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Old Aug 28, 2005, 02:09 PM // 14:09   #21
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Disrupting chop is better for interrupts than gale, by leaps and bounds.
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Old Aug 28, 2005, 03:57 PM // 15:57   #22
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Strength of Honor from Monk. It's easy to use, you won't need to waste time casting, and it's a nice damage boost.
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Old Aug 28, 2005, 04:30 PM // 16:30   #23
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Quote:
Originally Posted by ElderAtronach
Don't see why you wouldn't use meteor for the same effect plus a bit of damage now though? Obviously recharge time won't matter on a warrior primary, he can't possibly cast it more than once per exhaustion cycle.
Cast time versus knockdown time is what you want to look for. Then you look at effect duration versus refresh time. The added damage effect is more useful for other classes and still doesnt really warrent it, considering the short duration of the knockdown versus the time spent casting. Attribute points used for optimal effect is also a consideration. Also, using shock on a warrior would be better than using meteor.
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Old Aug 28, 2005, 04:34 PM // 16:34   #24
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W/R tigers fury. tigers fury does not suck.
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Old Aug 28, 2005, 04:38 PM // 16:38   #25
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I dont think you realize how many peoples' eyes you just made bleed or heads explode with that post.
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Old Aug 28, 2005, 04:43 PM // 16:43   #26
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If you use w/r for tigers fury only, you are mentally deficient

Berserker stance is better, no 5 sec penalty, 33% attack speed, 20% more adren and naturally as a warrior your str will be high
GG
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Old Aug 28, 2005, 04:48 PM // 16:48   #27
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No, for the millionth time, you use Frenzy.
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Old Aug 28, 2005, 04:51 PM // 16:51   #28
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lol Tiger Fury = 10 energy and disable your dam nonattack skills. This is coming from a W/R (me)

Frenzy for damage, Flurry for adrenaline without the double damage form atatcks.
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Old Aug 28, 2005, 05:36 PM // 17:36   #29
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Depends on what arena you are fighting in. 4 on 4 random arenas, Monk secondary or necro are good. Having someway to remove conditions is essential for wars. A monk secondary allows you to remove ailments at will, a necro secondary is either touch or a ranged spell with 2 second cast. But necros have a decent DoT's and hexes which can keep a runner from running and regaining health.
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Old Aug 28, 2005, 06:50 PM // 18:50   #30
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there was a ridiculously long post about TF vs frenzy, and i think frenzy won.... anyway the main reason people use w/r is because when searching for a random group if they see a wamo or a w/n they go "oh its not an axe warrior" and kick you... alot of axe builds dont even use a secondary profession the /r is just to appease the TF addicts. (even though you actually use frenzy...)

in a tombs setting i never really use the secondary, although im guessing you can find a use for it... but in 4-4 my experiance was best with a w/n and plague touch.
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Old Aug 28, 2005, 08:12 PM // 20:12   #31
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Well, here's my two cents, and about 70% of my GW experience is as a warrior primary.

Necromancer: I love this secondary. Curses is where it's at, most of the time. Weaken armor, plague touch, rend enchantments, barbs, rigor mortis (which could be switched out for warriors cunning, technically), etc.

Ranger: A lot of people like it for tigers fury, but I generally only use it for frozen soil. Once you have their monk/s down, keep them that way. It's a dangerous build if it's not timed right or your monks are also dying, so make sure you only use it with a good team.

Mesmer: Don't like it. Good for stripping enchantments, but there are better ways to do that with other secondary classes. Like rend enchantments.

Elementalists: Too high energy cost for most spells. Conjure's are nice for damage, but if you play your cards right, you could do as much damage with barbs or weaken armor, plus switch it out for other things as a necro.

Monk: Judges insight is nice. Same case as with the conjure spells though. Mending is something I've seen often used by paladins. It's nice to negate maybe one condition, like bleeding. If anything else happens to you though, it's game over for that skill. Plague touch however, you can remove bleeding altogether from yourself, and then put it onto whoever made you bleed. Same with blind (mending can't do that) cripple, weakness etc.
You could argue that mend ailments would get rid of those as well, which it does, but do they also move the conditions onto your enemy?
Truth is your monks are there to heal you, so you shouldn't worry about that too much.

All in all, I usually use W/N for 4v4, and W/R for tombs.

Last edited by Smokey-; Aug 28, 2005 at 08:26 PM // 20:26..
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Old Aug 28, 2005, 08:40 PM // 20:40   #32
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I think the OP asked for a build for a necro secondary, so here's how I run my axe warrior.

Warrior/Necromancer
Axe: 16 (Head Piece + Sup Rune)
Strength: 13 (Minor Rune)

Frenzy
Penetrating Blow
Eviscerate {E}
Executioner's Strike
Disrupting Chop
Sprint
Rez Sig
Plague Touch

This is a bread and butter axe warrior, and my favorite build to run. It's entirely PvP based, but let me tell you, Plague Touch is ridiculous. After playing it, you become entirely addicted to it. Conditions pass through you like crap through a goose, so you're free to do that thing you do. I've also run with teams who all carry their own form of condition removal, so that the team monks and such know that they only need to bring hex removals, not hex and condition removals. Works pretty well in my opinion. But be careful with this build, as if you're not comfortable with warriors and you run into a battle with no heals and activate frenzy at the wrong time, well you're as good as toast. Perhaps replace frenzy with berserker stance and practice with that until you feel comfortable.
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Old Aug 28, 2005, 08:44 PM // 20:44   #33
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i would take out pen. blow for warriors cunning, especially in a 4-4 setting. other than that i like it
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Old Aug 28, 2005, 09:35 PM // 21:35   #34
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Quote:
Originally Posted by Phades
Cast time versus knockdown time is what you want to look for. Then you look at effect duration versus refresh time. The added damage effect is more useful for other classes and still doesnt really warrent it, considering the short duration of the knockdown versus the time spent casting. Attribute points used for optimal effect is also a consideration. Also, using shock on a warrior would be better than using meteor.
Cast time I can see. Recharge time is irrelevant, as I said, due to exhaustion. One exhaustion cycle = 30 seconds = recharge time on meteor. Still, if you're using gale to knock them down, its usually so that the other warriors on your team can catch the target and pound the crap out of what remaining health he had left. And Gale does NOT last 3 seconds, I've been hit with it before and gotten right back up the moment my back touched the ground. Also, Shock needs a touch range, and therefore = crap for what you're trying to do.

All you need for meteor is to start casting while the target is in spell range. It doesn't matter if he's running, your meteor WILL NOT MISS once the spell finishes. It'll knock him down, and the other warrior or ranger on your team can catch him and finish him.
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Old Aug 28, 2005, 09:42 PM // 21:42   #35
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Quote:
Originally Posted by ElderAtronach

All you need for meteor is to start casting while the target is in spell range. It doesn't matter if he's running, your meteor WILL NOT MISS once the spell finishes. It'll knock him down, and the other warrior or ranger on your team can catch him and finish him.
actually in my experiance running from hydras, if you have a speed boost on and someone uses meteor, you do out run it.

just fyi. and when i did kd, shock was really fun, you could have them doing situps if you do all the knockdowns in order
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Old Aug 28, 2005, 09:45 PM // 21:45   #36
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You sure you're not thinking of meteor shower? Or fireball? In my experience, I've NEVER had meteor miss. Evar.
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Old Aug 28, 2005, 09:58 PM // 21:58   #37
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Smurf's right, with Sprint on, you can dodge Meteors. But that's sorta irrelevant in a PVP setting anyway.
Quote:
Originally Posted by Calibretto_9
Warrior/Necromancer
Axe: 16 (Head Piece + Sup Rune)
Strength: 13 (Minor Rune)

Frenzy
Penetrating Blow
Eviscerate {E}
Executioner's Strike
Disrupting Chop
Sprint
Rez Sig
Plague Touch
That's a sound Team Arena build.

Regarding W/R:
TF is horrible on Warriors. Stop being scared of everything and run Frenzy.
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Old Aug 28, 2005, 10:56 PM // 22:56   #38
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The best secondary attribute skills for an Axe Warrior in an organized team environment, in my experience, are Strength of Honor, Drain Enchantment, and Gale. Warriors are also good places to stash spare rituals in 8v8 builds since they usually don't use the secondary much.

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Old Aug 29, 2005, 12:02 AM // 00:02   #39
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I like conjure better than SoH. It does 3-4 more dmg although you have to recast and give up zealous/vampiric mods. I suppose if you have max vampiric/zealous go ahead w/ SoH but otherwise conjure will be a better choice.

Necro hexes are very viable on a warrior since they have long durations. However, in organized tombs/gvg you can't count on them sticking unless you have a hex heavy build. Sometimes its worth it to throw on weaken armor for a spike anyway. Plauge touch is also a pretty sexy 4v4 skill.
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Old Aug 29, 2005, 03:42 AM // 03:42   #40
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I like Judge's Insight best on an axe warrior. A zealous axe of enchanting is enough to keep JI on at all times, it goes right through all damage-specific resistances, and in most cases adds more damage than SoH or conjure. Conjure element is a little too prone to random enchantment drain/strip for my liking.
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