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Old Sep 13, 2005, 03:41 AM // 03:41   #1
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Join Date: Aug 2005
Profession: W/R
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Default Please Help With W/r Build!!!

I am new to this game and a level 14 w/r. I would appreciate any suggestions on some of your proven builds. I am a die hard sword man, so please take this into account. Currently, i dont find many of the ranger skills to be very effective but havent used many attribute points torwards the ranger pool. I usually carry charm animal, so is it worth putting a bunch of points in beast mastery to make pet more effective? Also please include any upper level skills or elite skills to use for future reference. Any advice is greatly appreciated. Thanks
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Old Sep 13, 2005, 03:43 AM // 03:43   #2
Jungle Guide
 
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Join Date: Jun 2005
Location: USA
Guild: Grenths Rejects [GR]
Profession: Me/
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Tigers fury. Then use sword skills. Thats what everyone is running atm anyways, so why think for yourself? Just use it, be happy. It works pretty well though, just see for yourself.
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Old Sep 13, 2005, 05:22 AM // 05:22   #3
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Guild: Ectos And Shards [EnS]
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Go axes. Seriously. Cyclone and Apply Poison are excellent together.

I also recommend either dropping the pet, or bringing a few skills to make them more useful. (Call of Haste/Protection, attacks, etc)
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Old Sep 13, 2005, 01:51 PM // 13:51   #4
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Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Depends really.

The most effective way to view your pet is as a remote control warrior. They only have melee attacks and several of their skills consist of warrior style strikes, conditions, and effects.

If you bring your pet into battle, there are some things to consider...

Your skill bar room. If you're bringing a pet with no skills, it's a wasted slot for something better, like res sig or attack skills.

if you bring a pet to die... I Will Avenge You works just fine with it. Even more so with 8 pets... [yowch]

I made a beastmastery warrior pet build. I'm surprised nobody searched for it. [but since W/R is most counter productive class in existance, it makes sense.]

check this

12+1+3 swordsmanship
8+1 strength
10 beast mastery

Sever Artery
Gash
Galrath Slash
Savage Slash
Maiming Strike
Call of Haste
Comfort Animal
Charm Animal

Technically, you have a remote control high speed snare at your command which you can use to lock/pin your enemy, then you charge his arse with all of your adrenal skills. If he decides to just keep running, the pet can keep up and you can actually switch targets. A running foe usually might run away from his team, let your pet deal with it. Just make sure that you're on the half of your team that doesn't need signets [the monk half]

edit* the elite of your choice is fine, thing is, I'd put money on Ferocious Strike over any sword elite... Replace Savage Slash or Galrath Slash with it.
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Old Sep 14, 2005, 02:21 AM // 02:21   #5
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Profession: W/R
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thanks for your replies. It seems most of your advice leans torwards PvP, but at the moment Im more concerned with PvE. I do a lot of missions and quests with henchmen , mainly because im on dial up with super crappy connection, and hate to be a burden to a group,and some of those quests are pretty hard for me with retarded henchmen, so if this info. changes any build possibilities let me know.
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Old Sep 14, 2005, 02:39 AM // 02:39   #6
Ascalonian Squire
 
Join Date: Jul 2005
Location: The Bastion of Imagination
Guild: Asia Heaven
Profession: Mo/W
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I play a W/R in PvE, and I typically focus on 'taking down enemies quickly' over tanking. Since enemies are unlikely to target you first, your objective is to ease the burden on your henchmen by making sure there are less enemies around. I currently use this build:

Attributes:
Strength 10 (+1 from minor rune)
Swordsmanship 11 (+2 from major rune. Can't afford Superior at the moment)
Tactics 10 (+1 from minor rune, +1 from Gladiator's Helm)
Wilderness Survival 8

Skills:
Resurrection Signet (Just in case you need to raise the monk)
Healing Signet (if you don't take some form of self-healing in PvE, you deserve to get killed)
"For Great Justice!" (I mainly use adrenal skills for damage, so this helps me out quite a bit at the start of battle)
Power Attack (A nice 'padding' skill to use while adrenal skills are recharging)
Sever Artery
Gash
Final Thrust
Apply Poison

Before entering combat, I will Apply Poison, and use my 'For Great Justice!' shout right before I hit the enemy to maximise its duration. I always target enemy monks or mesmers above other enemies. Poison + Bleeding + Deep Wound makes for a very nasty salvo in the early seconds of a fight, and Final Thrust usually puts them out of their misery shortly after. If you're waiting for adrenaline to recharge, pad out your damage with Power Attack so the enemy is under a constant barrage of damage.

In difficult areas, or areas with lots of health degen causing enemies, consider taking Troll Unguent instead of Power Attack to increase your survivability rate. Since it's the same attribute as Apply Poison, you can still use both skills effectively, and without using Power Attack, you should have enough energy to keep maintaining Troll Unguent on you as necessary.
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