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Old Jul 31, 2006, 07:08 PM // 19:08   #21
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Focusing all your warrior hate on the axe warrior is a poor play against this build, IMO. The thing to recognize is that the build needs all three warriors charged to effectively spike, and the axe warrior actually has the easiest time building adrenaline. You're better off putting your blinds and blackouts on the sword or the hammer, depending on whether the hammer is running TTL.

As far as directing blinds during the spike, the hammer warrior is the best choice. If you blind him then your second monk stays up, and should be able to heal the first monk pretty well. If you blind the axe warrior and he misses his Eviscerate it's still very possible for this build to get a kill, because you have 6 seconds of autoattacks from two warriors on a stationary target with no heals coming in. That can kill a target even without Deep Wound.

If you really wanted another Deep Wound, you'd probably be better off adding another axe warrior to replace the sword.
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Old Aug 01, 2006, 06:43 AM // 06:43   #22
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Quote:
Originally Posted by Lord Dark Genie
You can afford not having a deep-wound on a sword warrior when it's the 3rd one IMO.
That would depend on the level of gameplay you're involved in, IMHO. For ladder climbing, having redundant deep wounds probably isn't too important. However, for tournament play, every warrior should probably have deep wound. It's very possible to keep the axe warrior blind or hexed and the hammer blacked-out, in which case there will be no deep wound and killing softies will be a chore.

To quote Murphy's Law: "Whatever can go wrong, will go wrong."
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Old Aug 01, 2006, 02:42 PM // 14:42   #23
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That doesn't make much sense. Running 2 instead of 3 warriors would be even worse in this case...
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Old Aug 02, 2006, 08:44 PM // 20:44   #24
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better sword warrior.

11 or 12 tactics 122 healsig or 130 heal sig 9/10 sec charges
7 or 9 str depending o nstance cancel
16 sword
sever
gash
final Thrust
Charge
hexbreaker/sprint depending on strength taken
frenzy
heal sig
res sig

hammer warrior could be forceful blow in a 3 warrior build
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Old Aug 11, 2006, 05:28 AM // 05:28   #25
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Quote:
Originally Posted by Lord Dark Genie
That doesn't make much sense. Running 2 instead of 3 warriors would be even worse in this case...
Deep wound is killing power, so an enemy team could isolate your deep wound warrior and never let that deep wound get off. Then what would you do? The practical counter is to take redundant deep wounds - it's not like deep wound attacks aren't powerful anyway (eviscerate, gash, crushign blow).
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Old Aug 14, 2006, 06:26 AM // 06:26   #26
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best way to run a warrior adrenaline focus hit.. in a balanced team,, at least, I think it's to choose the right time to attack. Hammer is a good one to have,, because of its knockdown ability.. if the spike victim can't run away, it helps. Having a water elementalist slow down the target works good too. sword and axe are both good, just depends on what you like... only thing that gets annoying obviously is the protective spirit. To solve that problem, of course you can have shatter enchant and things, but while you build adrenaline, make it seem like the guy you're building the adrenaline is the spike victim, soon as you see their monk put PS on the target, since it take 5 sec to recharge, go straight to the monk (W/A death charge hammer is good)
and Knock 'em down. and from there the spike goes....
having skills like "rigor mortis" can help too. especially if you can have lots of cover hex on..
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Old Aug 14, 2006, 06:41 AM // 06:41   #27
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I wouldn't be running a 3 warrior build as pure 321 adrenal spike. Just play pressure with your warriors and converge on targets of opportunity, in which case it's probably more practical to have 2 warriors on the target.
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Old Aug 14, 2006, 07:05 AM // 07:05   #28
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Quote:
Originally Posted by Red Locust
I wouldn't be running a 3 warrior build as pure 321 adrenal spike. Just play pressure with your warriors and converge on targets of opportunity, in which case it's probably more practical to have 2 warriors on the target.
Depends on what you bring as support. Three warriors on their own won't be able to pressure out monks through the defense many builds bring along. Stuff like Aegis, Wards, and Ritualists really hurt the pressure this kind of offense can dish out. If you want to pressure with this kind of setup you need to have support characters who help in your pressure, like rangers, smiters, or death necros.

If you want to run a more defensively-oriented support with eles at the flagstand, you're going to need a spike plan to score kills against some teams.

That said, I think one of the greatest strength of three-warrior spikes compared to two-warrior spikes lies in the split. If you're forced to split with such a build, splitting 5-3 can be very effective. The sheer offensive power of three Shock warriors supported by a draw can rip through a solo monk incredibly quickly, and force a wipe on one of the opposing team's split groups because they can react.
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Old Aug 14, 2006, 07:47 AM // 07:47   #29
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Hammer war on one of the monk, the 2 other on the other monk, pressure, call the KD.

If you have some difficulties (too many defense or so) as Wasteland Squidget said just go for a split, you can split in many different way depending on the opposite team with 3 wars (until they all have self heal, then you are not obliged to send a monk in each group).

This is the way we play our 3 war build since the beggining of the 3days ladder, and it works quite well I think.
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Old Aug 20, 2006, 01:00 PM // 13:00   #30
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Quote:
Originally Posted by Wasteland Squidget
Sword Warrior
-Galrath Slash
-Final Thrust
-Bull's Strike
-Shock
-"Charge!" {E}
-Frenzy
-Sprint
-Res Sig

Axe Warrior
-Eviscerate
-Executioners
-Bull's Strike
-Shock
-Healing Signet
-Frenzy
-Rush
-Res Sig

Hammer Warrior
-Earthshaker {E}
-Crushing Blow
-Shock
-Hammer Bash
-"To The Limit!"
-Frenzy
-Sprint/Rush
-Res Sig
this are 5 KDs + 2 bulls, what do you do against ward of stability?
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Old Aug 20, 2006, 01:14 PM // 13:14   #31
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Add a Smiter. Smite makes Warder cry.
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Old Aug 20, 2006, 01:22 PM // 13:22   #32
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Quote:
Originally Posted by All the Evil
this are 5 KDs + 2 bulls, what do you do against ward of stability?
Interrupt it? diversion it?
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Old Aug 20, 2006, 07:51 PM // 19:51   #33
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Quote:
Originally Posted by All the Evil
this are 5 KDs + 2 bulls, what do you do against ward of stability?
For Ward Against Melee:

Step 1 - Wait until you see the ward cast.

Step 2 - wait 20s, using the timer.

Step 3 - Shock or otherwise interrupt the warder.

If you spike a couple seconds afterwards you'll probably hit while Stability is down.

Stability and Melee are both problems for this build if the enemy is able to keep them up. You can play around it by including some AoE and spiking when they're outside of the ward, but in general it will be a more difficult match if the opposition has wards.

If they have wards AND a trapper trapping inside the wards, your warriors will cry. That's true of any build with warriors though.
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Old Aug 20, 2006, 11:24 PM // 23:24   #34
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I find that 3 war is very scary.
It does help if you have a couple of Rigor Mortis' flying around.

My guild ran:

IB, Dev, Bash, Crushing, Sprint, TTL, Heal, Res
Sever, Gash, Final, Frenzy, Rush, Expel Hexes, TTL, Res
Evis, Exe, Frenzy, Shock, Rush, Distracting, Heal, Res

setup, the expel on the sword was a godsend, we tried emphatic, but found it a bit cumbersome to use.

TTL on the hammer meant that Dev charged in 2 hits.


The tactics were, to KD one monk and spike down a target with the other two. Since most GvGs these days run with 2 monk backlines, if the other monk doesn't prot the other monk, more likely than not the KD'ed monk may die. Giving enough time for the sword and axe to spike.

Good thing about sword and axe combo is that Axe's damage is front loaded, and sword's main spike is conditional on 50% hp. So it synergies perfectly.


Stability is not normally a problem, ward vs melee is more of a problem. If they have one of these, all three warriors put that pesky ele down. Quick drain+shatter for PS and that ele is going down.
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Old Aug 21, 2006, 01:27 AM // 01:27   #35
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Quote:
Originally Posted by Wasteland Squidget
For Ward Against Melee:

Step 1 - Wait until you see the ward cast.

Step 2 - wait 20s, using the timer.

Step 3 - Shock or otherwise interrupt the warder.
In addition to this, make sure you're actualy doing somthing while waiting those 20s. I've actualy seen players just stand there and do nothing while "timing." It's pretty obvious, but sadly deserves mentioning.
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