Hello, fellow fighters! I'm an experienced GWF that has done a fair share of CN and VT runs.
Following the changes brought about by module 3, which particularly buffed the Destroyer tree I was already using, I ended up writing a GWF guide while trying to figure out what the best new feats for my respec would be. The build is designed with endgame PVE content in mind. It can also handle some PVP, but I suggest considering another build if you want to focus on it. Gear-wise, it doesn't account for the new items brought about by module 3, in particular the way black ice enchants work. I will edit once I become more familiar with them myself.
When I was new to the game I preferred a direct guide I could follow while leveling and gearing up, so I'll post that version here; those curious as to why I made these decisions and where they should go from here can scroll to the end for a link to more detailed explanations.
Race: Half-Orc is best, Human is second best. See spreadsheet for explanation.
Ability rolls: 18/13/13 or 16/12/16 (STR/CON/DEX). You pump STR and DEX while leveling.
Gear
Enchants
Vorpal and Soulforged.
Companions
Ioun Stone of Allure/Might or Cat. See spreadsheet for more.
Stat prioritization
Power>Crit>Recovery,Arpen>Defense>Lifesteal>All else
Powers
Get wicked strike to 3 while leveling. You'll be using it until 60.
Feats
The hardest decision was between Deep Gash, Executioner's Style, and Disciple of War. I feel DoW might be the best choice as long as you have the full Avatar of War set, considering that enemies are also debuffed (and you are also buffed) during dungeons, while Deep Gash now does relatively fixed damage.
Skillbar
Dailies: Crescendo (exchange with Spinning Strike for AoE), Avalanche of Steel (use for pulls or defensively)
Encounters: IBS, Restoring Strike, Takedown/Not so Fast/Mighty Leap (exchangeable)
At-Wills: Sure Strike, Weapon Master's Strike
Artifact: Bloodcrystal Raven Skull (change with others for damage if you want, see spreadsheet)
The spreadsheet explaining all my decisions as well as suggestions regarding itemization:
https://docs.google.com/spreadsheets/d/1EmANd5W3UeXDFNXXfcwAtCJCZcVdzQAqhqfUO2hwv64/pubhtml
Comments
I'm a bit confused tho - is your suggested power load-out for PvE? Cause I see (AoS, IBS, WMS aside) only single target powers. Kind of contradicting with the stat roll and gear you chose.
Also, when you do need to do AoE, WMS, in part due to having a shorter animation than WS, is surprisingly good as long as you sprint-cancel it properly and rely on the fact that Sure Strike and IBS can hit multiple targets. You can also swap Crescendo out for Spinning Strike; SS is particularly potent during singularities.
1) No, IV still does the same or more damage (frontline surge hits really hard now, and procs AoW bonus).
2) You will never top any damage charts using this build/loadout, especially with the lack of AoE.
3) If you are worried about topping damage charts, you are doing it wrong anyways. Paingiver is completely irrelevant in every way.
either you help your party win, or you don't.
Lowbies: DC (level 31) | HR (level 16)
You can almost always find me in the legit channel. Happy Adventuring!
GWF guide: click me
With WMS out of the rotation, you can put points into Executioner's Style, which would further boost general damage.
As for Eldritch runestones, it might be worth it under some circumstances. If you have good ranks on everything else, one ER in a defense slot might give you more than another enchantment. Bondings are definitely great if you can afford them.
There is another advantage for the sm. If you divide damage / time the roar would, theoretically, doing more damage than fs. and bringing more control (feet).
in practice this is a different, but anyway, a sm could use more encounters.
my good bf + ibs reaches beautiful 6 digits in casual battles in the party (without even being on point for the execution.).
for me are high values.
the truth is that we have good combos currently.
1) FLS is hitting much much harder than it did before, and will instantly proc the aow bonus, so it is a great opener.
2) SM will only ever be about equal to IV in pve. If you want to pvp at all, SM is a huge handicap, as you will be missing the two best pvp skills GWF has.
3) Overall, there really isn't a comparison. IV will do the same or more damage, be tankier, have better utility, do much better in pvp, and is just overall a better choice for GWF post mod 3. About the only advantage SM has is Weapon Master's Strike, which isn't a very big one.
4) The way you talk, you seem to think we should be leaving the damage dealing to the CW's. This is very wrong. If you want to help the CW's you want to be using as much AoE as possible and generating as much threat as possible, which, once again, IV does a much better job of. Single target has no place in regular clearing (see: why TR doesn't get taken into dungeons often). So basically your build is a glorified TR, instead of a damage dealing tank like GWF should be.
Lowbies: DC (level 31) | HR (level 16)
You can almost always find me in the legit channel. Happy Adventuring!
GWF guide: click me
-edit-
Also, FLS may give you 3 stacks of AoW when you hit 3 enemies but in a strange bug the set bonus isn't applied until you use your next encounter.
We are searching for slave labor, will pay with food from our farm!
FLS was nerfed by 30-40% and you now gain 40% from Unstoppable. It statistically can't hit much harder than it did before the nerf. During any fight that lasts more than two seconds (elite mobs or bosses), the mitigation WMS gives you will come out on top.
This is the effect WMS gives you on your At-Will and Encounter damage. The mitigation results in 30% extra overall damage, because it's applied after everything else is calculated, and can benefit even on a target that has 0 mitigation by default. It is well-worth having (the effect is 2/3 of a Divine Glow), and the 30% it also applies to itself means it is about as good as WS after one hit is applied. It is also faster and locks you in place for less (since even if you cancel the animation, the game keeps you in place until you're done with damage dealing), meaning you have better survivability.
Your right click attack is also your main sustained threat generator, and you can move around mobs quickly with WMS. FLS is indeed good for initiating, and does provide higher initial threat, but again, it shines in shorter fights. That sweet, sweet damage buff is very healthy to have on everything. My view on AoE is that you deal it while focusing important targets. You are a melee damagedealer with some AoE abilities, whereas CWs use exclusively AoE abilities. In a pack of elite mobs, you can alternate WMS and encounters. IBS also hits multiple targets if they are stacked, which is the case during the singularities that should be almost permanently up. You can easily swap takedown for Not so Fast outside of bosses, which will also benefit from the significant damage boost of WMS. Long story short, you shouldn't have threat problems. If you do, it isn't because you don't have FLS. I'm not building a glorified TR, I'm building around the strengths of the class.