This may be something other than what you are looking for, but the main thing is going to be to practice. PvE can help to some extent, but you really need to just get in there and start playing. That's the only real way.
I understand you're possibly nervous about not being able to contribute for your first couple times in PvP or WvW, but that's really just how it's going to be. You will get much better much faster by actually playing. People probably won't even notice, and even if they do, it's just part of the game.
Beyond that, the biggest piece of advice I can give is to be familiar with your skills. You will tend to get nervous in PvP, moreso than in pressure situations in PvE. Make sure you are familiar with your CC effects -- which skills they're on, how they work, how long between uses, that sort of thing. Again, gauging how effective each skill is will only be able to happen through actual experience.
Other than making sure you know how to use all of your skills (with focus on CC), you'll want to practice kiting -- again, this is best done against other players, but you can try kiting mobs around as practice.
Familiarity with other classes/skillsets will help -- I suppose you could try playing with all sorts of weapons/classes/races so you will know ahead of time exactly what to expect from every opponent. Jumping right in will still be a faster way to gain this knowledge than trying to prepare without actually PvPing.
It is not yet possible to recreate the Rampager's amulet outside of sPvP.
PvP has different stat combinations available than in PvE. The Rampager's amulet seems to duplicate a set that is half Precision / Condition Damage / Power (Aka, the Rampager prefix), and half Precision / Condition Damage / Vitality , a combination that is not present on PVE gear. (if the link doesn't work, click "Show Filters" and try the link again) The Jewel (equivalent to PvE accessory upgrade slots) replicates these ratios.
Almost all level 80 gear in Guildwars 2 has a 3-stat combination, but not all possible combinations (including variations in the Primary stat, which there's always twice as much of) are in the game. The Halloween Event added in a new combination (Magic % / Power / Condition Damage ) of stats, so it seems likely that future updates may also fill in the missing distributions.
Best Answer
In this video, the owner discusses the situations in which “stunlocking” is possible in GW2. For the purposes of this discussion, I use the term “stunlock” to mean any control-oriented CC that causes the target to lose the ability to take action – e.g. stuns, knockdowns, knockbacks, fear, etc.
StunLock "Definition":
In a nutshell, in order for Player A to chain CC (Crowd Control) Player B, the following things must be true:
Player A must spec for multiple CCs and chain them together Player B doesn’t have the appropriate immunity (e.g. via Stability for control CCs) or relevant stun breaker available Note that movement-related conditions such as snares (via cripple or chill) and roots can be removed via condition removal.
How CC is Balanced:
ArenaNet balanced CCs in this game with the following design decisions:
Video Demonstration with Comentaries:
Hit this link for the full video with comentaries
The warrior of this video is running a “Captain Hammer” Warrior build.