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Old Jun 07, 2009, 07:41 AM // 07:41   #1
Ascalonian Squire
 
Join Date: Jun 2009
Guild: death bringers of ascalon
Profession: Mo/W
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Default Creative warrior spike build

Well I finally got an account to show you guys an interesting build that might spark a little fun in warriors. Tinkering around with the backbreaker sin, I found it quite amusing to switch weapons from hammer to daggers. I then thought why switch weapons on a warrior using mainly adrenaline?
so anyways heres the build; however, its quite difficult to use i hope you have fun with it ^^.
I use this for AB for kicks
1 enraging charge
2 burst of aggression
3 earthshaker
4 sun and moon slash
5 steelfangslash
6 protectors strike
7 crushing blow
8 hammer bash
After accumulating 8 adrenline, you can begin the spike. I recommend having a spear with 10 percent for double adrenaline whenever you use enraging charge so that you can get full adrenaline well almost its like 7 but thats close enough.
Now that you have 8 adrenaline you can now run up to enemy hit burst of aggression and start the spike combo which is 3 4 5 6 3 4 7 8 4 but you will haft to hit the escape key to switch weapons this involves a hammer and a sword.

attributes
13 str
14 sword
9 hammer
must also have that insigna that increases kd time +1
I recommend having a zealous weapon for the sword so that you will regain all your energy back but if you use vampiric with your hammer and sword you will do a bonus 20 for hammer and 21 sword which is a total bonus 41 damage because you hit the opponent 11 times. The only disadvantage in having a vampiric weapon is your energy will be low. If you have str and honor on you lol it will do some massive damage. I don't feel like typing up the other builds atm ,but for pve you can adjust the build to have unlimited earthshakers.

In RA I usually replace crushing blow for final thrust and a resurrection signet.
Of course this build isn't perfect, but it's challenging. It has high benefits since it catches all people around you in earth shaker twice in a row, and they stay on the ground for 4 seconds which is pretty nice. Hammer bash also adds an additional two second on the enemy you are currently trying to kill.

Bad part about this build is that you can get raped if you have empathy or visions of regret.. YOU WILL DIE!! It's also a pain whenever you are blind, and you already have burst of aggression going which means you will lose all your adrenaline. Blocks also destroys this build so I usually don't go after the rangers. You could try to do a mini spike but its not very effective. Also you will have 500 health which isn't really that great, but idc its fun ^ ^

I haven't seen anybody execute this spike on me before so I figured nobody has tried it at all. I hope you warriors have fun with this unique way of fighting, but you will haft to switch weapons 4-5 times to execute the spike correctly.
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Old Jun 07, 2009, 08:10 AM // 08:10   #2
Forge Runner
 
Join Date: Feb 2006
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It has been done before:

Backbreaker + sin skills, as you said yourself was the first build to fully utilze overpowered kd's. (Wish I take credit for)

Somewhere around the same time people started experimenting with [Insert any hammer KD elite] + steelfang slash pre-nerf. It used to fuel itself under "FGJ!" and thus you could keep a guy knocklocked after 2 hits of steelfang. hence why they gave it a 1 second recharge.

Anyways, I can give you a million builds that utilize cross-weapon skills.

For example the cripslash sin. (Crip slash, gash, golden phoenix, trampling, falling spider, blades of steel)
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Old Jun 07, 2009, 09:09 AM // 09:09   #3
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or this: backbreaker, lacerating chop, gash, axe twist, heavy blow, falling spider, deadly blossom, frenzy
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Old Jun 07, 2009, 11:29 AM // 11:29   #4
Jungle Guide
 
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I thought it was backbreaker, hunter's shot, gash, axe twist, dshot, heavy blow ?
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Old Jun 07, 2009, 02:41 PM // 14:41   #5
Ascalonian Squire
 
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Guild: death bringers of ascalon
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I do think that backbreaker is easier ,but I like the thought of being able to do earth shaker twice enabling you to have a greater chance to pull off the spike than being interrupted by sins with trampling ox for example. Earth shaker can also protect you from other close combat enemies while doing the spike so it is really useful. This build only costs 8 adrenaline compared to 10 adrenaline for backbreaker which will take a bit longer to get. My build also has a third kd which is hammerbash which knocks the foe down again. If the build is executed properly you will interrupt reversal fortune on a monk which will reduce the monks chance to survival. Hammer bash will allow you to hit your foe 3 more times if you time it correctly,but you haft to switch to a sword after hammer bash. After you hit the enemy twice you can use protector strike to get that 3rd hit before the enemy can do anything such as healing.

This build can kill 80 armour and 60 armour with ease, but it will lower an enemy with 100 armour down to around 100 health. Since 100 armour is always warrior they won't really heal themselves unless there is a monk around. Warriors are harder to kill with this build since they can have defensive insignia's equipped on them so i don't recommend using this on another warrior unless you are supporting.
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Old Jun 15, 2009, 02:28 PM // 14:28   #6
Desert Nomad
 
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one of the best bars I ever saw was in GvG and some W/R was running

Backbreaker
Hunters Shot
Gash
Bulls strike
Frenzy
Rush
D shot
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Old Jun 15, 2009, 04:34 PM // 16:34   #7
Krytan Explorer
 
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Why would you want [protector's strike] on there instead of [power attack]? The only time people have [protector's strike] on their bar is when they've already dedicated a slot to [power attack].

Quote:
Originally Posted by a joyful noise View Post
so anyways heres the build; however, its quite difficult to use i hope you have fun with it ^^.
I use this for AB for kicks
1 enraging charge
2 burst of aggression
3 earthshaker
4 sun and moon slash
5 steelfangslash
6 protectors strike
7 crushing blow
8 hammer bash
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Old Jun 18, 2009, 12:35 AM // 00:35   #8
Ascalonian Squire
 
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Guild: death bringers of ascalon
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Quote:
Originally Posted by Paul Dawg View Post
Why would you want [protector's strike] on there instead of [power attack]? The only time people have [protector's strike] on their bar is when they've already dedicated a slot to [power attack].
Good question. The reason why I use protector's strike is to prevent the traget from escaping. After I use earthshaker, sun and moon slash, and steelfang, the opponent will be on his feet being able to run away from the spike. Protectors strike basically swipes the opponent for the last bit of adrenaline so that I will be able to have 8 adrenaline, and I will be able to hit the opponent once again with earthshaker in time so that he cant run away from the spike. Another good reason I use protectors strike is because it lowers a monk's time to cast a spell to heal itself. A healer would only have less than half a second to cast a spell anything longer they will be crushed to the ground by earthshaker to complete the rest of the combo.

Main purpose is to be able to hit the opponent quick enough so they wont be able to run away from the spike. If I used power attack my opponent would be able to run and burst of agression would run out thereby ruining the spike.



After experimenting some more, I found out that my build is most affective with final thrust in place of hammer bash enabling me to hit a 120 damage on low armour ,and almost killing 100 armour with less than 40 hitpoints left.
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Old Jun 18, 2009, 03:35 AM // 03:35   #9
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Either you don't know the skills or I don't understand what you're talking about. Everything that [protector's strike] does, [power attack] does too, only faster, and without requiring that the opponent be moving. Maybe you're thinking of [bull's strike]?

Quote:
Originally Posted by a joyful noise View Post
The reason why I use protector's strike is to prevent the traget from escaping. After I use earthshaker, sun and moon slash, and steelfang, the opponent will be on his feet being able to run away from the spike. Protectors strike basically swipes the opponent for the last bit of adrenaline so that I will be able to have 8 adrenaline, and I will be able to hit the opponent once again with earthshaker in time so that he cant run away from the spike. Another good reason I use protectors strike is because it lowers a monk's time to cast a spell to heal itself. A healer would only have less than half a second to cast a spell anything longer they will be crushed to the ground by earthshaker to complete the rest of the combo.

Main purpose is to be able to hit the opponent quick enough so they wont be able to run away from the spike. If I used power attack my opponent would be able to run and burst of agression would run out thereby ruining the spike.
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Old Jun 18, 2009, 07:49 AM // 07:49   #10
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Quote:
Originally Posted by Paul Dawg View Post
Either you don't know the skills or I don't understand what you're talking about. Everything that [protector's strike] does, [power attack] does too, only faster, and without requiring that the opponent be moving. Maybe you're thinking of [bull's strike]?
He uses Protector's Strike as a fast attack to gain adrenaline, not as a dmg attack.

So he can use Steel Fang and Protector's faster than Steel Fang and Power Attack.

After that, another KD.
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Old Jun 18, 2009, 04:49 PM // 16:49   #11
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How on earth can he use [steelfang slash] and [protector's strike] faster than [steelfang slash] and [power attack]? It's SLOWER! People, read the skills:

[protector's strike]. 5e, 1/2 sec activation time, 3-sec recharge. Melee Attack. If this attack strikes a moving foe, you strike for 10...34...40 more damage.

[power attack]. 5e, 0 activation time, 3-sec recharge. Melee Attack. If this attack hits, you strike for +10...34...40 damage.

Last edited by Paul Dawg; Jun 18, 2009 at 04:51 PM // 16:51..
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Old Jun 18, 2009, 05:04 PM // 17:04   #12
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/Facepalm

@Paul Dawg
[[Power Attack] activates on your next attack, it does NOT have a 0 activation time
[[Protector's Strike] on the other hand, is a fast attack.
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Old Jun 18, 2009, 05:44 PM // 17:44   #13
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Not having a listed activation time is different than having an instant activation time. Power attack does not go off the instant you hit the button.

IIRC only a few shouts have a zero activation time as well as switching a stance.
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Old Jun 18, 2009, 05:55 PM // 17:55   #14
Ascalonian Squire
 
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Guild: death bringers of ascalon
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Thank you Picuso and buns united for helping paul. I dunno if you haven't tried the build yet paul ,but if you try power attack your opponent will either bolt, cast a spell, or hit you with there weapon. With protectors strike the casting time for a healer is reduced a lil below 3/4 of a second, running away isn't possible (unless you hit the opponent and he slides a away a lil enabling him a chance to run but very slim), and melee attackers cannot hit you unless they used a attack move under 3/4 of a second.

I also want to show you guys the hammer build for pve that will be entertaining ,yet its alot harder of a build to use.This will enable you to do earthshaker forever and have fast adrenaline recharge at the same time.
The skills are
1 barbed spear
2 flail
3 earthshaker
4 sun and moon slash
5 steelfang slash
6 protectors strike
7 pulverizing smash
8 spear of fury (must have a rank of 7 luxon or kuzick)
Instructions
You must have a sword, hammer, and a spear
First attack enemy twice use barbed spear and then use spear of fury for 8 adrenaline
Second you switch out to grab your hammer and hit flail before hit your opponent then when you hit him you will be at 8 adrenaline once again
Now you execute the combo 3 4 5 6 3 4 7 8
After you hit with spear of fury you then hit flail once again along with letting your spear hit your opponent one time so that all your skils are back at 8 again and then start combo over again.
Hope you enjoy if you need help my IGN ashley inwanderland
I will show you how to work the build if you'd like.
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Old Jun 18, 2009, 08:12 PM // 20:12   #15
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Sub sun and moon for Gash for ultimate synergy.
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Old Jun 18, 2009, 09:15 PM // 21:15   #16
Ascalonian Squire
 
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Guild: death bringers of ascalon
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No point in gash since theres no bleeding. The build needs sun and moon slash because it allows you to gain the adrenaline which you need in order to add up all the adrenline to 8 to do earthquaker again.

Last edited by a joyful noise; Jun 18, 2009 at 09:24 PM // 21:24.. Reason: spelling
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Old Jun 18, 2009, 09:47 PM // 21:47   #17
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Doh, OK, I see what you guys are saying. If the purpose of [protector's strike] is to get in a quick attack in order to build up adrenaline rather than to do extra damage, it makes sense. My bad.

Quote:
Originally Posted by Winterclaw View Post
Not having a listed activation time is different than having an instant activation time. Power attack does not go off the instant you hit the button.

IIRC only a few shouts have a zero activation time as well as switching a stance.
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Old Jun 19, 2009, 06:34 AM // 06:34   #18
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Quote:
Originally Posted by a joyful noise View Post
No point in gash since theres no bleeding. The build needs sun and moon slash because it allows you to gain the adrenaline which you need in order to add up all the adrenline to 8 to do earthquaker again.
You've got Barbed Spear for bleeding.
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Old Jun 19, 2009, 06:57 AM // 06:57   #19
Ascalonian Squire
 
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My bad Marty, I thought you were refering to the pvp builds. I agree with you that gash would be perfect synergy ;however, I need sun and moon to have enough adrenaline for the second earthshaker. Because you brought that up, you can replace pulverizing smash in place of gash and it will give bonus damage!! I do like it but i don't feel like using barbed spear when i'm already full on adrenaline I want to kd the next enemy as fast as possible, but you can use gash for pulverizing smash if you'd like ^^.

To entertain you warriors even more I have a build that will involve 3 kds in a row and this is for pvp.
Same stats as usual 13 str, 14 sword, and 9 hammer.
This build is only reccomended for 60 armour and 80 armour
1 enraging charge
2 burst of aggression
3 earth shaker
4 mokele smash
5 steelfang slash
6 sun and moon slash
7 crushing blow
8 hammer bash
First step is to gather 8 adrenline with the help of enraging charge
once full run up to your opponent and press burst of aggression and use this combo
3 4 5 3 6 7 8
When done correctly you will interrupt reversal fortune every time you kd your opponent. Monks are pretty much screwed over unless have vast amounts of health. This build will also protect you from being interrupted because by the time the melee attacks get up from the second earth shaker you will already be successful in pulling of hammer bash on your victum for another kd. This is a funny build since your opponent is left on the ground for 9 seconds being unable to do anything at all. Enjoy!!

Last edited by a joyful noise; Jun 20, 2009 at 06:04 AM // 06:04.. Reason: To correct a misunderstanding
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Old Jun 19, 2009, 09:39 AM // 09:39   #20
Jungle Guide
 
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Quote:
Originally Posted by Paul Dawg View Post
Doh, OK, I see what you guys are saying. If the purpose of [protector's strike] is to get in a quick attack in order to build up adrenaline rather than to do extra damage, it makes sense. My bad.
Of course it's for the damage, it means you can fit in another heavy damage attack while your target is still KDed. The adrenaline gain is useful, but secondary to fitting more damage into a spike.

I use protector's strike on hammer, it can crit for 83 against a stationary target and adds a large amount of threat. The bonus damage doesn't come into play against a KDed target, however, it still hits for more than an autoattack due to strength.

Close on 90 damage with a 1/2 sec activation time, great for killing casters right in front of their monk.

Last edited by Lux Aeterna; Jun 19, 2009 at 09:49 AM // 09:49..
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