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Old Dec 10, 2005, 02:27 PM // 14:27   #21
Did I hear 7 heroes?
 
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Join Date: May 2005
Guild: Scars Meadows [SMS], Guild Leader (Not Recruiting)
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Also as requested (sorry for the double-post), the FoW Solo Farmer
Discussion Thread
http://www.guildwarsguru.com/forum/s...ad.php?t=77852

Profession
Warrior

Name
Spider Farmer

Type
PvE

Category
Solo Farmer

Attributes
Strength: 11 + 1
Swordsmanship: 10 + 3
Tactics: 11 + 1

Skills Set
Sprint (Strength)
Flurry (Warrior, unlinked)
Hundred Blades (Swordsmanship) {Elite}
Watch Yourself! (Tactics)
Galrath Slash (Swordsmanship)
Final Thrust (Swordsmanship)
Healing Signet (Tactics)
Dolyak Signet (Strength)

Summary:
Zealous and Defense upgrades for your sword. The Zealous is required to maintain Flurry, and Defense is very helpful when you are being hit numerous times every second or so. I would advise having a sword with +15% damage in stance as opposed to any other inherent bonus. Your health will be dipping above and below 50%, you won't be enchanted, nor will you be targeted by any hexes. Gladiator's suit of armour with an Ascalon helm (+1 tactics) is optimal since every hit will be physical, and common knowledge is that one piece of Ascalon or Knight's equipment gives you -2 damage. You will also need a longbow for pulling enemies.

You appear in FoW, Sprint to the group on the right and run past them up to where a group of 2 warriors and a monk will be coming down. Take a break, and healing if nothing is chasing if you got hit by a fireball or something along those lines. Once they get close enough, run up to the path to the beach. Make the three patrols that are in that valley come up. With where you are standing, there should be a tall mountain which you will need to circle around should anything be following you. Once you start your path down to the beach you're home free. Use Sprint to break off any patrols, if you're a droknar runner I'm sure this sort of tactic is probably familiar to you.

I'd advised in the past to stop and kill every Snarling Driftwood and Doubter's Dryder on the way. Not just for the drops, but overall it makes things a lot easier to run through. As such, run down all the way to almost in front of the dryder and fight the group there (refer to the screenshot below for where to stop). You need to go this far down because the patrols of shadows do come back and you need to be far enough down.

Once done, hug the left wall and stop about where the wall cuts off maybe a little before. Kill the doubters and snarlings that come by. I advise NOT using Dolyak Signet at all during this point because in case the skales decide to wander you could be in trouble. Wait at that spot for a patrol of Snarling Driftwoods to come and pull them with your bow. Make sure again not to aggro the Ancient Skales, but not too far back to grab the shadow patrols. Once done, run to the next little area past the skales, if you aggro them no big deal they'll stop following as long as you're at 25% faster running speed. *Under no circumstance should you fight the Ancient Skales*.

The areas here are usually safe, note in the first image to stand where the "X" is as opposed to where the green dot is:



Examine the groups in the next little area to determine where it is safe to run to next. At this part, I would suggest clearing any doubters or snarlings.

Now, you're at the tunnel. Pull the two closest dryders back. Under no circumstance should your aggro bubble touch where they were standing otherwise you release the spiders. They tend to be relucant to move too far out, but your longbow works just fine in this situation. Once they're dead, do the same thing on the last one.

Run into the tunnel until three spiders appear. Go back in the direction you came and wait for them to leave the cave and start moving around. Pull them along the wall (or just back the way you came in general) until you're a fair distance from the entrance but not too far that you're aggroing skales. While engaged with these first group, the rest of the spiders will emerge from the cave and come out onto the beach.

Now, the tricky part.

Fighting them can be annoying, and you need to use a lot of strategic movements to get them to position themselves just right. When you're pulling them back they will bunch up together and use Healing Spring every so often. You can't compete against 3 healing springs in terms of damage. As such, when you're pulling them back watch your radar closely. When one of them hangs back slightly (because it will be using Healing Spring or Apply Poison) it will separate from it's comrades. At that point, turn around and run to the group of two and start fighting IF the lone spider decides not to move. Since they have a long range with their shot it shouldn't be too difficult to achieve this result, so as long as you're in it's range it will not move.

When fighting two at once, here is what you have to do if you want to get things done quickly. Otherwise, stick with one until it dies. Choose your target and attack it until one of two things happens. A) It uses Healing Spring or B) The other one uses Healing Spring. You can tell because it's health will start to go up naturally

A) Switch to the other spider and attack it until it does Healing Spring. At which point use Healing Signet and switch back to your first target. Repeat.

B) Continue to attack your current target until it does Healing Spring. Once it uses Healing Spring, use Healing Signet and switch to the other spider. Repeat.

Now, this deals with the first group you pulled. When dealing with the next lot, simply pluck an arrow into one and it will pull three spiders towards you. It's really THAT easy.

Once you clear the beach, note that every dryder afterwards has 6 armoured spiders that will spawn. One group from behind once the dryder is in your aggro bubble, the other after a certain period of time has passed. Deal with these annoyances in the similar pattern as before.

Notes & Concerns
Use healing signet (I use it twice inbetween springs) when Dolyak Signet and Watch Yourself are up. If you need to, settle with one or the other, but using it while neither is up is foolish. Don't try to take on more than 6 if you're just starting it. Odds are you will get nervous and panic, and that is never good when you're alone.

Credit
Myself, and those countless FoW groups that would drop allowing me to test this build without spending any extra coin.
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Old Dec 10, 2005, 05:44 PM // 17:44   #22
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Join Date: Aug 2005
Location: Where ever the hell i feel like living
Guild: Iim always in a new one so i just wont say
Profession: W/
Default

Name:Cursing Crusader
Class: W/N
Att: Axe- 12+3+1
Curse-12
Tactics- 3+1
Armor: gladiators armor and Executioners Helm.
Skill bar:
1.Executioners Axe
2.Disrupting Chop
3.Penetrating Attack
4.Wild Blow or Healing signet
5.Wither *Elite*
6.Weaken Armor
7.Enfeeble
8.Ressurection Signet
Designed for: PvP (and maybe PvE)
How it works: start off with enfeebling the warrior or ranger. then weaken armor and wither the caster of your choice, preferrably the monk. then use all ur axe skills and kill the caster . repeat over and over. if u ever have to solo the warrior just enfeele and do the process above and if u have wild blow equipped, use it when the warrior or caster uses a gay stance lol. decide whether u want a self heal or not. Wild blow for team arenas because in teams u know if ur geting a monk or not. Healing signet for competition arenas because u might and up in a group of all warriors.
Notes and Concerns: WARNING! THIS BUILD IS UNTESTED. i dont have wither so i cant really test it lol. this might work in PvE, i dunno try for yourself
Who thought this up: me lol < me

Last edited by evox the evil; Dec 10, 2005 at 05:48 PM // 17:48..
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Old Dec 10, 2005, 11:50 PM // 23:50   #23
Ascalonian Squire
 
Join Date: May 2005
Location: Austin, TX
Default

Profession: W/Mo
Name: Monk Chaser
Type: Competitive PVP
Category: Partially-Self-Sustaining Damage
Attributes:
Axe Master 12 + 1 + 1
Strength 10 + 1
Healing Prayers 8

Skill Set:
1. Penetrating Blow
2. Dismember
3. Axe Twist
4. Executioner's Strike
5. Battle Rage {Elite}
6. Healing Breeze
7. Mending
8. Res Signet

Equipment:
I prefer Gladiators just for the extra energy, but Dragon's/Plate armor works just as well. As always, use the best vigor/absorbtion you can get.

For Set 1, for Axes, pick the 15%+ while enchanted with 10/10 armor penetration and 20% longer enchantments. The Extra 2 seconds of healing breeze is useful. Use the Shield that does -2 dmg/+45 health while enchanted.

For set 2, Axe with 15% while in Stance, 10/10Armor Penetration, and +30 health. Use the shield that does -2dmg/+45 health while in stance.

Summary:
This is kind of a generic Axe-Paladin build. The build relies heavily on Battle Rage and Mending. Its useful when you need to run out of your allies' range to hunt down their monk/casters

Battle Rage is cheap to charge up (4 Adrenaline), and here is what a lot of players don't realize is that you can sustain battle rage as long as you're hitting something. Since Battle rage gives you a 25% speed bonus and twice the amound of adrenaline per hit, its very easy to stay in battle rage the whole game. However, with 11 Strength, battle rage stays in affect for 16 seconds, which is long enough to use the first four skills twice before having to hit the battle rage button again. The First 4 skills are lined up in their order of being availabe via adrenaline, so its as easy as hitting 1, 2, 3, 4. With your Axe Mastery that high, its not too uncommon to hit a running monk for -104dmg with your Executioner's strike.

Cast mending at the beginning of the round. Use healing breeze whenever you need to. If you keep getting disenchanted, switch over to your second weapon set, for the damage/damage reduction/health bonuses you can sustain with battle rage.

Pros & Cons:
As with almost any warrior build, you're susceptable to blindness. There are other weaknesses, but they're usually related to all warrior builds. The other main Con of the build is that you can do very little to help other members of your team directly. So, if your monk is getting a beat down, there's really not much you can do besides throw him a curtosy healing breeze and attack whomever is griefing him. With this build, its also hard to do damage to Protection Monks.

As for Pros, you can do a lot of damage to almost anything, provided that you're not blind. With a 25% speed bonus, you can usually catch up with anything, hit him twice to recharge your battle rage, and keep going. The build is useful against other warriors as well, because once you're hit axe twist on the other warrior, he starts doing 0 damage per normal hit against you, all the while you're spamming attack skills at him due to your 2x adrenaline gain for 16 seconds.

Credit: Myself, although I kind of used the Paladin template.

For review here:
http://www.guildwarsguru.com/forum/s...204#post769204
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Old Dec 11, 2005, 05:35 AM // 05:35   #24
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Join Date: Aug 2005
Location: Where ever the hell i feel like living
Guild: Iim always in a new one so i just wont say
Profession: W/
Default

Name: Knock u d0wn!
Class: W/E
Build Type: Knockdown/Aftershock
Attributes:air magic-7
earth magic-10
hammer mastery-12+1
tactics-4+3
Armor: Gladiators boots, chest and leggings, Dwarven Helm and Stoneskin Gauntlets.
Weapon of choice: (if u can get it) heavy pvp hammer of fortitude 15 over 50% plus 30 health *heavy lengthens weakness duration*
Skill bar:
1.Devestating Hammer *Elite*
2.Hammer Bash
3.Distracting Blow
4.Healing Signet
5.Aftershock
6.Whirlwind
7.Iron Mist
8.Ressurection Signet

How it works: once ur in battle wait till devestating hammer is up and use it. while opponent is on the ground, use aftershock for damage. then later, use hammer bash to knock down and use aftershock again for damage if it's recharged. if you are being attacked by someone with a sword, axe or hammer, use whirlwind and then aftershock for maximum damage. every now and then when your low on health, knockdown your opponent and use healing signet . distracting blow when someones using a rez siggie if ur adrenaline is low. if u come up against a runner, just cast iron mist to slow his gay butt down lol.

Notes and concerns: this build has a low self heal and attacks slow but otherwise is a good tanker and is very powerful.
Credit: me! lol < me

Last edited by evox the evil; Dec 11, 2005 at 02:51 PM // 14:51..
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Old Dec 15, 2005, 05:04 AM // 05:04   #25
Pre-Searing Cadet
 
Join Date: Dec 2005
Guild: republic of petoria
Profession: W/Mo
Default tank/dmg build

class W/Mo
type pvp dmg/tank
name [none]
attributes
swordsmanship 16 (sup rune and helm)
healing 9 i think enuff for +7 reg from breeze
and the rest into strength or tactics wht ever u need for ur shield (minor of what ever u use)
skills
sever artery (swordsmanship)
gash (swordsmanship)
galrath slash (swordsmanship)
final thrust (swordsmanship)
vigorous spirit (healing prayers)
balthazars spirit (smiting prayers)
mending (healing prayers)
healing breeze (healing prayers)

i use this build mainly for gvg and tombs to take a lot of dmg and and deal alot as well

first befor the round starts cast mending and keep the +1 energy regen u still have until u have 15 then cast balthazars spirit, when the match starts pick a target should usually be another warrior or whtever u feel like, then while attacking cast vigorous spirit right away and while u gain adrenaline cast these skills in this order.
1. sever artery
2. gash
3.galrath slash (by this time ur target should have less that half life for final thrust to work to its full extent)
4.final thrust
and when ever u get below 60-70% life cast breeze but, throughout the entire time u should always have vigorous spirit on

http://www.guildwarsguru.com/forum/s...110#post786110

Last edited by hired muscle; Dec 15, 2005 at 10:05 PM // 22:05..
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Old Dec 20, 2005, 05:50 PM // 17:50   #26
Pre-Searing Cadet
 
Join Date: Dec 2005
Guild: not jet
Profession: W/Mo
Default

warrior/monk

just a try

going for a guild v guild but it could be used for evrything

tank/protecting weaker

attributes:
well this i don't know for sure but for now i just want to get

swordmanschip,
strength and
protection prayers

as good as possible

skills:

Final Thrust: an attack
Galrath Slash: second attack
Defy Pain (elite): just to get some stronger
Life Bond: to protect your own monks and mesmers
Protective Spirit: a good combination whit life bond
Resurrection Signet: returning to life if you fail in protecting
Savage Slash: an interupting attack good against monks
Vital Blessing: again to protect others like monks and mesmers

summary:

the goal is to get a strong tank that can still help the other and even save them.

credit:

just myself and my brother

PS: please post what you think and help me to make him better
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Old Dec 21, 2005, 06:22 PM // 18:22   #27
Pre-Searing Cadet
 
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Join Date: Dec 2005
Location: droknars forge and augury rock (i travel alot)
Guild: Acoma BL Warriors
Profession: W/N
Exclamation

Profession: [Warrior/Necro]
Name: [warrior degen]
Type: [PvE/CompetitivePvP/GeneralPvP/HoH/Gvg]
Category: [major degen]
Attributes: [10 death, 11 swordsmanship, 10 tactics]
skills: [sever artery, gash, life transfer {elite}, life siphon and any other skills you would like to take to degen]
Summary: [make shure you use all of the degen skills at the same time or you wont get the most out of the build]
Credit: [me, Cam O and my guild ABLW]
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Old Dec 21, 2005, 11:05 PM // 23:05   #28
Ascalonian Squire
 
Join Date: Oct 2005
Profession: Mo/N
Default

Profession: Warrior/Ranger
Name: Ye Olde Beastmastre
Type: PvE Group
Category: Damage
Attributes:
Hammer - 11 + 2/3 + 1
Strength - 10 +2
Beastmastery - 10

Skills Set:
Warrior's Endurance
Counter Blow
Troll Unguent
Feral Lunge (I like the bleeding, but may swap for another skill)
Charm Animal
Comfort Animal (I sometimes drop this for Signet of Capture or something else)
Power Attack
Irresistable Blow

Summary: My primary attack skills are Power Attack, Irresistable Blow, and Feral Lunge (pet attack that causes bleeding). All three cost 5 energy. My tactic in PvE is usually to alternate between PA and IB until I'm down to the 5 energy I need for Warr's End. I pop that, and I generally have all the energy I need to spam PA and IB, and throw in a FL or two before WE runs out.

Notes & Concerns: This is not a powerful solo/farmer build, but it is a solid group build. You may be able to solo some areas, but that's not what this is about. It's about doing lots of damage to a single target. I expect to have a group to help back me up, but with high level armor and runes (-4 absorp with one piece of Knight's and a Major Absorp rune), that shouldn't be too much of a problem.

Credit: Beeg Summamabeech
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Old Dec 24, 2005, 02:44 AM // 02:44   #29
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Join Date: Aug 2005
Guild: Imperiums First and Only
Profession: W/Mo
Post

Bring Da Freakin Pain build
Uses: Mainly PvE, Untested for effectiveness in PvP as of yet
Category: [Damage Dealing]
Character Build: Warrior/Monk

Stats
Strength - 13 (+1 from rune)
Axe Mastery - 12 ( +1 from rune)
Smiting Prayers - 7

Skills:
Executioner's Strike
Penetrating Blow
Dismember
Cyclone Axe
Judge's Insight
Endure Pain
Warrior's Endurance {E}
I Will Avenge You

Summary:
This build is designed to work in groups to maximize efficiency, it can be used solo, but not to full effect. What this build does is maximizes the extra damage added from armor penetration. Strength at lvl 13 base adds 13% armor penetration when using skills, shich is alwasy nice when you are a damage dealer. As you enter combat, cast Judge's Insight, which makes your damage holy (which is uneffected by armor) AND adds another 20% armour penetration. as you attack your adrenaline should be building up nicely, if you have Penetrating Blow available to use and Judge's Insight is still active, this is the perfect time to use it. Doing this will add +whatever amount of extra damage added onto you base damage as well as ANOTHER +20% armor penetration! Congratulations, you have now hit your foe with the power of your base attack plus the damage added from Penetrating Blow and added 53% armor penetration to your damage!

Notes:
I did not add any ressurection skills at all because I use this build mostly when I party, so that I can focus n my main goal in mind, damage. This build has some flexability in it as well too. you could possibly take out Warriors Endurance {E}, for Defy Pain {E} to boost your HP to HUGE levels! or you could switch I Will Avenge You for Restore Life, so you can become a back up ressurector. If I do solo work, I switch I Will Avenge You (useless in solo) for Symbol of Wrath, so that if I get surrounded, it makes the enemies scatter, allowing me to chase down foes or retreat.

Credit: Myself - Adeptus Astartus
PM me ingame if you would like to talk more about some build ideas, as I am alwasy open to discussion.
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Old Jan 16, 2006, 10:13 PM // 22:13   #30
DoH
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Join Date: Jan 2006
Profession: W/A
Default w/mo build

Profession: W/mo
Name: Adrenaline master
Type: PvE/PVP
Category: [Spiker/tank]
Attributes" 8 healing
12 sword(hat) (minor/sup rune)
rest in STRENGTH
1 healing breeze
2 battle rage{Elite}
3 sever artery
4 Gash
5 galrath slash
6 Final thrust
7 Mending
8 Restore life/ rez sig (pve,pvp)
This build depends on adrenaline, as the name suggests. Hit bad guy 4 times, then put up a battle rage... Then sever gash galrath and final thrust--ALL IN ONE (one after the other with one or 2 hits in between), Then repeat until battle rage runs out

MAke sure u use final thrust only when oponent is below 50% health (crusial in PvP) mending is to help out the healers, and breeze gives +6 regen wich with mending gives +9 regen(always must have mending on)
Use battle rage to chase people incase they run away from u in pvp, use breze when your health is at 3/4th (so u dont worry about dieing)

In the end you deal masive damage, hit after hit and you dont stop.
Use platemail with 1 knights piece
10/10slunder sword with +30 health
Strength req sheild with +health in stance(because ur in battle rage the entire time)

Credit:* [DoH]
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Old Jan 16, 2006, 11:06 PM // 23:06   #31
DoH
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Join Date: Jan 2006
Profession: W/A
Default Oro man

Profession: W/me
Name: Can't touch this!
Type: Oro farming(5 man group) 1 stance tank, 1 mm necro, 1 bonder, 1 healer and 1 ss necro or nuker for any other
Category: Pure stance tank
Attributes: 12 str minor rune
12 tactics minor rune and helmet
rest in anyhting u like like ispiration for physical res

1 healing sig
2 Glad defense{Elite}
3 dolyak signet
4 diciple stance
5 defence stance/bonneti if u have bal spirit)
6 edure pain
7 physical resistance
8 rez or anything else u want to add maybe bal spirit for energy

This build depends on evading blocking and taking a hit
U just keep up physical resistance and dolyak signet, then inbetween use stances to take less damage

Your healing monk will heal u but if u go below 50% health use healing sig
use gladiator defence as miuch as possible

Use bal spirit if u dont have gladiator armour(or if u do just gets more energy, but u wont need too much because ur not spamming skills)
use endure pain if ur in deep trouble and make sure u always havea evading or blocking stance up

sheild and sword doesnt matter(because ur holding the gear)
gladitor armour with tactics helm is best (get the 15k armour just to look cool , hehe)

Trust ur healers dont argue in oro(i find tanks argue with healers and bonders)

Make sure u take ur time for oro so u dont screw up the build and pres something wrong and the entire party dies

Have a healing hand healer or a healing seed healer or else u will die if your not carful



Credit:* [DoH,evulfuson and steph]
]
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Old Jan 18, 2006, 08:39 PM // 20:39   #32
Pre-Searing Cadet
 
Join Date: Jan 2006
Guild: CSElite
Profession: W/Mo
Default

Build Title: Wa/Mo IDS Farming Build

Been tweaking builds a lot while farming Ids - Icy Dragon Sword. This is the most reliable one in my opinion. Nice to not have to switch to Wa/Me

Stats:
1 8 healing
2 5 smite
3 16 str
4 10 axe
5 3 Tactics

Skills:
1 Sprint (for the running part only)
2 Dolyak Signet (Important for armor, use constantly against imps, and against Giants if you are nearly killed while running past)
3 Defy Pain (Important for armor, use constantly againts imps, and sometimes while running)
4 Watch Yourself! (For armor against imps, use constantly)
5 Power Attack (With 16 str this gives a powerful attack. Kill an imp with 4-5 of these) Exchangeable for res or other skills.
6 Cyclone Axe (Helps farm the imps more efficiently) Exchangeable for res or other skills.
7 Balthazars Spirit (Gives energy and adrenalin in massive amounts while attacking imps, or giants)
8 Mending (Your life saver)

Gear:
Helm - Platemail Helm, +1 strength comes with helm.
Chest - Platemail
Gloves- Knights - gives the dmg reduction bonus on all attacks
Legs - Platemail
Boots - Platemail
Shield - +16def, -2 dmg while enchanted. Thorgall's for example.
Weapon - Max axe with some defence mod and customized to farm more efficent. Hopefully some 15/50 or the likes too.

Runes:
Superior Strengt rune is needed.
Minor tactics
Minor Axe
Minor/major/sup vigor
Minor/major/sup absorbtion


Running:
For the running part, team up with someone to learn the route. There are 2 different routes in tasca's demise and 2 different in mineral springs that works well.

Comments:
Hyl Thunderwing:
In mineral springs you can sometimes meet Hyl Thunderwing, an avicara boss. On the north route he's by either of the two bridges, and on the south route he's in the narrow, dark valley. He's an elemental spiker, spiking you and using iron mist, stalling u for quite some time. If you are running solo and are unprepared for the meeting with him he will most surely kill you...Doing the south route it is easy to get past him, the north one I haven't found the solution for. I always do the south one because of him. Doing the south route, and I see him in the narrow, dark valley, I turn around, run down to the giants and let them hammer me for a while. With baltazars spirits my adrenalin gets recharges...I sprint away from them and just before aggroing Hyl i activate Defy Pain and watch yourself. He spikes and uses Iron Mist. After the Iron Mist is finish i sprint away. Easy does it.

If there are an avicara group just next to the imps, try to see if there is some way of pulling them, then try to sprint past. If not u have to kill them or start over...The only way of killing them with this build is by pulling them a long way so that you get an avicara wise on his own attacking you. Kill him, and one by one comes running to get you. You take them as they come, if more than one come, just run off. The two avicara braves you can handle at the same time using all the armor skills you have.

Before imps:
Besure that you have both mending and balts spirit active. If your new at this, try to aggro small groups at a time. For armor spam constantly dolyak, defy pain and watch yourself. For attack use power attack and cyclone axe. Try to get next to several imps, then use especiallu cyclone axe.

If you have trouble staying alive against imps you can try swapping balthazars spirit with watchful spirit. Gives you 2 more pips of hp regen. Or throw in a stance that suits your build. Bonettis help against mountain trolls, for example.
It's also possible to throw out defy pain and use warriors endurance (elite) to get energy if you don't have balthazars spirit. It is not that a reliable build, though.
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Old Jan 30, 2006, 08:46 PM // 20:46   #33
Pre-Searing Cadet
 
Join Date: Jan 2006
Profession: W/N
Default McKilligan's Curseweaver

Profession: Warrior Necromancer

Name: McKilligan's Curseweaver

Type: PvP/Alternate PVE config

Category: Tank/Damage output

Attributes:
Curses: 12
Strength: 5
Swordsmanship: 11 + 1 (Helm) + 2 (Rune), 14 total

Skills Set:
Sever Artery
Gash
Galrath Slash
Final Thrust
Spiteful Spirit {Elite}
Insidious Parasite - alternate PvE skill, Mark of Pain
Barbs -alternate skill, weaken armour
Parasitic Bond

Summary:
This build works best against other melee classes, but also performs well against casters. They key advantage of this build is that is puts ungodly amounts of pain on your opponents, whereas most warrior sub builds are geared towards keeping themselves alive. This build can take away far more health than a W/MO can maintain, so it's an excellent paladin killer. Another advantage of this class is that it lets the enemy hurt themselves, freeing you from needing to strike to do most of your damage.

The backbone of this build is Spiteful Spirit. For 18 seconds, whenever they attack or use a skill, they take 29 shadow damage. Stack Insidious Parasite on top of it, and they take 46 damage every time they attack, 17 of which you leech off as health, so you're taking a little less damage. As far as casters are concerned, Spiteful Spirit also makes a great spell. It doesn't take effect as often as when cast on a melee class, but they still take damage whenever they casta spell or use a skill. Casters are weak against direct melee attacks anway, and the combination of the 4 swords moves should be enough to kill almost any mage. If you need that extra bit of damage, cast barbs for +8 damage with every melee attack. This applies to everyone attacking that target, so it's great to focus damage with another warrior, or even a ranger.
While they're being pummelled by your curses, you're also inflicting more damage with your sword skills. Sever Artery gives them -3 health degen for 24 seconds, Gash reduces their maximum HP, and Galrath Slash does 37 damage. At this point, the enemy is almost definitely below 50% health, so it's time to bust out Final Thrust, which does a whopping extra 74 damage if it strikes while they're below 50%, It usually deals anywhere from 85-100 damage for me.

Finally, you have Parasitic Bond, to make the monk on your team's job a little bit easier. Essentially, it's a 1 second cast 5 energy spell that gives an enemy -1 health degen, and rewards you after 20 seconds with 102 health. It's a good idea to cast this on one or two enemies at the beginning of a battle if you can spare the energy, and it's definitely worth it to snag an extra lump of health when you're in the middle of a brawl.
Also, you automatically get the 102 health if the enemy dies while it is cast, so you can cast it on enemies that are near death to get some extra health quickly. Remember to cast this on an opponent just before you or someone else kills them.


Notes & Concerns: This build is fantastic at melee combat when an enemy rushes in, and even more so if there's two warriors concentrating on the same target, but it does have several weaknesses.
Aside from Insidious Parasite and Parasitic Bond, you'll be taking alot of damage. The main idea of this build is to outdamage your opponent, and it excels at this. There are few, if any, warriors builds that can manage to hurt the enemy as fast as this one, but you'll be vulnerable without a monk on your team. Make ample use of parasitic bond on your enemies.
Another weakness is the inability to catch a running enemy. If your target decides to bolt, it's a better idea to pick someone new and start hacking away at them than to chase. If you really wanted, you could replace galrath slash with hamstring, but I prefer the extra damage since other warriors rarely run.
Also, since you rely heavily on Spiteful Spirit, you're at a disadvantage if an enemy monk strips it. Luckily, Spirit only has a 10 second recharge, so by the time it's gone, you'll probably be able to put it right back.
You'll also get low on energy fairly quickly, but as long as you don't have to recast SS too much, you should have more than enough to cast what you need.

A final note as far as gear is concerned, I use a curse Focus (Idol) which gives me +12 energy and has a 20% chance to reduce the casting time and recharge of curses, as well as the gladiator Hauberk, so I have a total of 35 energy, which is enough to cast all of my opening moves right off the bat.

So in summary, open with spiteful spirit and insidious parasite on an enemy warrior, maybe throw out a few parasitic bonds on him and another enemy for insurance. It doesn't matter WHO the enemy attack, SS and IS will still be in effect, so it's also great for protecting your monk. Then, just get in close and work with barbs and your sword skills to finish him off. You'll quickly knock an enemy below 50% health, so you can seal the deal with Final Thrust. Few classes have real advantages against this build, and it's an effective attacker right across the board, so it's useful in almost all PVP situations.

P.S. Just in case you were wondering about the 5 points in strength, it's a useful 5% armour penetration against an enemy, so it's a good way to spend a few extra points.
Also, if you want a PvE build, Spiteful Spirit and Mark of pain work wonders on enemy mobs.

Credit: Me

Last edited by Milkman Dan; Jan 30, 2006 at 08:57 PM // 20:57..
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Old Feb 07, 2006, 11:15 PM // 23:15   #34
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Join Date: Feb 2006
Location: USA: liberating you since 1918.
Default W/R Arena Build - "Tiger Warrior"

http://www.guildwarsguru.com/forum/s...d.php?t=118336

Warrior/Ranger
PvP: Random arenas, team arenas, 8v8
"Tiger Warrior"

Pure Offense

Attributes:
Axe mastery: 16 (+1 from helm, +3 from rune)
Beast Mastery: 9
Strength: 10 (+1 from rune)

Equipment:
Cruel PvP Axe of (rare)Fortitude
Pvp Tower Shield (stance shield)

Armor:
Executioner's Helm of Superior Axe Mastery
Gladiator's Hauberk of Superior Absorbtion
Gladiator's Leggings of Superior Absorbtion
Gladiator's Gauntlets of Minor Strength
Gladiator's Boots of Superior Vigor

-->results in 485 health and 27 energy

Skill set:
[1] Disrupting chop | 6 adn
[2] {elite}Eviscerate | 7 adn
[3] Axe rake | 7 adn
[4] Executioner's Strike | 8 adn
[5] Tiger's Fury | 10 energy
[6] "For Great Justice!" | 10 energy
[7] Sprint | 5 energy
[8] Resurrection Signet

This type warrior is build with only offense in mind. The objective is to dish out as much damage as possibile in the shortest amount of time. With Tiger's Fury marked at rank 9, it is possibile to have an almost continous activation of the skill, so attack speed is always increased. "For great justice!" cuts down on the time needed before the attack skills can be used. Sprint will catch any fleeing monks and mesmers.
In order to be most effective in the arena, the target should be selected with care to defensive capabilities and necessity to the opposing team. Generally, a Tiger Warrior should attack first healing monks, then boon-prot monks, then interrupting mesmers, then degen mesmers, then trappers. Necromancers and smiters should be avoided all together.
To make the skills most effective,the target should first be marked. When the time is right for the team to attack, begin pursuing the target. While approaching the target, activate the skills in this way:

"For Great Justice!"= as soon as you enter the enemy's area
Tiger's Fury= the instant you close to melee range of your target
If your enemy is standing still, then hit attack skills as quickly as possibile in this way:
1: Eviscerate. With for great justice, it will only take 4 hits for this skill to charge
2: Axe rake. This will cripple the enemy, making it hard to run away
3: Disrupting chop. This will interrupt the taret's action
4: Executioner's Strike. This deals damage in good amounts.
If your enemy is running then hit attack skills as quickly as possibile in this way:
1: Eviscerate
2: Axe rake
3: Sprint
4: Executioner's Strike
5: Disrupting chop
Repeat this until your target stops or you kill them, using sprint as soon as its ready. Try to use disrupting chop as often as possibile to prevent self-healing.

The limits are obvious: Blind makes you useless, Crippled makes you ineffective, and spiteful spirit hex will take your health down in a hurry. There are, by design, no healing powers in the build. Only experience with this type build will help you get around the downsides.

This is my favorite type of warrior, and probably my favorite type of character class in the game. With Eviscerate and Executioner's Strike, it is possibile to deal 2 consecutive 100+ damage attacks within a second to a monk, mesmer, ranger, and some elementalists. No other class has that type of power: I once dealt 232 damage to a ranger using healing signet with an eviscerate attack. I say, 'nuff said.

Credit: The many random arena veterans from whom i stole little bits and pieces of this build.
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Old Feb 10, 2006, 08:53 PM // 20:53   #35
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http://www.guildwarsguru.com/forum/s...148#post969148

To start

Few notes to start with:

- I did not create this build, or the idea behind this build, I did, however, optimize it for my own needs.
-The build I post is meant for CA, it can easily be used for GvG and Tombs with a few modifications.

With that said, I'm merely posting this to share;

Weapons:

Sword - Prefixes: Vamperic, Furious, Zealous Suffixes: Of Fortitude, Of Defense, Of Sword Mastery
Shield - Mods to look out for: -damage when in stance +health when in stance +health always
Offhand - As much energy as possible for switching (with req 6)

Attributes:

Tactics 12+1
Sword Mastery 10+1+3 //// Sword Mastery 10+3
Strength 6+1 //// Strength 6+1+1
Air Magic 6

Skills

Hundred Blades {ELITE}
Final Thurst
Frenzy
Sprint
Fear Me
Healing Signet
Gale
Ressurection Signet

Summary

Tactics @ 13 -> Fear Me steals 4 energy in AoE
Air Magic @ 6 -> 5 req for Gale to work the 6th point is leftovers

This build resolves around killing casters mostly, Hundred Blades, other then doing 100% damage of a normal attack (great with vamperic/zealous) is a most excellent adrenaline builder, aswell as spike damage. Fear Me should be spammed whenever possible, with Hundred Blades and Frenzy up you can spam Fear in quick succesion making you better at energy denial then a Mesmer. This works even better if you have 2 or more Warriors spamming Fear Me, as it's AOE.

Gale should be used in order of importance:

-Interrupting Ressurection Signet
-Interrupting a heal
-Snaring an opponent that wants to get away from you -> follow up with hundred blades-> final thurst
-Interrupting spells that annoy you or your team directly
-Just to get an edge in a 1vs1 battle

Don't try to spam gale, warriors simply can't do it. Another important thing use your switch offhand!! an extra 20 energy means 4 more Gales!

Credits

Last Pride - that's the guild where I saw this first, I'd advise everyone to press "B" every now and then to see if they're playing. They excecute it rather well. As far as I have seen, they run 3 Fear Me warriors for some lethal energy denial.
Myself - I wrote it all.. yknow..
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Old Feb 15, 2006, 02:24 PM // 14:24   #36
Krytan Explorer
 
Join Date: May 2005
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Warrior/monk

stats: 16 axe/12 strength/3 protection

Name: Succor Axe Warrior

weapon, axe, double adren haft/+1axe, 2ndary vampric haft

Eviscerate(e)
Penetrating blow
executioners
rush
Life Bond(in 4v4s), Healing Sig with a shift in stats in 8v8
Succor
Purge signet
res sig

This character plays in negative energy the entire match, it's never going to get up to zero energy. His damage and skills are all adrenaline based, or sig based. It's very easy to play, just cast the ench at any time, no need to regenerate energy and go on the attack. Perfect for that new member of the guild that's just starting pvp.

Cast Bond and succor on a monk in the 4v4, or 2 succor's on 2 in 8v8. Then you're full attack.

Purge signet strips all conditions and hexes and casts about the same time as convert. I save it for overloaded characters or if I'm blinded. Don't read the description and say it'll drain your energy because you don't have any energy to drain.

This gives up a tiny fraction of attack for the team. It's like giving an elite skill to your monk. You won't win a duel with this but you will get into teams from randoms every time. The only positive you get back for yourself is the ability to use an awesome sig that doesn't see the light of day very much.
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Old Feb 18, 2006, 10:41 AM // 10:41   #37
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Join Date: Feb 2006
Location: UK
Profession: W/
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Profession:W/Mo

Name: Classic Slayer

Type: Random

Category: Damage/Tank

Equipment Gladiators Armor 2 Major Absorb + 1 Minor absorb + Minor Strength
And Minor , Major Or Sup Swordsmanship And Major or Sup Vigor
--Max Damage Sword
i use gold sword (15-22 HP +22 +13 Dmg When Hp Over 50% Armor Penetration 10(Chance8%)
Shadow Shield Armor 16 Armor +7 V Undead recieve dmg -2 (10% Chance)

Attributes Healing Prayers 9 Strength 10+rune
Swordmanship(10+1rune/10+3rune)

Skills Set: Endure Pain ,Healing Breeze ,Gladiators Defence(Elite),Rebirth,
Sprint, Sever Artery , Galrath Slash , Final Thrust

Notes & Concerns: This Build is not brill i admit but its the one i use
and i find its ok it's good damage dealer if u have a monk tanking you
Credit:* Barrett Lockheart

Last edited by Barrett; Feb 25, 2006 at 04:28 PM // 16:28..
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Old Feb 20, 2006, 02:12 PM // 14:12   #38
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Join Date: Feb 2006
Guild: Celestial Maelstrom
Profession: W/Mo
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Profession: Warrior / Monk

Name: JackOfAllTrades

Type: Any (I hope)

Category: All

Attributes:

Healing Prayers: 7 (gets you exactly +6 health regeneration)
Smiting Prayers: 11 (gets you exactly +8 damage in melee)
Strength: 9 (as low as your shield requirement is, mine is 9 (Thorgalls shield, (platemail helm gives +1))
Swordsmanship: 10 (as low as your sword req. is (I have +1 minor swordsmapship))

Skills:

Seeking Blade
Pure Strike
Warriors Endurance
Sprint
Strength Of Honor
Mend Alignment
Healing Breeze
Restore Life

Summary:

Well, I tried to make a all around warrior, capable of anything, simply because I hate changing skill sets for different type of enemies. How to use it:

Before you enter a fight of any kind, use Strength Of Honor, it will give you +8 damage. Sprint to your target and when you begin fighting use Warriors Endurance to fill up your energy. Then keep beating them with Seeking Blade and Pure Strike. Seeking Blade cant be blocked, and if its evaded, deals bleeding damage and Pure Strike cant be blocked or evaded and deals +20 damage. Combined with Strength of Honor, means you will deal +22,and +28 damage and you cant miss. Thats not much, but considering they recharge quickly, you should be able to kill any small group of enemeis before your Warriors Endurance expires. The only way you can miss, is if you're blind, and that's where Mend Alignment comes in. It recharges in 2 sec, so even if they keep blinding you, you should be able to remove it and keep fighting. Healing Breeze I use between fighting enemy groups, just to fill up mine or other party members health quickly, and +6 does that job. You all know what restore life is, so no need to explain. This build relies on Monks in your party to heal you if going gets tough and Warriors Endurance to keep your energy up. So basically, before you attack, just wait for WE to recharge.
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Old Feb 25, 2006, 05:01 PM // 17:01   #39
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Join Date: Feb 2006
Location: UK
Profession: W/
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Prof: W/Mo
Name: Victo's Cursed
Category: Random
Attribs:9 Healing , 11Str including +1str rune , 13swordsmanship including superior rune
Skills:
1) Endure Pain
2) Healing Breeze
3) Bonetti's Defence/Gladiators Defence
4) Rebirth(Party) if solo use damage skill
5) Mending (Always On)
6) Sever Artery
7) Galrath Slash
8) Final Thrust

Equipment Gladiators Armor + Platemail Helm
Shadow Shield - Gold (+7Armor V undead And Recieve Dmg -2 10% Chance)
Victo's Blade (Green Sword)
Runes On Armor: 3 Of Yer Best Absorbs
1 Of Yer Best Vigors
Minor Strength
Superior Swordsmanship

This setup may seem good but its the setup i use all time now for solo ettin farming and mission running

THIS IS A 170Attribute Set as i dont have 200 yet

Last edited by Barrett; Feb 25, 2006 at 05:03 PM // 17:03..
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Old Feb 28, 2006, 11:04 AM // 11:04   #40
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Join Date: Sep 2005
Location: Uk,Wales
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Ok RA nice modded balanced paladin

w/mo

attribtues

8 healing
16 sword (+3+1)
12 tactics (+2)

zealous (important) sword
15% (while enchanted)
armor +5
20% customized

sheild

16 armor (req 9 tactics)
+45 health (while enchanted)
-2 damage (while enchanted)

armor

duelist helm with suprior swordsmanshp
gladiators chest peice with suprior absorbtion
lol gladiators skirt ^^ with suprior vigor
gladiators arm bands hehe with major tatics
knights boots with no runes so they smell nice

skills

hundred blades {elite} (use like always for extra damage + adrenaline)
galrath slash (use constantly)
final thrust if target has realy high health use it , but it is best when target has health below 50% , the best time of all to use is when targets health is about 25%-30% can be instant kill)
disrupting blow (use on healing sigit ,aegis , heal party , anything but mainly for res skills)
watchyourself keep on at all times when fighting
healing sigit wonder what this is for O_O (use when watchyourself is on if you can)
mending ( you just got to have it hehehe ) if your team has no healer use it on self , but be kind and put it on your monk if you have one with you
res sigit use on dead ally

ye we know ahhh omg mending invinsible hehehe , well to be honest this build works quite well in RA , not always TA , but RA its quite good and this setup will give you i think 450 health in battle + 26 energy

enjoy

Last edited by dont feel no pain; Feb 28, 2006 at 11:15 AM // 11:15..
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