipment

 * Use full Gladiator's Armor.
 * If using a PvP character, use a Vampiric or Zealous PvP Hammer of Fortitude and an Ebon PvP Hammer of Fortitude. If using a PvE character, Use all three of the above with a wand/shield combo.

Usage

 * Upon entering battle, begin building adrenaline. When you and any other warriors on your team have adrenaline, organize a spike on a suitable target.
 * When spiking and Death's Charge is available, try to shadow step to a target that they won't suspect a spike on (such as one that is quite a distance away from you). Shadow step to your target and unleash your chain.
 * Try to spike down low health targets
 * Don't stay on a target if he gets enchanted by skills like Protective Spirit.
 * Spam Irresistible Blow on targets that are blocking for knockdowns and extra damage
 * Use Frenzy to build adrenaline faster and to speed up your spikes
 * Use Rush to catch kiting targets and to cancel Frenzy if you come under focused fire
 * Use Healing Signet to keep your health up and to ease pressure off of your monks. Don't use it when under focused fire
 * Use your Ebon weapon to bypass enemy warriors' resistance to physical damage
 * Of course, use Resurrection Signet to resurrect dead party members

Counters
All the usual warrior counters apply, such as snares, blind, weakness, Empathy, Faintheartedness, etc.

Variants

 * Healing Signet can be replaced with another utility skill such as "To the Limit!", Distracting Blow, or Bull's Strike.
 * Healing Signet can be replaced with Mighty Blow for further damage during the spike. It also removes the need for tactics and further increases the damage due to higher strength.

= W/A Forceful Burden =

The Forceful Burden uses a combination of powerful Hammer attacks whilst using the Assassin's subtle Shadow Arts attribute to snare and weaken the target.

Equipment

 * Survivor Insignias with one Stonefist Insignia. The Correct runes, Superior Absorption and Superior Vigor.
 * A Zealous Hammer with the "I have the power!" Inscription and a perfect Fortitude mod.

Usage

 * Charge your adrenaline on a target (preferably squishie).
 * When your adrenaline is charged, pick a target.
 * The skill combo should be Shadowy Burden->Burst of Aggression->Forceful Blow->Heavy Blow->Crushing Blow->Protector's Strike.
 * After your chain use Signet of Malice to purge yourself of conditions.
 * After your target is killed (if you do it right they should be dead) hack away at another target to regain energy and adrenaline.
 * Rinse and Repeat.

Counters

 * Blinding before you get off your chain.
 * E-denial; this is a very energy-heavy build.
 * Adrenaline Denial.
 * Blocking.

= W/A Lone Ganksman =

This build is designed to cause havoc within enemy territory, through its use of the Warrior elite "You're All Alone!" to spread conditions, allowing for easier kills. That, in conjunction with Signet of Malice, provides the user with ample self-condition removal, creating a very powerful solo build.

Equipment

 * Full Berserker's Armor.
 * Vampiric, Zealous, Crippling, and Ebon Swords/Axes of Fortitude.
 * A +30HP, -5 (20% chance) received damage shield.
 * A +30HP, +10 armor vs piercing shield.
 * A +30HP, +10 armor vs slashing shield.
 * Free rune slots should be fitted with Vitae runes.

Usage

 * You are aiming to gank the opponent's base, hence be prepared to play alone for long periods of the game.
 * "You're All Alone!" is your snare and condition removal (with the conjunction of Signet of Malice).
 * Try to force kills of flaggers to get your team morale boosts.

Counters

 * Any skills that cause damage when attacking, such as Empathy or Spiteful Spirit, blind, blocking skills (Escape, etc...), condition removal skills or spells that mitigate damage (Healing Hands, etc...).
 * Mending Touch.

Variants

 * Add Distracting Blow for an interrupt.
 * Wild Blow can be used for Stance removal.

Equipment

 * Armor with Radiant Insignia is recommended for the high energy cost of this spike, although it is not as necessary if this build is being used in Competitive Missions or Alliance Battles.
 * Runes of Major Tactics, Superior Vigor, Major Hammer Mastery, Minor Strength.
 * A Zealous Hammer can help with Energy management.

Usage

 * Use Death's Charge to move up to your target.
 * Trigger Tiger Stance before using Shove, as it will be disabled if you use it after.
 * Follow up Shove with Crushing Blow, Thrill of Victory, and Wild Blow.
 * Use Wild Blow against targets in a stance, particularly flagrunners using Shadow of Haste.
 * Your main self-heal is Healing Signet. It is extremely buffed thanks to your high Tactics level.
 * Resurrection Signet is to be used on fallen allies.

Counters

 * While you can still deal damage with Shove when blinded, you will be unable to accomplish much else.
 * Damage-on-attack hexes can be devastating, but not so much as builds which utilize Frenzy.

Variants

 * Take Sprint or Rush if you think you will be needing a speed boost.
 * Dark Prison is a more costly spell, but slows your target. Death's Charge is replaced in this case.
 * Shadow Walk is also a viable teleport skill, with no side benefits and an awkward return, although that can be used to your advantage.
 * Shadow Walk is a stance and will not be in effect during Tiger Stance.
 * Tiger Stance can be replaced with Burst of Aggression.
 * Soldier's Strike is extremely powerful with the high tactics in this build and can replace Crushing Blow for a build that can use any weapon

= W/A Steady Axe Warrior =

This pressure build is made from the Nightfall skill Steady Stance, and Desperation Blow and Drunken Blow from the previous 2 campaigns. The character may look like a gimmick at first sight, however the "Fear Me!" spam causes mass e-denial, especially with multiple copies of this character.

Equipment

 * Vampiric and Ebon axes of fortitude (15^50 inscription).
 * +5 energy axe (possibly focus too) to counter e-denial.

Usage

 * Use steady stance followed by either Drunken Blow or Desperation Blow.
 * Spike down targets by following with Critical Chop.
 * Keep yourself clear of condition with Signet of Malice.

Variants

 * Signet of Malice can be switched for Dash or Rush if you have reliable backup.
 * The build is as or more powerful when using Hammers, by speccing 12+1+1 into Hammer Mastery and switching Critical Chop for Hammer Bash.

Counters

 * Block skills are not as big a problem as they may seem. Even if the attack skills are blocked, you will gain the energy and adrenaline, so to keep up your "Fear Me!" spam.
 * Signet of Humility, by disabling Steady Stance, consistently disrupts this build
 * Anti-warrior Hexes

= W/E Aggressive Hammer =

Aggressive Hammer warrior uses the elite skill Backbreaker to apply damage and pressure to targets while other allies come in to spike. This warrior is versatile as it is able to switch between applying pressure with long knockdowns and snares, and spiking a target with a deadly attack combo. This warrior combos well with other melee professions.

Equipment

 * Radiant Armor.
 * Furious Hammer of Fortitude with 15^50.

Usage

 * Begin with Enraging Charge to build up initial adrenaline.
 * Cast Grasping Earth to snare nearby targets.
 * Use Flail as your IAS
 * Use Backbreaker, Flail, Crushing Blow, Protector's Strike in that order to deal spike damage.
 * Use Protector's Strike to deal a mini spike against kiting foes.
 * Resurrect fallen allies with Resurrection Signet

Counters

 * Anti-melee hexes and conditions apply.

Variants

 * Replace Enraging Charge with Rush.
 * Replace Resurrection Signet with any utility skills for AB.
 * Replace Flail with Berserker Stance

= W/E Charge Sword =

This build is primarily intended for GvG. It takes into account the fact that Sword Warriors can operate quite well without their elite and thus brings "Charge!" because of its great use in GvG.

Equipment

 * A Zealous PvP Sword of Fortitude and a Vampiric PvP Sword of Fortitude.
 * Two PvP shields of your choice.

Usage

 * Use Sever Artery, Gash, and Final Thrust on targets hovering around 65% of their health to quickly deal spike damage.
 * In a team degeneration build try to spread bleeding with Sever Artery.
 * Use "Charge!" to allow your team to move about the map quickly together. Also use it to give other Warriors a speed buff.

Counters

 * All of your normal Warrior counters apply (Blind, Ward Against Melee, Shadow of Fear, etc.)

Variants

 * Bull's Strike, usually replacing Healing Signet.
 * Barbarous Slice can replace Sever Artery for additional damage.
 * Distracting Blow can be incorporated into this build as well.
 * Sprint, instead of Shock, if you think you will be in need of a cancel stance.
 * Hex Breaker can replace Sprint as an alternate stance cancel. It costs you a degree of mobility in exchange for greater hex resistance.  It also requires minimal point investment and change in secondary class.

Templates
= W/E Linebacker =

This build sports a hefty five knockdowns. It is used to pressure and disrupt enemy warriors.

Equipment

 * Zealous, Vampiric, and Ebon PvP Hammer (elemental damage preffered as main target will be warriors).
 * Sentinel's Armor.
 * Stonefist insignia. This effectively doubles the power of this build.

Usage

 * Try to stay on enemy Warriors to force enemy monks up to heal them and to disrupt their damage dealing abilities; however, enemy Mesmers and sometimes Elementalists can pose a large threat that can be solved by your knockdowns. (Note that you will need extraordinary timing to interrupt several common Mesmer skills, due to their low base casting time and Fast Casting.)
 * Use your knockdown skills to interrupt critical skills, as well as ones with a long casting time (such as Meteor Shower or Backfire).
 * Use Rush and Bull's Strike against kiting enemies.
 * Use Counter Blow and Devastating Hammer on enemy Warriors.
 * Try running away from a melee foe for a bit (long enough for him to queue up an attack skill), and then attacking him with Counter Blow. You should hit just after they begin their attack.
 * Follow up your knockdowns with Crushing Blow.
 * Use Shock if your other knockdowns are recharging or if their conditions are not met. Also, use it on foes that block or evade your attacks.
 * Note that this is primarily a defensive character designed to take pressure off monks. It still has some bite, however.

Counters

 * All of your normal Warrior counters apply (Blind, Ward Against Melee, Shadow of Fear, etc.)
 * Anti-Knockdown skills (Ward of Stability, "Brace Yourself!")

Variants

 * Sprint may replace Rush.
 * Devastating Hammer can be replaced with Backbreaker for a long knockdown, or Earthshaker for AoE knockdown.

Templates
= W/E Shock Axe =

The Shock Axe is a PvP-oriented Warrior/Elementalist build, focusing on adrenaline spikes and disruption through the Elementalist skill Shock.

Equipment

 * Use full Gladiator's Armor with Stoneskin Gauntlets to raise your energy pool and extend your knockdown.
 * If creating a PvP only character for this build, choose a Vampiric PvP Axe of Fortitude and an Ebon PvP Axe of Fortitude, a Zealous PvP Axe of Fortitude, a shield with +30 Health and -20% Blind Duration, and a Furious PvP Spear of Fortitude.

Usage

 * Upon entering combat, build adrenaline on a target. Once you and any other warriors on your team have adrenaline, organize a spike on a suitable target.  Open your spike with Shock, and use Eviscerate quickly followed by Executioner's Strike.
 * Attempt to spike down low-health targets.
 * Don't stay on one character for too long, if you see them being enchanted with skills such as Guardian or Protective Spirit, switch targets.
 * Use Shock to counter any slow-casting spells and to snare kiters. Be careful, however, and don't just spam the button, as your limited energy reserves will quickly be greyed out from exhaustion.
 * Use Frenzy carefully to gain adrenaline, up your DPS, and to speed up your spikes.
 * Use Rush to reach your target if it is kiting and to cancel frenzy if you come under focused fire.
 * Use Healing Signet to keep your health up and to ease pressure off your monks.
 * Use your ranged weapon to build adrenaline before engaging and whenever you break off fighting.
 * Use your elemental weapon to bypass enemy warriors' extra defense against physical damage.

Variants

 * Grasping Earth can be taken as a snare in place of Healing Signet.
 * You can switch out either Healing Signet or Bull's Strike for "To the Limit!", Critical Chop or Distracting Blow.
 * Sprint or Enraging Charge can replace Rush.
 * Bull's Strike can be taken out for Protector's Strike.

Templates
= W/Mo "You're All Alone!" Paladin =

This Warrior can snare and quickly take down NPCs and even flaggers while remaining fairly safe. Sneaking into enemy base to quickly take down archers, knights, bodyguard and even take a shot at the Guild Lord can force a split and give you an advantage at the stand and at VoD.

Equipment

 * Full Berserker's Armor.
 * Vampiric, Zealous, Crippling, and Ebon Swords/Axes of Fortitude.
 * A +30HP, -5 (20% chance) received damage shield.
 * A +30HP, +10 armor vs piercing shield.
 * A +30HP, +10 armor vs slashing shield.
 * Free rune slots should be fitted with Vitae runes.

Usage
Use Enraging Charge when following an enemy or before attacking an NPC followed by "You're All Alone!". The first hit will give you an immediate 4 adrenaline so you can use Flail to build up adrenaline fast. Since the enemy is crippled, the 33% slower movement won't affect you much. Sever Artery and Gash should be used to keep the conditions on the target and Final Thrust to hasten the process of killing your target. In case of you suffering conditions (such as blind from E/Mo Flaggers) you can use Mending Touch to get rid of those. Enraging Charge is also used to cancel Flail, as well as acting as a speed buff. Use Healing Signet to heal yourself.

Counters
Energy Denial, Snares, Hexes

Variants

 * Healing Signet can be replaced by Lion's Comfort
 * Enraging Charge can be replaced by Sprint
 * Frenzy instead of Flail

= W/Mo Magehunter Strike Spiker =

A powerful PvP build designed to spike and take down a foe. It uses Final Thrust combined with Magehunter Strike to deal a powerful spike in a matter of seconds.

Equipment

 * Minor Rune of Swordsmanship, Minor Rune of Strength, Superior Rune of Absorption, Superior Rune of Vigor.
 * Gladiator's Armor is best for this build as it provides extra energy. If you feel you have enough energy already, use Legionnaire's Armor instead as you will be constantly in a stance.
 * Any Max Zealous/Vampiric/Sundering Sword of Fortitude with 15% Dmg while in Stance bonus. If you feel you need energy, use the Zealous Sword.
 * Any Max 45+Hp -2 Dmg while in stance Shield will do. Grognar's Defender is a good choice.
 * Any Max Ebon Sword of Fortitude for bypassing enemy warrior armour.

Usage

 * When entering battle, start building up adrenaline.
 * Once other people in your team are ready, organize a spike on a target.
 * Use the skills in the order listed on your skill bar. Use Magehunter Strike right after you've used Final Thrust.
 * Use Frenzy to attack faster.
 * Use Enraging Charge to cancel out Frenzy when under fire.
 * Use Mending Touch to get rid of annoying conditions such as Blind, Cripple, etc.

Counters

 * Most anti-melee strategies such as Faintheartedness, Spiteful Spirit etc. Conditions such as Blind, etc. you can get rid of using Mending Touch.
 * Anti-spamming strategies such as Diversion, etc.
 * No healers in your group will cause trouble as you don't have any healing skills on you.

Variants

 * Swapping Frenzy for Flail is a good variant as you can attack at the same speed of Frenzy without taking double damage for the cost of moving slower.
 * Swapping Enraging Charge for Rush to be able to cancel out Frenzy or Flail more often and without having to spend energy.
 * Swapping Mending Touch for any helpful enchantment such as Vigorous Spirit, etc.
 * Using an axe in place of a sword by swapping the sword attack skills for axe attack skills such as Executioner's Strike and others.
 * Swapping Enraging Charge for Sprint.
 * Swapping Mending Touch for Plague Touch to spread conditions on to your target. You will have to change your secondary though.
 * Use Resurrection Signet for the resurrection skill.
 * Swapping Frenzy for Berserker Stance lets you get extra adrenaline for the cost of lasting less time and not being able to use skills.
 * If you don't have Mending Touch, you can also use Mend Ailment

= W/N Bull's Charge Sword =

This is a sword build that deals especially well with kiters. Bull's Charge allows you to have both a speed boost and a knockdown on moving foes at the same time. Works okay in most builds, but works especially well in builds such as smite, which rely on snares. Also has decent soloing capabilities with Plague Touch and Healing Signet and decent spikes.

Equipment

 * Use full Gladiator's Armor with Stoneskin Gauntlets.
 * If using a PvP character, use a Vampiric or Zealous PvP Sword of Fortitude and an Ebon PvP Sword of Fortitude. If using a PvE character, use all three of the above with a wand/shield combo.

Usage

 * Upon entering battle, begin building adrenaline. When you and any other warriors on your team have adrenaline, organize a spike on a suitable target.
 * Try to spike down low health targets.
 * Don't stay on a target if he gets enchanted by skills like Protective Spirit or Guardian.
 * Use Frenzy to build adrenaline faster and to speed up your spikes.
 * Use Bull's Charge to catch and knockdown kiting targets and to cancel Frenzy if you come under focused fire.
 * Use Healing Signet to keep your health up and to ease pressure off of your monks. Don't use it when under focused fire.
 * Use your Ebon weapon to bypass enemy warriors' resistance to physical damage.
 * Use Plague Touch to give conditions to your foes.
 * Of course, use Resurrection Signet to resurrect dead party members.

Counters

 * This build is more resilient towards condition-based warrior shutdown, however, hexes such as Faintheartedness, Empathy, Reckless Haste, etc. still hurt it a lot.

Variants

 * You can replace Plague Touch with another utility skill, such as Bull's Strike (kind of redundant), Distracting Blow, "To the Limit!", or Shock.
 * Mending Touch is a viable alternative to Plague Touch.
 * "On Your Knees!" can replace Plague so that you can instantly recharge Bull's Charge near the end of its duration, but at the expense of losing all adrenaline.

= W/any Charging Anti-Kite =

This warrior uses the skill Charging Strike to pressure the enemy back line while also using anti-kiting skills to punish kiters. It is best used with another Warrior or Dervish on the front line because of its lack of powerful spiking potential.

Attributes and Skills

 * You may choose to bring Mending Touch in place of either Bull's Strike or Frenzy for more condition removal during splits, but less overall damage output.

Equipment

 * Stoneskin hands or feet, Radiant on the remaining pieces; with the best Vigor rune possible, and a Vitae or Attunement rune as well.
 * Zealous, Vampiric, and Ebon Swords of Fortitude, +45/-2 Stance Shield

Usage
Spam Charging Strike to cause a lot of chaos in the enemy back line, while using Bull's Strike against kiting targets. Also use Charging Strike to start off your spike chain, then follow up with Frenzy for the rest. Make sure you don't stay on one target for too long and switch targets when they become enchanted with Protective Spirit, Spirit Bond, etc. When your fellow allies are ready to spike, watch for enemy monks still moving. If they are, make sure you try to hit one of them with a Bull's Strike for a KD to hinder their ability to protect the target. If no monks are moving, then use your Sever-Gash-Final chain to apply additional pressure to another squishy and disorient the monks. When used correctly, this build can be a major nuisance to the opposing team.

Counters
Any standard warrior counters: Blind, Weakness, Faintheartedness, etc.

= W/any Charging Executioner =

This build takes advantage of Charging Strike multipurpose effect which makes it a great cancel stance,great running skill, also great for blocking opponents.

Usage

 * 1) Use Charging Strike to run in ,hit with it first to gain its bonus damage.
 * 2) Charge up your chain.
 * 3) When all your skills are charged follow this order switch to your desired target and unleash your chain.

Counters

 * Anti-Melee hexes and conditions.
 * Targets that block or evade make your chain ineffective.

Variants
Look at each of the condition removals for their drawback and advantage.
 * You can swap Mending Touch out for your condition removal of choice, for example, Remedy Signet, Signet of Malice.
 * Flail can be used instead of frenzy if the double damage is something you don't want to worry about, flail however has a disadvantage of making you slower, so if your targets are not crippled they may run away, Charging Strike is a great cancel stance for whichever increase in attack speed skill you decided to choose.

= W/any Crippling Slash Sword =

This build uses Crippling Slash for its great use of crippling in PvP. This build can easily cripple the entire enemy party, and can use cripple for all sorts of events; giving your monk a breather, slowing the enemy, and can counter the flag runner while still having decent spikes.

Equipment
If using a PvE character, also use a Vampiric Sword of Fortitude and a wand/shield combo of your choice.
 * Armor of choice. Gladiator's armor is not required for this build.
 * If creating a PvP only character for this build, choose a Crippling PvP Sword of Fortitude and an Ebon PvP Sword of Fortitude with a +30hp/-5 (20%) shield.

Usage

 * Use Crippling Slash to Cripple your foes, and try to spread the cripple as much as possible.This is your main job.
 * Use Frenzy to speed up the attack rate of your attacks, if you come under focused fire, cancel it using Sprint.
 * Use Healing Signet to heal yourself and to ease pressure off your monks.
 * When you and other warriors have adrenaline, organize a spike on a suitable target.
 * Try to spike down low health targets.
 * Don't stay on one character for too long, if you see them being enchanted with skills such as Guardian or Protective Spirit, switch targets.
 * Use Resurrection Signet to resurrect fallen party members.

Variants

 * Replace Sprint with skills such as Dash, Rush, or Enraging Charge.
 * You may wish to use Mending Touch or Signet of Malice for condition removal.
 * For additional damage, bring one of the Conjure element spells and subsitute Sun and Moon Slash for Final Thrust.

= W/any Dragon Sword =

A definite pressure Warrior. No Final Thrust weakens the ability to spike, but Dragon Slash allows you to spam your adrenaline skills a lot more often. This is a strongly offense-oriented warrior for HA and GvG, but it can be used in AB and the Arenas with some modification (see Variants).

Equipment

 * Any armor set can be used with this build.
 * Vampiric, Zealous, Ebon prefixes, and with an of Fortitude suffix are preferred.
 * Furious may also be helpful.

Usage

 * Regardless of secondary profession, this build focuses on repeatable adrenaline attacks to apply pressure on the target, while other warriors come in to spike.

Counters

 * Anti-warrior conditions and hexes apply to this build.

Variants

 * Replace Rush with Dash, Sprint or Enraging Charge for a different speed boost.
 * Replace Frenzy with Tiger Stance for a less dangerous IAS. This is usually preferred for use in the Arenas and Alliance Battles, where you are being targetted frequently.
 * If you're looking for self-healing, take Lion's Comfort.
 * Protector's Strike can be replaced with Bull's Strike for a knockdown attack.
 * Replace Protector's Strike with Distracting Blow for an interrupt or Shock for a knockdown.
 * Replace Sever Artery with Barbarous Slice for more damage. If you are doing this, you must get rid of Frenzy and Rush so that you get the damage bonus from Barbarous Slice. Reduce points in Strength and put them in Tactics, preferrably to get 9 points in Tactics for use of a shield's armor bonus. Replace Frenzy and Rush with Healing Signet and another ability of your choice, perhaps from a different class if you are willing to change point distribution. W/Rt with Vital Weapon works well as it gives you +130 health if points are distributed correctly.. Replace Protector's Strike with For Great Justice for tons of adrenaline quickly. This variation allows for more armour, survivability, and constant damage.

Templates
= W/any Fierce Hammer =

This is a fairly versatile hammer warrior build. Easily suited to pressure or spike playing. Pairs well with another sword or axe warrior in GvG.

Equipment

 * Use full Gladiator's Armor with Stoneskin Gauntlets.
 * If using a PvP character, use a Vampiric or Zealous PvP Hammer of Fortitude and an Ebon PvP Hammer of Fortitude. Sundering is also useful for the chance of getting sundering hits on spikes.  Use a wand/spear/bow for building adrenaline.

Usage

 * Upon entering battle, begin building adrenaline. When you and any other warriors on your team have adrenaline, organize a spike on a suitable target.
 * Try to spike down low health targets.
 * Don't stay on a target if he gets enchanted by skills like Protective Spirit.
 * Use Flail to speed up your spikes.
 * Use Rush to catch kiting targets and to cancel Frenzy if you come under focused fire.
 * Use Healing Signet to keep your health up and to ease pressure off of your monks. Don't use it when under focused fire.
 * Use your Ebon weapon to bypass enemy warriors' resistance to physical damage.
 * Of course, use Resurrection Signet to resurrect dead party members.

Counters
All the usual warrior counters apply, such as snares, blind, weakness, Empathy, Faintheartedness, etc.

Variants

 * You can replace Bull's Strike with Hammer Bash or, to utilize the Weakness condition from Devastating Blow, Heavy Blow.
 * NOTE: If you are doing this, it is advisable to replace Rush with Sprint, since both Hammer Bash and Heavy Blow cause you to lose all adrenaline.
 * Rush can be replaced with Enraging Charge for quicker adrenaline gain.
 * Healing Signet can be replaced with another utility skill such as "To the Limit!", Plague Touch, or Distracting Blow.
 * You can replace a skill with Way of the Fox to ensure your spike hitting.
 * You can replace Mighty Blow with Heavy Blow for an additional knockdown.
 * With a Dervish secondary, you can replace Rush with Pious Haste for a quick recharging cancel stance. As well, W/D allows you to make use of Rending Touch.

= W/any Flailing Coward =

The Flailing Coward uses synergy between "Coward!" and Flail to deal keep your opponent at your feet.

Attributes and Skills

 * Mending Touch can be used instead of "For Great Justice!", obviously, this requires you to go /Mo, put the remaining attributes into Protection Prayers. It helps to get rid of an untimely Blind or Cripple.
 * Enraging Charge can be replaced by "To the Limit!" or "You Will Die!" to be used directly after "Coward!".
 * Sun and Moon Slash is also a viable alternative.
 * You may replace the Resurrection Signet or "For Great Justice!" with Healing Signet.

Equipment

 * Superior Absorption, Vigor and correct runes.
 * Stonefist Insignia, also with Survivor Insignias.
 * A Perfect Sundering Sword of Fortitude with the "Strength and Honor" inscription.
 * A Perfect Zealous Sword of Fortitude with the "Strength and Honor" inscription.
 * A Tactics Shield of Fortitude (maybe the one while in a stance, still testing).

Usage

 * Find a target, preferably a squishy and activate "For Great Justice!" and Enraging Charge. Once you attack them all your adrenal skills except Steelfang Slash will be charged (hit them one more time to fully charge it).Be careful not to overextend or charge in, though. Do not activate Flail until your adrenaline is charged.
 * Spam your skills, try to time Steelfang Slash so you get the bonus adrenaline. To do this you will have to time your attacks so that you are just about to hit them when you activate "Coward!" so you have the adrenaline for Steelfang Slash. As soon as you start attacking, (if you opponent is moving), activate "Coward!" and Steelfang Slash.
 * If you have swapped "For Great Justice!" for Mending Touch,use Mending Touch to relief yourself of annoying conditions such as blind, cripple, etc.
 * Use Healing Signet sparingly, you take double damage while using it and you can't spend all of your time healing.
 * Be careful when using Flail, you do not want your target to escape.
 * Have fun and good luck!

Counters
Charging in, overextending, etc.

Axe Variant
Of course, transfer all points from Swordsmanship to Axe Mastery.

Attributes and Skills

 * "For Great Justice!"
 * Mending Touch/Signet of Malice
 * Bull's Strike

Equipment

 * Radiant Insignia's and a Stonefist Insignia.
 * Furious Hammer of Fortitude/of Mastery

Usage

 * Get close to your target and use "You're All Alone!".
 * Activate Enraging Charge before attacking.
 * Activate Tiger Stance.
 * Use your hammer attack skills.
 * Make sure your target is not close to any Ally's when using "You're All Alone!". If the target is in a group of opponents, try hitting it until it starts to run.

Counters

 * Condition removal
 * Anti-melee hexes
 * Anti-melee conditions

Variants

 * It's possible to replace Tiger Stance with Burst of Aggression.
 * Alternative speed buffs are also viable.
 * Protector's Strike can be used as a quick activation attack.
 * Bull's Strike may be used if you feel you need the extra KD.
 * Depending on your secondary profession, you may also be able to incorporate Hex, Condition or Enchantment removal; shadowsteps; or additional utility skills.

Equipment

 * Armor: 1 Radiant Insignia (on chest piece), 1 Stonefist Insignia (any), all other pieces with Survivor's Insignia. 1 Rune of Attunement, 1 Rune of Clarity.
 * Weapons: Furious, elemental (any) and Vampiric Hammers of Fortitude, all with damage +15% (while health is above 50%) mods.

Usage
Approach your target using Enraging Charge. Your initial attack should be Mokele Smash. When Mokele Smash successfully hits, Enraging Charge will end, but the adrenaline gain will fully charge the cost of Devastating Hammer. Immediately use Tiger Stance and quickly follow up with Devastating Hammer, Crushing Blow, and Fierce Blow. Rinse and repeat.

Counters

 * Blind
 * Anti-melee spells
 * Anti-knockdown
 * Block, Evade
 * Sympathetic Visage, Ancestor's Visage, Soothing Images severely hinder the effectiveness of this build.

Variants

 * You may replace Tiger Stance with Frenzy or Flail upon self preference.

The Optional Slot gives a good deal of utility:
 * Wild Blow to rid stances.
 * Bull's Strike works well in conjunction with Enraging Charge to catch kiters.
 * Distracting Blow can be used for a key interrupt.

In addition, you may change your secondary to any type you believe can complement your play style in the optional slot. Here are a few useful choices:
 * Necromancer - Plague Touch
 * Monk - Mending Touch
 * Dervish - Rending Touch
 * Assassin - Death's Charge. Good for catching the target off guard. Trigger Enraging Charge, shadow step with Death's Charge, then proceed with Mokele Smash and the rest of the combo. It also gives out some healing so is useful to get out of an AoE.

Equipment

 * Sundering Axe of Axe Mastery or fortitude
 * Radiant Insignia on all the armor
 * Superior Vigor,Superior Absortion, and a Rune of Attunement

Usage
Steady Stance--> Drunken Blow or Desperation Blow--> Soldier's Strike--> "Watch Yourself!" (While Soldier's Strike is Activating, because shouts can be used while other skills are activating)--> "Fear Me!"
 * The best combo to use is...
 * By that time, Steady stance should be recharged (the whole combo takes 5 seconds), and you can go at it again

Even if you miss with desperation blow or drunken blow with Steady Stance active, you will still get the adrenaline and energy gain, so that can still be used without fear of wasting energy, and to keep up energy management
 * If you run low on energy (You get rezzed, or just have low energy), a good way to regain it is to take Soldier's Strike out of the rotation until you can get your energy back up with steady stance

Another decent combo is to use "Fear Me!" to drain lots of energy from enemy troops. Use "Fear Me!" then while shouting use the steady stance combo, once you strike "Fear Me!" would have been recharged and shout it again, then use Soldier's Strike to recharge "Fear Me!". Within five seconds every nearby enemy just lost 12 energy which can be quite devastating to elementals because of some of the large energy requirements.

Variants

 * Use a hammer for more spike damage
 * Use a Sword and switch out a skill for Riposte
 * Switch healing signet for Lion's Comfort
 * If using a sword, you could switch out a skill for Final Thrust since you build adrenaline so fast
 * If you know you will be healed, then switch healing signet out for an attack skill. this build gains lots of adreniline fast, so choose an adrenal skill
 * Sun and Moon Slash can be used
 * Assassin secondaries can use Signet of Malice. With all the conditions you are spreading, you will remove many from yourself if this is used right
 * If using an axe, you can use Critical Chop
 * If using an axe, Disrupting Chop is a good, spammable interrupt.
 * Change to W/D and use a scythe instead. Scythes will condition all foes hit with the AoE of the scythe.
 * Mesmer secondaries can bring Epidemic to spread the condtitions you put on an enemy to all the enemies adjacent to that one.
 * Switch Soldier's Strike for Thrill of Victory

Counters

 * Standard Warrior counters (eg Mesmers, Crippling)
 * Knockdowns can delay the combo, but not by much
 * Energy denial can be easy, because 2 pips of energy can easily be taken away, and if the warriors' energy is constantly below 5, they can't use steady stance and Drunken Blow or Desperation Blow for energy management