One Above All GWF Mod 11 Destroyer – PVE Build
I’ve wanted to make a guide for a very long time but wanted to experience everything about the class that i could before i posted this build for others to see. I’m making this build on the grounds that i have attempted to help people in the past; and either the information and tips that i give to them is forgotten by the time they can fully utilise them, or the higher item level players are to arrogant to listen to improvements. The information will be fully displayed and updated where needed to allow anybody who wishes to make improvements do so at any given time.
In this picture I run a Dragon Born race as I feel that for maximum output this is the best race to go, however if i was to choose another race it would be the Half Orc; mainly for the 5% crit severity. Be warned that crit severity is not as good as many people think if it can be traded up for consistent damage do so.
- Dragon Born 18 STR/DEX for max results
- Half Orc 18 STR/Dex for max results
On the GWF the main stats are Strength Dexterity and Constitution, But the best thing to do it to apply the plus two bonuses at the character creation screen to Strength and Dexterity as Constitution is far less important and can be build up else where later on. I have not mentioned human is it is not one of the superior races for the GWF and i will only be featuring feats for these two races.
- Vivified Headsman’s Raid Sallet – Dark Enchantment Rank 12
- Vivified Headsman’s Raid Scalemail – Pure Negation – Dark Enchantment Rank 12
- Vivified Headsman’s Raid Vambraces – Dark Enchantment Rank 12
- Vivified Headsman’s Raid Greaves – Dark Enchantment Rank 12
- Headsman’s Greataxe – Transcendent Lightning Enchantment – Azure Enchantment Rank 12 (x2)
- Headsman’s Sword Knot – Offense Slot (Radiant Enchantment Rank 12) – Defense Slot (Dark Enchantment Rank 12)
- Berserker’s Gemmed Exquisite Shirt & Trousers – Offense Slot (Radiant Enchantment Rank 12) – Defense slot (Dark Enchantment Rank 12)
- Demogorgon’s Girdle of Might – Dark Enchantment (x2)
- Greater Ostorian Ring of Dod – Radiant Enchantment Rank 12 (x2)
- Greater Ostorian Ring of Hellig – Radiant Enchantment rank 12 (x2)
- Baphomet’s Infernal Talisman – Utility Slot (Dark Enchantment Rank 12) – Offense Slot (Radiant Enchantment Rank 12)
Vivified Headsman’s Raid Sallet – This headpiece I use specifically for the extra stats that it gives me since i do not run 100% crit chance, this headpiece if acquired can be adjusted so you are running the Jarl’s Gaze; this will allow you to gain extra power if you are currently running most if not all of the relic armour.
Pure Negation – This enchantment if broken for now if fixed I will update this enchantment to a transcendent.
The reason I do not run the transcendent negation is because i like survivability on my GWF the character does automatically acquire it but it does have the means for it if you can do it. The negation is meant to give you damage resistance the more hits your character takes and this stacks up to a maximum of 10 stacks, however the transcendent is only ever stacks to 3 stacks and does not go past it. I discovered this issue and ever since I started using a pure it goes all the way to ten stacks. I would recommend this if you’re looking to tank partially with this class.
Headsman’s Weapons – These weapons are best in slot since the set bonus for these weapons allow you to have constant increased damage by 10 % for ten seconds, also heals you for 15% of your health. Along with Overcharge Defense which will allow us to tank a little better since it reduced incoming damage by 10% for ten seconds; and increases run speed by 15% which is very nice since it allows us to be faster to the groups than any other DPS in the dungeon.
These weapons can be switched out with ascended weapons from the River District, They may not be best in slot but are much cheaper and easier to upgrade plus they are a very close second to the Headsman’s weapons. If I had to choose this set i would personally go with the Lifeforged set since it gives 10% of defense as power and restores 5% of defense not amazing, however much easier to upgrade since it does not require the assistance of SVA/MSVA like the relic weapons
Utility Slots – I run all dark enchantments for extra movement to allow me to beat other DPS to groups since the objective is to get there first which allows us to build stacks first and do more damage overall to the groups the only dungeon i recommend staying with the group is FBI but this varies depending on item level.
Rings – I chose the Greater Ostorian Ring of Dod and the Greater Ostorian Ring of Hellig based on the fact that as a GWF to increase damage output we need to build stacks for our class one of these is Destroyer’s Purpose to achieve this we must stack effectively since this only stacks during determination, with this in mind you start to understand that maybe running underdark sudden rings is not the best idea. As the buffs take a little while to build up the effect that last only ten seconds is minimised to a low percentage, however they can be used on groups of enemies that do not have large pools of health. Do not count them out but at end game i would remove them if possible for some more stable stat rings for example the rings i am running.
Defense Slots – I mostly run dark enchantments in defensive slots to give me more lifesteal, since the introduction of the lightning enchantment it makes us god like at staying alive through the groups in a dungeon and even on certain bosses. you will only ever need between 12% and 18% life steal chance this is the recommended amount for it to be most effective without reducing your stats a whole lot. I gain life steal also from using one of the three end boons in the tyranny of dragons campaign to give me 3%more so i do not have to use more defensive slots. I sacrifice little crit severity for this and it makes it much easier to stack. I can then run the defense boon from my guild giving me 8000 defense which if you follow my feats then 20% of 8000 at least will return to your overall standing power.
Lightning Enchantment – This was a very nice addition to the GWF for mod 11 it did increase overall damage in dungeons but I have been noticing a few issues with this enchantment, the issue is that it has severely reduced damage on bosses. I propose for the more financially well of players that you have a lightning for the mobs and swap it out to the Feytouch enchantment or the Vorpal enchantment, i say the Feytouch because i find it better for the time that you are not in a good buff group, if your power is stacking crazy high Vorpal but if not the Feytouch will do you slightly better and since this build does not feature 100% crit chance the Feytouch could give you the edge.
Critical Chance – This can be a pretty tricky matter to get in to, some people say that 100% crit chance is better but if you’re already using the lightning you do not need it i only run around 85% on proc and I crit almost every hit and this doesn’t vary between dungeons, however you could run in to an issue as i have noticed the Vorpal somewhat kills your crit chance so either swap out a little power for crit and use the Vorpal or just rely souly on your buff group being very good. But you can also swap out the Vorpal for a Feytouch and keep your crit chance the same and still put out the same if not slightly more damage for this build.
Swapping Weapons – If you’re reading this build and are financially well off in game or just have a lot of time i would recommend ranking up a second weapon of the ascended variety; doesn’t matter which since you will not be acquiring the set bonus and just rank that sword up and out the second weapon enchantment on to it with either place holder enchantment in the offense slots or high ranking enchantments, this will save you a lot of gold because switching every dungeon is just impractical for everyone.
Main Hand/ Off Hand Powers – on your main hand always use Sure Strike for best DPS output on the off hand you can use wrathful determination for more run speed if you finish a fight with a near full determination bar it will give you 20% more run speed to stay ahead of the other DPS.
Artifacts – As far as artifacts go the wheel is always your main artifact and you will always want to take fire from this, the lantern purely for stats along with the sigil of the controller and the Orcus shard; i also run the Orcus neck and belt to complete the set as this is the best set bonus for the GWF. On the next double refinement i will also be switching out the Sigil of the controller for the Key of Starts artifact, simply because the sigil has 600 control resist and i do not need that so it would be nice to remove.
Powerful Challenge – This allows any marked target to take 15% more damage from you, i would highly recommend this skill for all GWF it is necessary for when we get around to explaining the encounter powers. I would recommend the deflect chance for the recovery feat, when i was a low item level it never saved me that often but if absolutely necessary run it temporarily until you’re a bit tougher.
Slam – This is the feat that we removes student of the sword for, it allows the daily slam to give you 25% of your power back to you for a short time, I would recommend this as it plays a role from beginning to end for more damage in a dungeon for the GWF.
Alternate Loadout – This is the second build i have been working on to allow us to clear groups of enemies faster therefor allowing us more damage, this build does not use Slam but does feature relentless battle fury; the reason for the build change is because a user by the name of “Nxxxxx Kxxxxx” Pointed out that only skills that have the tag “Burst” proc the mighty blade feat, after further testing this appeared true. This new build allows the GWF to use battle fury on groups and daring shout on the bosses; this feat allows a 25% increase to the uptime of battle fury which is long enough for you to kill most groups. The downfall to this skill is the it is meant to have a 50% cool down reduction on battle fury but this does not work unfortunately.
I would spec in to Student of the Sword but i find it almost useless even at the best of times; if you really do not want to use battle fury then you can spec in to this feat and still use the same rotation stated below.
Everything else on the build stays the same as the original build so you can continue to follow this guide for your second load out slot, i can not find a reason to have a third for the GWF yet i’ll update the build if i find one.
Campfires (Shroud of Souls Update) – I have been noticing that there are certain campfires that do not allow you to switch builds; these are the second campfire in MSP (Master Spell Plague) and the first campfire in ETOS (Epic Temple of the Spider), this is mainly for the campfires that do not work just before a boss you must switch out just the battle fury encounter for daring shout and if you run Steel Blitz swap that out for Wrathful Determination and then just switch back to battle fury and Steel Blitz to continue on the groups; i do not suggest you use Crescendo even though you are not feated in to Slam continue to use it as it still gives a slight buff. There could be more campfires that are broken at this stage but i have not seen any others; if you know anymore just apply the same logic to those.
Daring Shout – This power will mark targets within a small radius around you, this gives you combat advantage to the target marked and it increased your damage resistance depending on the strength of the enemy, another skill that allows us to tank better This is a recommended skill to be used until bosses but for all groups clearing through dungeons use this skill.
Hidden Daggers – This power is very handy for a couple of reasons the main reason for it is to give a 40% increase in damage for 8 seconds to the GWF and it can be used multiple time but the buff does not stack, however the alternate use for this power is to do damage. One example would be castle never in the first hallway inside the castle i run to the last group of rotters in that hallway kill them and quickly turn around and use 2 hidden daggers this will clear out the rest of the rotters for more damage. This skill does a very nice amount of damage nothing phenomenal but good enough to use on groups. This skill will always be slotted in every dungeon.
Indomitable Battle Strike (IBS) – This is our heavy hitting move if you get your buffs correct with some rotations i will explain further down the page then this skill is the main source of chunks coming away from the bosses health bar, it should always be slotted and should only be used inside determination and never any other time.
Battle Fury – This skill is useful in the correct scenarios; one example of this would be for the alternate build in this guide; i recommend this power because it does allow you to gain a full stamina bar again once it is reduced. This skill will come in especially handy for new people trying this style of play; relentless battle fury will allow 25% extra uptime for battle fury making it easier to use.
Sure Strike – This is the GWFs most damage At-will power and it will certainly give you the most damage, you use this skill once you reach the maximum determination bar it can be used before but you’re just losing damage for yourself and this build is not about that. This move when fully buffed will create a lot of issue for other counterpart DPS in the dungeon because of the high damage output, it also scaled your class very nicely with high buff/debuff groups.
Weapon Master’s Strike – This At-will allows you to hit multiple enemies and spawn a clone of yourself behind that enemy granting you combat advantage and the damage that comes with it, this is a must have At-will power and is used for quick feat stacking to output high damage, it is probably the best group clearing the move GWF has as of this point.
Class Feature : Destroyer – This active goes very nicely with WMS since it gives you extra damage for every 3 targets hit by hit and this stacks a lot of damage for an class feature and helps with mod clearing especially this is needed in every scenario at any item level.
Class Feature : Wrathful Determination/Weapon Master – I say to different class features now i would always recommend wrathful determination for the simple fact that it gives you damage percentage depending on how full your determination bar is but it then doubles that percentage when determination is used giving mass damage output for you and it is consistent. Some times it is harder for lower item level GWFs to have very high crit chance so Weapon master i would recommend i use this myself from around 2800-3300, and i found it easier to beat higher level GWFs with this than wrathful determination so i would definitely recommend it if you’re around this item level.
Daily: Slam – This daily power allows is a good daily to use even on groups but it does have a somewhat long cast time so it can interrupt your battle slightly so you need to be careful when tanking groups of enemies at a time it could be fatal.
Daily: Crescendo – I have this daily slotted but never use it unless it is by accident because the cast time takes way to long and it is no that beneficial to use as a daily i would only recommend it to fill the slot but nothing more than that. on the flip side it it does have high damage so you may be able to get it to work in a high buff group but it would still be obsolete to Slam.
Class Feature : Steel Blitz – This is a new edition since the introduction of the lightning in mod 11, i have used steel blitz and have even attempted to use a Death Slaadi to get those extra hits from steel blitz; but i find it to give me less damage, this may vary because i am the maximum item level so i thought i would put in in this build as an optional thing to run on the groups in a dungeon but never run this on the bosses. you would swap out Wrathful Determination/Weapon Master for this class feature. The Slaadi will add poison to your weapon allowing you to proc steel blitz more often but only upgrade the Slaadi to blue as at purple it becomes an AOE and not attached to the weapon so it will not proc steel blitz. I don’t use this personally because i can build my determination max very efficiently even on low health pool groups but for lower levels you could consider it, do not run this skill at all in FBI/MSVA/SVA.
Daring Shout – when you first go up to a group you will use Daring Shout to mark all of the enemies this will build a lot of determination for you and it will give you more damage resistance to help tank the enemies and this will also give you more buff stacks and you would proceed to annihilate this group because of the extra damage the mark gives you.
Hidden Daggers – You will use this skill for two reasons one for the buff it gives you and two for the amount of damage it deals out depending on the item level of your GWF this moves is more effective but it will still work non the less, Higher level GWFs can acquire more damage at a convenient rate making it better but this rotation will still work all the same. You will then use hidden daggers on the group for extra damage and buff.
Weapon Master Strike – You will then go closer to the enemies and prepare to obliterate them with WMS this should take a few swings but your damage will build up with this, i would recommend this skill for also building stacks in boss fights because it does a double hit making ti faster at stacking the feats you need quicker so incorporate this immediately in the boss killing portion of the dungeon. One thing i never see anyone mention is what to do if you die in the boss fight because when you die you stacks which contribute to your damage so to start back up again the fastest method is WMS to start then Daring Shout to Hidden Daggers and then Indomitable Battle Strike.
Indomitable Battle Strike – This encounter power is to only be used when you use determination and use IBS after you use determination if you have done the rotation correctly you will have ample stacks for a nice IBS hit. For groups i would recommend if you need to use IBS if you are a lower item level attempt to line up as many target as possible this is your highest damaging encounter you want to hit as many target as possible with it.
Sure Strike – This At-Will need to be used in determination after you use IBS once you have used your first determination if it is a group it will usually be dead but in a boss fight you will use your first determination with the rotation and you will then have 10 stacks of Destroyer’s Purpose this grants you a lot of extra damage at this point you can incorporate Sure Strike as a usable At-Will since you have max stacks and charge your determination to full and re-use.
Dailies: Slam – This is a daily power that you will always use over Crescendo because the build is based around Slam this power will boost your power by 25% but bare in mind that all targets affected by this will have double aggro towards you so you could pull some enemies if you’re doing good damage also, so beware of that when tanking as well.
Battle Fury – i have started using this skill more now since using relentless battle fury on my alternate group clearing build; the cool down reduction on the skill doe snot work yet but the 25% extra uptime does. This allows the GWF to still take advantage of this during groups because of the extra uptime. You will be able to retain more stamina throughout the dungeon because of this skill and will be able to do more damage on the groups. Be Warned doing this means the tank is not responsible for you dying; also this should not be done in FBI/MSVA/SVA/MSP. Temple of the spider could dangerous because the spiders can hit you in the back as you are running and if not in the sprint animation can actually kill you at a lower item level so just head the cautions when using this skill for this purpose.
Tips- If you are using Weapon master then the method of stacking determination to max bar before using it doesn’t do anything for you so you can use it below a full bar and still get full effectiveness out of it. The full rotation with everything at max would be Wheel of elements and grab fire then use IBS sprint forward and then stop before it uses the move to proc Overcharge attack for 10% more damage then use the Tenser’s Disk and then Slam and begin the rotation above.
Rotation Videos – I am displaying my rotation(s) necessary to cover all types of enemies in a dungeon ranging from groups to single target, i am showing this because some people find it easier to learn from watching rather than just reading and improvising in game.
This is the group rotation that i use, this can be used on all groups in tier 2 dungeons and lower, for FBI i would recommend starting with this rotation and then extending to sure strike to take out the giant one by one if necessary.
This is my single target rotation it could vary on some enemies where i need more stacks at a more efficient rate; but i would usually use this rotation, feel free to adapt this as the objective is to gain a full determination bar as this will give us the damage that we are looking for. (Only adapt this as long as you feel you’re gaining the necessary stacks for maximum damage output)
I respect the tanks of the game but in some cases they just are not fast enough for me so i am telling you to run ahead of the group but the issue is that some of the lower item level players could die doing this and would then be forced to stick with the group until they are strong enough to do otherwise. One way to help tank is to sprint just before the enemy hits you it is not commonly heard in builds but this gives you extra damage resistance and allows you to tank stronger enemies if needed. Obviously get a Negation this is essential even if it is low level it will help you non the less. Apply the guild defense boon now i can tank but i still only have 140k standing hit points around the 150k area in a dungeon so i can still die. I just want to make lower item level players have slightly better tanking capabilities because support get annoyed when their DPS die it takes longer to do the dungeon. The most effective way to take the hit is sprint and then stop just after they hit you you do not want to continue sprinting you just want to be in that sprint mode long enough to take the hit, this tanking does need life steal though obviously do not do this without life steal as explained above. Tanking for the GWF is still by chance because each hit needs to be give life steal so it all bases on chance remember that.
Orcus Update 20/6/2017 – Shroud of Souls
With this update Orcus’ damage has been greatly reduced, there now should be no reason that a tank would have a problem tanking Orcus. However if there is for any reason the GWF does have the potential very easily to tank Orcus if needed. After tests with my negation on and using my Tenser’s Disk for the damage resistance Orcus was hitting me for 15000 per hit and 40000 on a crit, most GWFs with decent life steal can heal through this just use the above information on how to tank groups of enemies and it will work just fine. Orcus does swing faster now but even reducing some damage on only a couple of the hits will easily allow you to regain health.
Companions – In this screenshot i am showing my current companion the Con Artist i use this companion because of the 10% defense reduction he gives to the enemies that he is hitting this debuff like every debuff is applied for everyone, usually i wouldn’t run this because i want solo damage and not for other to do 10% more with me but debuff groups do more damage overall and faster runs than you running a solo damage companion, this is an overall better choice.
- Con Artist
- Erinyes of Belial
- Fire Archon
- Siege Master
- Air Archon
Companions – I understand that some people will still want the solo damage over the debuff for better stats and to get a larger advantage over other DPS so this is my solo damage companion setup that i run if need be This gives you better proc stats but there is no extra 10% debuff but an earth archon to allow the extra 7% damage if you are at full health. This is almost guaranteed in a boss fight.
- Earth Archon
- Erinyes of Belial
- Fire Archon
- Siege Master
- Air Archon
The compnaion that are still purple stay like that because there active bonuses do not improve at legendary and so it would be a waste of time even in shroud of souls when legendary companion count towards item level. The gear i run on my Fire archon can be farmed from Illusionists Gambit so do not fear about not being able to get it.
- Rank 12 Bonding Stone (x3) absolutely necessary a must have for the GWF before almost anything.
- Adorable Bites ring (x2) – Radiant Enchantment Rank 12 (x5)
- Adorable Bites Talisman – Azure Enchantment Rank 12
- Fierce Ring – This is for my Con Artist since i do not have another Adorable Bites Ring.
Boons – The boons all revolve around self stability as well as the maximising of stats, the guild boons i run are Power and defense i would encourage all GWFs to do the same these are the two most important ones.
Mounts – I use the Tenser’s Disk because of the fact that it has the perfect bonus for a GWF in making us faster harder to kill and giving us a bonus in the stats that we need the most; very efficient, i am also running an Arcane Whirlwind, either 4000 power mount will do just for me this was the cheaper option for the same result use thats for the equip power and that mount powers a bonuses done.
Insignias – The reason i do not run any armour penetration on my character is because it is all run through my mounts and artifacts i did this because i wanted to be able to switch around armour or most enchantments without a restriction so this was an option but it is an expensive one so bare that in mind.
Cavalry’s Warning is basically another 10% on every important stat that you need, this can be used with any legendary mount and i would recommend it but it does work with any legendary mount, however always buy a Tenser’s Disk first because that is the one that you will find gives you the biggest benefit in damage.
This is a huge thing for this build, stamina for this build equals to damage because getting to the groups first is what matters the faster you can build those stacks on groups the more damage you will get compared to the other DPS. Things that can help with stamina gain our as follows:
- Stamina regeneration jewels
- Mount Insignia Bonuses
Stats – These are my stats for right now standing with the Con Artist i have improved stats now because of the key of stars, the power could also be nearly 50000 standing if i add the Jarl’s Gaze on to it. With the Fire Archon on the stats are very similar just with 300 less crit but that is all.
These are my statistics for the full buff proc; the critical severity could be slightly higher since i do not have the final boon for tyranny of dragons, but these stats are a good rounding for maximum damage output along with strong survivability.
These are my procced stats with the con artist on with nothing but the buff from protectors camaraderie.
The stats here are using the fire archon on proc with nothing but protectors camaraderie, this is my solo damage stats even though the stats are slightly lower power wise the debuff more than covers that.
On top of that you have to consider when running ahead the fire archon doesn’t follow you so you probably won’t have bonding stones when fighting the groups which also contributed to my switch.
These are the stats when i am full buffed using my Tenser’s Disk, Cavalry’s Warning, Wheel of elements, and Slam.
These are my procced stats they vary slightly since i am testing these stats on a training dummy, however they are very close to the actual stats in a dungeon. My critical severity is a little low and that is because i have re-distributed some of the tyranny of dragons campaign boons to more suit to my survivability but you can apply them all to crit severity if you wish to.
These are my stats fully procced with the alternate build for the second load out, the power is less than the original build, however the increase in damage with the encounters and at-wills almost covers this power loss.
Xbox Gamertag : I Tev I