Mar 06, 2005, 10:45 PM // 22:45
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#1
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Ascalonian Squire
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Another War/Mo Build
Here I am basing the build off of the elite skill Skull Crush.
Warrior/Monk
Strength 10+1
Swordsmanship 11+1
Tactics 10+1
Berserker Stance (availability)
Description: For 5-10 seconds, you attack 33% faster than normal and gain 20% more adrenaline each time you hit in melee. Berserker Stance ends if you use a skill.
Energy Cost: 5
Activation Time: None.
Recharge Time: 30 Seconds.
Linked Attribute: Strength. Increases duration.
Skill Type: Stance.
Sprint (availability)
Description: For 8-13 seconds, you move 25% faster.
Energy Cost: 5
Activation Time: None.
Recharge Time: 20 Seconds.
Linked Attribute: Strength. Increases duration.
Skill Type: Stance.
Sever Artery (availability)
Description: If this attack hits, the opponent will begin bleeding for 3-21 seconds, losing health over time.
Energy Cost: None.
Activation Time: None.
Recharge Time: 4 Adrenaline.
Linked Attribute: Swordsmanship. Increases duration.
Skill Type: Sword Attack.
Gash (availability)
Description: If this attack hits a bleeding foe, you strike for 1-8 more damage and that foe suffers a deep wound, lowering that foe's maximum health by 20% for 5-17 seconds.
Energy Cost: None.
Activation Time: None.
Recharge Time: 7 Adrenaline.
Linked Attribute: Swordsmanship. Increases additional damage dealt and duration.
Skill Type: Sword Attack.
Final Thrust (availability)
Description: Lose all adrenaline. If Final Thrust hits, you deal 1-32 more damage. This damage is doubled if your target was below 50% health.
Energy Cost: None.
Activation Time: None.
Recharge Time: 10 Adrenaline.
Linked Attribute: Swordsmanship. Increases additional damage dealt.
Skill Type: Sword Attack.
Healing Signet (availability)
Description: You gain 40-130 health. You take double damage while using this skill. Energy Cost: None.
Activation Time: 2 Seconds.
Recharge Time: 4 Seconds.
Linked Attribute: Tactics. Increases health recovered.
Skill Type: Signet.
Frenzy (availability)
Description: For 8 seconds, you attack 35% faster but take double damage.
Energy Cost: 5
Activation Time: None.
Recharge Time: 4 Seconds.
Linked Attribute: None.
Skill Type: Stance.
Skull Crack (availability)
Description: If this attack hits while target foe is casting a spell, that foe is dazed for 15 seconds. This is an elite skill.
Energy Cost: None.
Activation Time: None.
Recharge Time: 10 Adrenaline.
Linked Attribute: None. Skill Type: Melee Attack.
The only thing I am thinking of adding is Bull's strike, because while they can't do anything they won't just be sitting there and letting me bang up on them. The only thing wrong with Bull's strike is that it would be hard to catch up, so I was thinking of Hamstring....
Let me know, I haven't found the perfect fit yet.
-Shawn
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Mar 06, 2005, 10:52 PM // 22:52
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#2
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Ascalonian Squire
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Just a small question for this build: Why nto consider Flurry?
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Mar 06, 2005, 10:56 PM // 22:56
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#3
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Ascalonian Squire
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It's a possibility, do you think it would fit in better other than Frenzy or Berserkers Stance?
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Mar 06, 2005, 11:05 PM // 23:05
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#4
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Krytan Explorer
Join Date: Feb 2005
Location: in your closet...er....i mean
Guild: Dragon Assassins
Profession: W/Mo
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well i like all the skills but have any real strategy to it? like order you would use them ext.? lol i may be spoiled cause theres a guy in my guild whos amazing at making builds ::cough cough bladen cough cough::
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Mar 06, 2005, 11:31 PM // 23:31
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#5
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Ascalonian Squire
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Flurry only negates, what, 10% of your overall damage, while Frenzy makes hits done to you take double damage. This may be a problem when you fight Warriors head on. Plus you may need some better form of Healing, through my expirences Healing Signet is more of a burden than a life saver. Most may disagree but it's something I don't activate in the midsts of battle at all.
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Mar 06, 2005, 11:41 PM // 23:41
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#6
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Death From Above
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Flurry lessens your damage per hit by roughly 25%, it also increases your attack rate by roughly 25%, and it lasts for about 5 seconds. The net effect over that time is an increase to your overall damage.
Say you use a swod. Normally you'll swing once every 1.33 seconds. With Flurry you'll swing roughly every 1 second. Rather than being able to land about 3 blows in 5 seconds, you'll land 5. Rather than doing your full damage three times, you'll do 75% of your damage 5 times. 300% vs. 375%. So, it's actually about a 20% increase to your damage for the duration over the skill. The more you use it constantly the lower that percentage will drop but also keep in mind that it's only a hit to the weapon damage. All the Conjures, OoP, and other damage buffs aren't affected by that decrease in initial damage but are by the increase to hits.
__________________
In my day, we didn't have virtual reality. If a one-eyed razorback barbarian warrior was chasing you with an ax, you just had to hope you could outrun him.
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Mar 06, 2005, 11:49 PM // 23:49
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#7
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Ascalonian Squire
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Quote:
Originally Posted by Sausaletus Rex
Flurry lessens your damage per hit by roughly 25%, it also increases your attack rate by roughly 25%, and it lasts for about 5 seconds. The net effect over that time is an increase to your overall damage.
Say you use a swod. Normally you'll swing once every 1.33 seconds. With Flurry you'll swing roughly every 1 second. Rather than being able to land about 3 blows in 5 seconds, you'll land 5. Rather than doing your full damage three times, you'll do 75% of your damage 5 times. 300% vs. 375%. So, it's actually about a 20% increase to your damage for the duration over the skill. The more you use it constantly the lower that percentage will drop but also keep in mind that it's only a hit to the weapon damage. All the Conjures, OoP, and other damage buffs aren't affected by that decrease in initial damage but are by the increase to hits.
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Ah thanks Rex. Guess I have a Monk build to revamp
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Mar 07, 2005, 12:39 AM // 00:39
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#8
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Academy Page
Join Date: Feb 2005
Guild: Warrior Nation
Profession: R/W
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I'd say ditch tactics totally, grab a strength shield and pick a secondary that suits you.
I think warriors should be as offensive as you can handle. If you think you need some defense, throw in Defy Pain, Endure Pain, or Dolyak Signet.
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Mar 07, 2005, 11:30 PM // 23:30
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#9
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Frost Gate Guardian
Join Date: Feb 2005
Location: Beaches of Kryta, aka Florida
Guild: Remnants of Ascalon
Profession: Mo/Me
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id say get rid of the whole skull crack idea all together
its not the most useful skill, with its huge adren need, plus u already got 3 adren skills that togetehr are pretty effective, so why use one of those just ok elites and go for somethin else as your elite.
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Mar 08, 2005, 12:12 AM // 00:12
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#10
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Frost Gate Guardian
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Shouldn't this just be "Another Warrior Build" instead of War/Mo? Do you plan on dropping one of the skills and put in resurrect for PvP?
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Mar 11, 2005, 03:04 PM // 15:04
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#11
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Academy Page
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Quote:
Originally Posted by Dovi the Monk
id say get rid of the whole skull crack idea all together
its not the most useful skill, with its huge adren need, plus u already got 3 adren skills that togetehr are pretty effective, so why use one of those just ok elites and go for somethin else as your elite.
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Did you play with this skill? The 10 adrenaline isnt that much of a cost. It will recharge in a little while. It is hard to land on monks, but on some other casters, with say a 2 sec cast spell, its very easy to land. You have then effectively disabled the caster!
Devastating! And so much fun. I played the R/W Berserker prebuild, and had I Hamstring then, I would have mutilated the casters I fought easily. Okay, I sped after them and got them anyway, but as soon as they got dazed, they were easy prey.
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