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Old Sep 14, 2005, 05:37 PM // 17:37   #161
Frost Gate Guardian
 
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helo ppl.
Been playing W/Mo for awhile now. PvE mostly.
the build i've been using this far is:
-----------
Sword : 16
Tactic : 9
Healing: 10

1.sev.artery = bleeds for 25sec
2.Gash = lowers hp by 20% for 21secs
3.galrath = +43dmg
4.final thrust = +43dmg , 2*43 if mobs hp is under 50%
5.Bonetti = 9 sec, 75%chance to block in. meelee attacks,each hit 5mana
6.Breeze = hp regen 7
7.healing hands = 10sec, each hit u gain 20hp
8.ress spell or mending
very basic build, but also pretty decent.
--------
Was experimenting with different skill combs: came up the following (maybe someone posted a similar before)

sword : 15
Healing: 9
Protection : 7
Tactic : 9
strenght : 5
---------

1.Berserkers Stance = 7sec,attk 33% faster,gain 20% more adren. on hit
2.galrath = +40dmg
3.final thrust = +40dmg , 2*40 if mobs hp is under 50%
4.Bonetti = 9 sec, 75%chance to block in. meelee attacks,each hit 5mana
5.Gladiator.S = 9 sec, 75% block in. melee attk.block attacker suffers 23dmg
6.Vital blessing = enchantment, gain +125 to max health
7.Healing breeze = 7 life regen
8.Restore Life = ress
--------
both are for PvE, mostly tanking+some dmg dealing. the bad thing about vital blessing is that it will mostly likely be stripped and I will suffer for it, could use shielding hands instead

Last edited by w0lla; Sep 14, 2005 at 06:27 PM // 18:27..
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Old Sep 25, 2005, 09:59 PM // 21:59   #162
JYX
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Average Axer
Quote:
Warrior/Necromancer
Level: 20

Strength: 11 (10+1)
Axe Mastery: 16 (12+4)
Curses: 8

Eviscerate [Elite] (Axe Mastery)
If Eviscerate hits, you strike for +42 damage and inflict a deep wound, lowering your target's maximum health by 20% for 21 seconds.
Adrenaline:7

Executioner's Strike (Axe Mastery)
If this attack hits, you strike for +42 damage.
Adrenaline:8

Disrupting Chop (Axe Mastery)
If it hits, this attack interrupts the target's current action. If that action was a skill, that skill is disabled for an additional 20 seconds.
Adrenaline:6

Penetrating Blow (Axe Mastery)
If this attack hits, you strike for +21 damage. This attack has 20% armor penetration.
Adrenaline:5

Frenzy (Warrior other)
For 8 seconds, you attack 33% faster but take double damage.
Energy:5 Cast Time:0 Recharge:4

Sprint (Strength)
For 13 seconds, you move 25% faster.
Energy:5 Cast Time:0 Recharge:20

Rend Enchantments (Curses)
Remove 6 enchantments from target foe. For each Monk enchantment removed, you take 40 damage.
Energy:10 Cast Time:3 Recharge:30

Resurrection Signet
Resurrect target party member. You can only use this skill ring once per mission.
Energy:0 Cast Time:3 Recharge:0
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Old Sep 27, 2005, 01:45 AM // 01:45   #163
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Swords usually do less damage because they tend to be remotely effective in only two configurations: either spamming energy-based attacks (in which case you'll run out of energy), or trying to spike - but sword's only real spike is Final Thrust, which is powerful and nonelite but relies on the enemy having less than 50% health to begin with. 6 DPS from Bleeding doesn't really augment sword damage much. The main advantage of swords is the lack of a critical elite like Eviscerate or Devastating - you can run a viable sword warrior without a sword elite, and let them carry some sort of support elite like Martyr or BiP or something.

The fact that there are a massive number of bad sword warriors doesn't help either.
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Old Sep 27, 2005, 01:56 AM // 01:56   #164
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Flourish helps, but people shy away from it because it doesn't really allow for much creativity -spam flourish, load up at *least* 2 energy attack skills, and pack some secondary spells.
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Old Sep 30, 2005, 07:05 PM // 19:05   #165
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Quote:
Originally Posted by Everous
Average Axer
This, IMO, is the perfect base to use as an Axe build for PvP.

Includes 3 high damage attack skills, an interrupt, a running skill (for chasing casters), an adrenaline builder/attack enhancer, an enchantment removal/condition remover and a res signet.

The classic build for an axe warrior.

You can mod this to almost any class - just substitute Rend Enchantments for your classes' enchantment/hex stripper...(i.e. Shatter Enchantment for Mesmers, Smite Hex or Mend Ailment/Conditions for Monks, etc.).
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Old Sep 30, 2005, 07:54 PM // 19:54   #166
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will IWAY (shout) and frency(stance) stack attack speed?
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Old Oct 07, 2005, 01:48 PM // 13:48   #167
DvM
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Can anyone give me some comments on my W/mo build?

1. res signet/ressurect
2. For great justice
3. Flurry/cyclone axe
4. eviscerate
5. axe rake
6. excecutioners strike
7. remove hex/bonettis defense
8. Mending/ healing breeze

axe 12+1+2
strenght 9+1
healing 9
tactics (forgot this one, but all the remaining points +1)

i use this build for the random arenas, with flurry/cyclone+ for great justice to build up adreniline fast and then use eviscerate+axe rake to cripple foes and give them a deep wound, if someone dies i use bonettis and then ressurect+ healing breeze. But sometimes i bring remove hex and then the res signet.
also, would it be handt to have a +30 health axe grip or 20% axe mastery? or maybe even +20 enchantments for healing breeze?

if anyone could give me a few pointers, i would really appreciate it.
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Old Oct 08, 2005, 03:03 AM // 03:03   #168
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Frenzy + Sprint should be added (I suggest looking into Swift Chop/Penetrating and Disrupting Chop), I don't like to bring self heals, and I seem to fare well in CA without any heals on my Warrior... I suggest removing Rake for Swift/Penetrating, If you want hex removal I think Smite Hex would be much better(however I would also suggest removing it for something like Disrupting Chop) and removing Mending/Breeeze for Sprint. Rez Signet over Resurrect.

You could also put Healing at 10 and running Vigorous Spirit(had fun messing around with it in CA few days ago) I prefer running either Fortitude or Defense mods for the axe grips.


An Axe Build I tomb with is:
War/Mes
Axe 16
Str 11
Insp 5 or 6 (can't remember at the top of my head)

Eviscerate*
Executioner's Strike
Swift Chop
Disrupting Chop
Frenzy
Sprint
Resurrection Signet
Drain Enchantment

Last edited by Cerra.nova; Oct 08, 2005 at 03:08 AM // 03:08..
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Old Oct 08, 2005, 02:18 PM // 14:18   #169
DvM
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sorry, not gonna change like 5 of the skills, so far i have had a lot of succes with this, espiacelly at the random arenas.
it works fairly easy, most of the poeple there tend to run when they take a few blows, with for great justice+ cycole axe, if you then cripple them right after they try to run away, the excecutioners works perfectly as it inflicts a critical hit and another 40 dmg, soemtimes cutting more then a 100, and about 60 every other blow.

also, i use glads armor with this build, but the gloves are knights, now i wanted to know, if i put minor absorption on the gloves, would it stack or remain the same?
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Old Oct 08, 2005, 06:44 PM // 18:44   #170
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Not sure if you're already using an absorbtion rune, but if you are, they won't stack. However, if you aren't already using one, the effect will stack with any inherant effects of your armor.
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Old Oct 23, 2005, 04:34 PM // 16:34   #171
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I am thinking of making a Warrior/Monk using these statistics but can anyone tell me which skills to use?

Axe (10)
Tactics (10)
Smite (11)
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Old Oct 26, 2005, 07:25 PM // 19:25   #172
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I changed my mine and desided to make a Warrior/Monk with a sword.

Swordsmanship (11)
Tactics (10)
Strength (10)

Does anyone know what skills I should use?
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Old Oct 26, 2005, 08:05 PM // 20:05   #173
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with a W/Mo, I'd think that your first basic idea is survival of yourself. That said, take defensive skills like Riposte. I have one problem with your build, and that's that you're not using your secondary Monk healing skills. At this point, you're just a Warrior, and that's not as effective when you use a sword.
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Old Oct 29, 2005, 08:28 PM // 20:28   #174
Lou
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Couldnt u have a w/me that does things like eviscerate,axe rake then uses epidemic with victory is minewhile using a full glads set
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Old Nov 04, 2005, 05:04 PM // 17:04   #175
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thirsty river farming build... they dont drop good thou imo... but fun to try if ur boring from other area

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Old Nov 06, 2005, 02:08 PM // 14:08   #176
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Quote:
PvE Tank
Warrior/Monk

Swordsmanship 12, +1 Rune, +1 Hat
Tactics 10, +1 Rune
Healing 8

Sever Artery
Gash
Galrath Slash
Bonetti's Defense
Watch Yourself!
Healing Hands
Mending
Restore Life
I am thinking about trying this out. I am more of the farming type than running, do you think that'l work?
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Old Nov 10, 2005, 04:11 AM // 04:11   #177
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That is a decent farming build. So go ahead, farm with it if you want.
Just, dear god, don't play pvp with it.
That is what as know as a "paladin" build. Th instant YOU, a WARRIOR, cast healing hands on yourself, your soul is cast into the pits of hell. Forevarrrrr.
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Old Nov 12, 2005, 11:12 AM // 11:12   #178
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can anyone recommend me that should i use tatics? btw,i am using a w/mo
with healing,sword and strength...
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Old Nov 24, 2005, 08:56 PM // 20:56   #179
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hey i am new to guru and i was wondering if you guys thought tatics is a waste of points and what weapon is good for a new war char?
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Old Nov 24, 2005, 09:36 PM // 21:36   #180
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Tactics can be very good, if used correctly. Tactics revolves around defence and knowing your enemy a bit better, but it also has Healing Signet, and that's plenty handy to have. As far as weapons go, play around with it a bit. Most will say sword is garbage, but it can still be effective, especially when coupled with Tactics type skills like Riposte, which you'll have to buy later on in the game. Try them all, as you can swap your points freely. Just keep this in mind: Sword = Even DoT, Axe = Good spike damage + generally good skills, Hammer = Slow, powerful spike damage.
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