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Old Jan 08, 2009, 11:02 AM // 11:02   #21
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[build prof=W/Rt Strength=9+1 Hammer=12+1+1 Channeling = 9 Resto=3 Luxon=9][Earth Shaker][Crushing Blow][Whirlwind Attack]["Save Yourselves!" (luxon)][Flail][Enraging Charge][splinter weapon][Death Pact Signet][/build]
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Old Jan 09, 2009, 02:21 AM // 02:21   #22
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Let a Rit carry [Splinter Weapon]; they can get their Channeling Magic higher for better effect, and that lets you carry [Crude Swing], which you'll need to combo with [Whirlwind Attack] to maintain enough Adrenaline to quarterknock mobs with [Earth Shaker].
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Old Jan 09, 2009, 08:33 AM // 08:33   #23
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Quarterknock, lol, I play hammer warr almost exclusively in PvP and I don't even know what people mean by that word (stuff dies anyway so meh :P), care to enlighten me?
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Old Jan 09, 2009, 09:09 AM // 09:09   #24
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Regarding synergy and your heroes, try bringing an N/Rt and slapping on [order of pain][dark fury][splinter weapon]. Adrenaline boost for more earth shakin', orders damage for more killin', and splinter for mass mutilatin'.

~ Happy Hunting!
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Old Jan 09, 2009, 09:16 PM // 21:16   #25
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bungus,

Quarterknocking is maintaining a KD chain on a target (in this case a mob of PvE targets) while timing your KD's so that they hit during the 'getting up' animation, which can interrupt a 1/4 sec cast skill/spell.

With WW Attack and Crude Swing, he should have enough ADR gain to keep the entirety of the mob on their asses w/o them having a chance to fire off a skill.

PS - sometimes called 'knocklock' by players who just focus on keeping the target down with no real thought to why doing this is beneficial (in regards to the 1/4 cast interrupt aspect)
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Old Jan 09, 2009, 09:59 PM // 21:59   #26
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Knocklocking and Quarterknocking acheives pretty much the same thing though, whether you allow enough time for the opponent to start but not finish a 1/4 casting time spell does not make much difference. The point is, you still want them KDed, i.e, not using skills or hurting people.
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Old Jan 12, 2009, 11:55 AM // 11:55   #27
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Thx for the heads up, apparently ive been quarterknocking my arse off without knowing it was called that way :P.
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Old Jan 13, 2009, 01:47 AM // 01:47   #28
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w00t! KD rawks my socks. Perpetual KD makes me... you figure it out... :P

@ Marty - I was referencing another post which spoke about the origins of both terms quarterknock and knocklock. While they are variations of the same theme, someone attempting 'knocklock' just wants the targets on their ass (with no regard to the interruption aspect), whereas someone looking for 'quarterknock' is generally experienced enough to understand the mechanics of the interrupt of a 1/4 cast skill during the 'get up' animation (since 1/4 casts are so difficult to 'rupt)
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Old Jan 13, 2009, 02:50 PM // 14:50   #29
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Quote:
Originally Posted by Lyynyyrd View Post
1: Leave PI, and all spells, to the casters.
Pain Inverter is fine on warriors. I can understand why he would want pain inverter if he is using it for vanquishing. I don't know why people are so against of having PI on warriors.

PI is good when you are using it against bosses such as:

http://guildwars.wikia.com/wiki/Ilsu...C_Lord_of_Fire

But more importantly, many groups do a lot of damage in hardmode, its a great skill to carry around.
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Old Jan 13, 2009, 03:38 PM // 15:38   #30
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[pulverizing smash] and [fierce blow] also help to set up a good spike with ES.


I'm not sure where the idea that PI is weak came from. Kill Glint hm in 11 sec, Shiro hm in 15 sec, one shot kills to anything that uses giant stomp, VoR/CoF mesmers, curses necros, barrage rangers, pretty much every ele in the game. Anything that does party wide damage go boom with PI. My philosophy is if it's dead you don't need to protect your party from it anymore.
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Old Jan 13, 2009, 03:44 PM // 15:44   #31
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Shiro always cheats, it's no shame to cheat back .
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Old Jan 14, 2009, 12:16 AM // 00:16   #32
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^
QFT

Hit him with Pain Inverter and watch him /resign.
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