Guide:Generic Sword Warrior

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Warrior-icon-smallAxe Warrior Warrior-icon-smallSword Warrior Ranger-icon-smallUtility Ranger Necromancer-icon-smallCurses Necromancer Assassin-icon-smallPressure Assassin Ritualist-icon-smallHA Ritualist

This guide covers the build style used by meta sword warriors.

The Core BuildEdit

<pvxbig> [build prof=W/any sword=12+1+1 strength=12+1][Sever Artery][Gash][Sun and Moon Slash][Optional][Bull's Strike][Frenzy][Rush][Resurrection Signet][/build] </pvxbig>

Core SkillsEdit

Sever Artery Sever Artery & Gash Gash

  • This combo allows the sword warrior to apply deep wound to a foe. Gash is the only Swordsmanship skill that applies deep wound, and it's bleeding requirement makes Sever Artery (or Crippling Slash) necessary. Barbarous Slice would be a poor choice for inflicting bleeding as it requires that you not have a stance active for bleeding to occur.

Sun and Moon Slash Sun and Moon Slash

  • Provides a strong spike finisher that hits twice, and thus triggers buffs such as conjures and Barbs twice. It also grants an extra strike of adrenaline and is unblockable.
  • Final Thrust used to be the standard skill for this slot before Factions was released, as it provided the largest amount of bonus damage in an attack skill at the time. It's penalty of losing all adrenaline makes it much less popular than SaMS.

Bull&#039;s Strike Bull's Strike

  • This skill is stapled to most warrior bars for good reason. It provides a 3-second knockdown (with Stonefist Insignia) on any moving foe, allowing you to spike them while they cannot move or use most skills. Generally, it is followed up with the warrior's interrupt or Shock once the target gets up to prevent last-second skills.

Frenzy Frenzy

  • Frenzy is the Increased Attack Speed (IAS) skill of choice for axe warriors due to its 33% increase, maintainability and short recharge. IAS is needed to pressure, build adrenaline quickly, and compress a spike so healers have a harder time catching it.
  • Its downside of double damage to the user can put the user at serious risk if they don't watch the field carefully to know when they can and cannot enter Frenzy.

Rush Rush

  • This skill serves two purposes; it provides a 25% IMS to catch fleeing foes and acts as an ideal cancel stance for Frenzy/Primal Rage due to its low adrenaline cost and no recharge.
  • Some builds may use an energy based IMS, i.e. Sprint, for instant activation without adrenaline. This is advantageous for splitting, as rush cannot be charged without hitting for adrenaline.

Resurrection Signet Resurrection Signet

  • Used to resurrect allies. No single skill can make up for a teammate's entire bar if they die.

Your Elite SkillEdit

Most warrior elites available to a sword warrior are stronger versions of the non-elite skills above, and replace the corresponding skill.

Crippling Slash Crippling Slash - Build

  • Used in place of Sever Artery to allow even more condition pressure as well as spammable Cripple, most common used Elite for a Sword Warrior.

Hundred Blades Hundred Blades - Build

  • Provides additional damage to each sword attack that hits in adjacent AoE.
  • As this is Slashing damage, it has increased synergy with Barbs (and Mark of Pain in AB).

Battle Rage Battle Rage - Build

  • Used instead of Rush to provide a faster (33%) IMS as well as double adrenaline gain while active. However, the use of a non-adrenaline skill will end it. As an sword warrior's energy skills usually consist of Bull's Strike and Frenzy, this is usually not a major concern as the IMS is usually no longer needed once those skills are used.
  • Weapon of Aggression can be used in place of Frenzy to have an IAS at the same time as the IMS + Adrenaline boost of Battle Rage.


When choosing from other skills, keep in mind their energy costs, as a warrior has low base energy and energy regeneration.


Savage Slash Savage Slash

  • Useful as both an interrupt and a quick attack for more spike damage.

Shock Shock

  • Obvious.

Disrupting Dagger Disrupting Dagger

  • Useful as a half-range interrupt on any skill.
  • Account for the flight time of the dagger when using.

Power Spike Power Spike

  • Zero-flight time interrupt on spells and chants.

Leech Signet Leech Signet

  • Same as Power Spike but with a longer recharge and no energy cost.
  • Can interrupt any skill, and returns energy on spells.

Enchantment RemovalEdit

Rip Enchantment Rip Enchantment

  • Ranged removal + Bleeding.

Rending Touch Rending Touch

  • Low recharge, touch range removal of enchantments.
  • Be careful not to strip important enchantments from yourself.

Self PreservationEdit

Healing Signet Healing Signet

  • Requires some attribute reshuffling to be effective.

Lion&#039;s Comfort Lion's Comfort

  • Provides both health and adrenaline.
  • Be wary of the signet-disabling drawback.

Antidote Signet Antidote Signet

&quot;To the Limit!&quot; "To the Limit!"

  • Provides a small, maintainable health boost, enough to cover the health penalty of a major rune if desired.
  • Also provides adrenaline upon activation based on the number of foes within earshot.

Shield Bash Shield Bash

  • Thwart linebackers and physical spikes on yourself.
  • Can also block a bow/spear interrupt if needed.


Conjure Lightning Conjure Lightning / Conjure Flame Conjure Flame / Conjure Frost Conjure Frost

  • Invest 9 points in the elemental attribute, lowering strength to 9+1.

&quot;Fear Me!&quot; "Fear Me!"

  • Increases your critical rate against stationary foes, and provides minor energy denial.

Protector&#039;s Strike Protector's Strike

  • Very fast attack with big bonus damage on moving foes. Useful for spike compression.

Thrill of Victory Thrill of Victory

  • Provides fairly large damage, as well as adrenaline gain.

Warrior&#039;s Cunning Warrior's Cunning

  • Ignore all blocking.
  • Note the long downtime, and 10e cost.


Sprint Sprint

  • Replaces Rush.

Soldier&#039;s Speed Soldier's Speed

  • Requires a maintainable shout for full effect, but provides up to 30% IMS instead of 25%.


Death Pact Signet Death Pact Signet

  • Hard res that can restore more energy than a resurrection signet.
  • Note the drawback.

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