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  • Shock can be used as a snare and interrupt, however exhaustion will certainly be felt with a Warrior's low energy pool.
  • Grasping Earth can be used as a AoE snare to keep groups of enemies from kiting as efficiently.
  • The conjure skills, such as Conjure Frost can provide additional damage when wielding an elemental weapon for a very small investment of energy.
  • Armor of Mist increases both speed and armor.



  • The condition and hex removal skills of the Monk close a critical gap in the warrior skill line. Skills such as Mending Touch, Purge Signet and Empathic Removal are good utility skills.
  • Despite the popularity, Healing Prayers skills are arguably less effective than a warrior's Healing Signet, and should be avoided. This is especially true of Mending, which can cripple the already slow energy regeneration. However, Healing Signet's temporary armor reduction can be avoided, as well as its reliance on Tactics. In addition, the energy costs for using monk skills can be offset by an adrenaline-heavy skill bar.


  • The most common usage of the Necromancer secondary is for condition removal via Plague Touch.
  • Blood is Power can be used for energy management for the group.
  • Rend Enchantments can be used as an enchantment removal.l


  • The Assassin has a wide range of snares and shadow steps that can serve a Warrior well. Shadow Prison is an outstanding skill in this vein.
  • Signet of Malice can provide free condition removal.
  • Dash is an excellent speed boost that also serves as a quickly recharging cancel stance for Frenzy.
  • Death's Charge is useful for closing distance in battle, but take care not to outrun your party's support.
  • Iron Palm can be an alternative to Shock.
  • Disrupting Dagger is a useful interrupt that cannot be blocked or miss.



  • Remedy Signet may be used with no attribute points for a quick, energy-free method of condition removal.