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Old May 03, 2010, 08:33 AM // 08:33   #1
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Recently, my guild has been messing around with multi-warrior builds, specifically triple warrior, in HA. We've tried anything from triple ES, ES/Cow/CS, double ES/cow, etc., and frankly I don't have a clear analysis of the differences or similarities between the combos. This stimulated me to think about what effect warrior combinations have, but any reasonable explanations I concoct always end up with a lot overlap or gray area, as I usually come to the conclusion that sword/axe/hammer all have great potential pressure, spike, and shutdown capabilities. If I were to come to a general conclusion, I would generally lap cripslash to more pressure, axe to more spike, and hammer to more shutdown, but, then again, I would think that team build or playstyle would affect warrior combinations.

What is your opinion on warrior combinations? And how do teambuilds/playstyles affect these combos?
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Old May 03, 2010, 09:45 AM // 09:45   #2
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Been trolling around with triple frontline once, we rolled 1 axe + 2 ES, and just put the extra ES on overzealous melee. It was quite OK, but it didn't come close to normal balanced in terms of effectiveness (Think block, aura of stability). Besides that it was hard to slot all the required utility skills on the rest of the midlines.

Dual hammer frontline was cool tho, because we could throw in a wild throw for pesky bonetti's sins and whatnot. People that say there's no stances in HA should be shot . Timing 4 way KD locks on vent is also funny ^^.
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Old May 03, 2010, 02:24 PM // 14:24   #3
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In my opinion axe pressures better than Crip Slash, but crip slash spikes better (conjure+savage template).
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Old May 03, 2010, 04:52 PM // 16:52   #4
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It's never been a problem winning with simply 3 evis warriors and a monk.
That's been fun for the past 4 years.
Suboptimal, but you don't need optimum performance to roll scrubs.
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Old May 03, 2010, 09:31 PM // 21:31   #5
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Hammers get more effective in large numbers because the other team only has so many anti-knockdown measures (although about 90% of HA just chained it on the off-monk anyway when last I played).

Axes get more effective with better targeting because of their ability to spray high crits and deep wounds around. Also, DChop.

Swords generally aren't as effective unless either you need to lineback a lot or you're literally only using the poor bastard as a spike bot (which makes him pretty easy to follow unless he's very good). Cripslash for both of those. Although they have slightly different energy/adrenal requirements than axes if you're putting together non-standard bars. But then you probably wouldn't be asking for help.
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Old May 03, 2010, 11:15 PM // 23:15   #6
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I guess I've never considered conjure or brutal weapon seriously on a bar. I guess this gives a Cripslash or HB bar quite a lot of extra spike damage. Is this enough to topple over axe? Including axe with conjure?
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Old May 07, 2010, 11:11 PM // 23:11   #7
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I used to run trip war all the time with my old guild. We'd usually do a conjure evis, cripslash, and ES. We rolled a lot of teams but your wars have to know what they're doing for it to be effective. You're pretty much relying on them to handle most of your situations for you.
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Old May 10, 2010, 08:04 PM // 20:04   #8
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Try 3 decapitate wars with splinter/brutal weapon its quite strong and not much enemies can do against it...
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Old May 10, 2010, 09:52 PM // 21:52   #9
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Decapitate is a terrible warrior elite. Only usefull in purespike builds such as Legoway, and even then you're better off running Evisc.
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Old May 11, 2010, 06:45 AM // 06:45   #10
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dual dev, i reckon for balance build nowadays for best efficiency, effectiveness

dual cripslash with conjure and fury weapon is pretty fun.
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Old May 17, 2010, 04:43 AM // 04:43   #11
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three SW sins.
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Old May 17, 2010, 07:47 PM // 19:47   #12
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Three rit/sin

Oh wait, wut?
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