Swords own fort failspenwood. The bleeding helps alot when you have to kill a turtle. Put on a vamp sword, bleed the turtle and you'll do more then with an axe or hammer. It may happen that you run out to cap a mine, but beam out right on top of half the luxon mob. You won't have long at the cap points and sometimes the bleeding degen you leave behind can mean the difference between going back there and finding a full health npc or a near dead one(or one that's already dead and a blue point from wich to run amber, I have a barbed hilt just for this). Too many times i've been wasted when 1 more hit would knock the mine out, but with the sword, i at least have a chance of the guy bleeding out.(technically you have lacerating chop, but it's inferior to barbarous here)
Also you can run something similar to the raptor farming build at the orange and purple cap points, and against the turtle/warrior cluster. mark of pain>hundred blades and blow stuff up. Really helps clear out a cluster****s too if you get a a bunch of the warriors and other melee players trying to hump your gatekeepers.
That said, if you're going to go deep to green and the 2 command points a hammer is best, you'll need to KD lock the npc monks, and is still decent for the 2 mines but you'll do jack VS the turtles(in this case, kill other players or run amber, and hope you got a gguy who can kill the turtle for you). A earthshaker>flail>crushing blow>eremites attack>hammer bash chain works well with enraging charge and lions to heal and recharge. Throw in bulls and you're rounded out.
You can still KD lockspike npc monks with a sword or axe but you need at least 2 KDs, a interrupt and good timing(at the moment I'm liking shove and shock, but shove and iron palm can do well too, or backbreaker swap shock). You beat down the npc monk(either the priests at the command points or the monk at the green mine)about 1/5 of it's health to get your stuff fully juiced and soften it up for a clean kill, then rupt it's first heal with a KD(usually j's ring or WoH, heal breeze on the priests, with experience you'll learn when the AI will try to use the skills), then unload your attack skills EXCEPT the interrupt(save your conditions till this time when they're on the ground or they breeze themselves too soon), then wait for it to stand up, use your rupt(Agony chop, savage slash, maybe d chop) on whatever it was, then KD it again and finish it. Then hit the ranger npc. Once you get the rhythm there's no point you can solo. At the command points hit the commander a few times to force it's whirling, then hit the monk, then when the monk's dead and whirling is over, swap back and be sure to stop it's troll ung.
One last thing, IWAY owns in fort fail, you get like 6 pips of regen, a decent attack speed boost, not as much as frenzy or others, but it's a shout so you can use your stance for something else, and have nearly constant defense and offense in 1 skill. This is the one situation where barbarous slice is kinda cool. For about the first minute you won't have the dead allies to power it, but once they pop the outer gates and start retaking the mines and you start haulig amber you're going to have a steady stream of bodies. I will say, leave the frenzy behind, you won't always have a monk nearby and the turtles, the constant barrage of npcs and whatnot make it and primal rage far to dangerous. Take flail, most targets you should be focusing on won't be moving for one reason or another.
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