Sep 11, 2006, 01:33 AM // 01:33
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#61
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Desert Nomad
Join Date: Feb 2006
Location: USA: liberating you since 1918.
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"Rage Theory" - new breed of DPS warrior
Profession: W/x
Name: Rage Theory
Type: Competitive/general PvP
Category: Damage
Attributes: 12+3+1 swordsmanship, 12+1 Strength
Skills Set:
Protector's strike (strength)
Sever artery (swordmanship)
Gash (swordsmanship)
(optional adrenal sword skill) [suggested: Sun and Moon slash]
(optional adrenal sword skill) [suggested: Galrath slash]
Battle Rage {elite} (strength)
Endure pain (strength)
Resurrection Signet ()
Equipment:
15^50 furious sword of fortitude (primary)
15^50 vampiric sword of fortitude
+30 health/-5 damage(20%) Strength shield
Full set of sentinel's armor (except for helm, of course.)
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The real end of the build is to kill things consistently, without the aid of building up spikes and/or risking life with frenzy.
Protector's strike is your best friend, since the build has no knockdown or snares by design. However, with the 25% speed boost of battle rage, and the inherent armor penetration of protector's strike due to high strength spec, and the already considerable damage buff because of the skill itself, it will often land for 80-90 damage against a moving softie. Every three seconds, i might add, GG.
The adrenal chain is the killing power of the build, though. The application and re-application of deep wound is scary-effective. Building up the adrenaline for battle rage takes only 4 hits, and once triggered, every adrenal skill on the bar will recharge at a quicker rate than you can attack with. The important part of the build is the re-application of bleeding with sever artery, and deep wound with gash. The other adrenal skills become spammable damage buffs that make a softie's life go away.
Now, the best way to run the build is to keep battle rage up at all times. This means that, when the skill on your upkeep monitor starts to blink, it is time to hit battle rage again. This will make all of your adrenaline be lost - but it's not a big deal: with rage up, and with protector's strike being used, it will only take a few seconds for the adrenal chain to get going again.
Survivability could be an issue. The build calls for the use of Sentinel's armor, since the strength spec is high, and there is no other method of self-protection. With 100 armor across the board, it becomes very hard to damage a rage theory warrior. Endure pain can be used for countering spikes, overextending, or simply to prevent death for 18 seconds.
Please take a look at the video for what is, IMO, the best way to utilize the skill set.
I like to think this build is on par with the reckless bunny-thumper mentality.
Notes & Concerns:
No knockdown, little to no utlity, little room for change or improvement. Typical concerns of being weak against hexes and conditions. Condition removal can be remedied by running a W/N with plague touch instead of an adrenal skill or endure pain. Knockdown can be remedied by running a W/E with shock instead of an adrenal skill or endure pain; can also be run with bull's strike instead of protector's strike.
Credit: I'm sure it's been thought of before, but this is the first build I've seen to use battle rage so effectively. So, regrettably, I take the majority of the credit.
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Sep 20, 2006, 09:39 PM // 21:39
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#62
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Wilds Pathfinder
Join Date: Sep 2005
Location: my house
Guild: The Cutting Edge [TCE]
Profession: N/
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http://www.guildwarsguru.com/forum/s...72#post1994072
profession - W/Mo
name - mending ftl
type - TA/RA (preferably TA when you know you have a monk)
category - secondary support class and damage dealer
attributes:
swordsmanship - 16
strength - 11
tactics - 9
protection prayers - 3
skill set:
1. battle rage <e>
2. sever artery
3. gash
4. final thrust
5. healing signet
6. life bond
7. succor
8. ressurection signet
summary:
this build is mainly for TA, when you know you'll get a monk in your team and another form of pressure damage, since you do cause pressure, but definitely not as much as a shock warrior. the addition of this warrior into a team makes the team able to survive for longer durations of time, sacrificing a bit of the damage for support.
life bond and succor obviously go on the monk, giving him a big boosy in energy managment, a pip of health (not too important but worth mentioning) and a big defence boost against attacks from warriors/thumpers/assassins that are all over TA.
these enchants could also fuel a monk that relies on boon signet for energy managment, not forcing him to lower his energy regen for it...
the actual attack skils are pretty self explanatory, with battle rage giving you a speed boost and a faster final thrust...
notes and concerns:
your damage isnt optimal for a warrior, but you can pressure a team very well since you can plan ahead and bring the right kind of teammates (a thumper, dom mesmer or anything for additional pressure)...
credit:
me...
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Nov 22, 2006, 05:53 PM // 17:53
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#63
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Pre-Searing Cadet
Join Date: Mar 2006
Guild: Helping Hand of Ascalon
Profession: W/Mo
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Warrior Rage Spike Build
http://www.guildwarsguru.com/forum/s....php?t=2251181
Profession: Warrior / Any
Name: Warrior Rage Spike Build
Type: PvE /General PvP/AB
Category: Spiker/Damage
Attributes: Swordsmanship 12+3+1 (Superior Swordsmanship Rne)
Strength 12 +2 (Major Strength Rune) You can use a minor
Strength rune if you dont want to sacrifice the -35 health.
Skills Set:
1. For Great Justice (No Attribute)
2. Rage of the Ntouka - Strength {Elite} [NIGHTFALL]
3. Sever Artery - Swordmanship
4. Gash - Swordmanship
5. Sun-Moon Slash -Swordmanship
6. Final Thrust - Swordmanship
7. Shield Bash - Swordmanship
8. Rez Signet/ Any Rez
For PVP, I would substitute Shield Bash for Endure Pain. In AB, I would then take out Rez, and put in Endure Pain
Equiptment: A good Max sword with a furious mod. Sskai's sword is excellent for this build. A shield (strength-based) is good, I use the Factions end game green exalted Aegis, Other alternatives include the collector's strength-shield outside and to the North of Dahkak Inlet, in Sunward Marches (Nightfall). The collector exchanges 5 sentiment spores for 1 shield. Other nice green shields you can use include the Strongroot Shelter.
While I use Kurzick Gladiator's Armor, any Max armor with the usual upgrades/insignias is fine.
Summary: This build is is based on the new Nightfall elite, Rage of the Ntouka (RON). RON @ 14 strength, gives 7 spikes of adrenaline, with adrenal attack skills recharging in 5 seconds, for the next 10 seconds after activation. This enables the warrior to close in, get a bolus dose of adrenaline and unload a sequence of 4 adrenal sword attacks, culminating in Final Thrust, which would normally kill off the foe, if not leave him with less than 20% of his healthbar. the furious mod on the sword also helps in recharging of adrenal skills.
Usage: In PVE preferably with a monk hero/henchie/team-member in the background, identify enemy foe. Close in and begin attack sequence, Skill bar 1-2-3-4-5. Then wait for RON to recharge, rinse and wash again, i.e. RON, Sever Artery, Gash, Sun-Moon Slash, Final Thrust. Most foes would have succumbed by then.
While waiting for RON to recharge, you can also activate Shield Bash to block the next attack, cause some damage and maybe even disable the enemy's melee skill.
In PVP, much the same, except, I would use Endure Pain instead of Shield Bash for better survivability, should you come up against any sticky situations, e.g., Enemy has a monk behind him, and is also dealing out nasty punishment on you. Actually, you should be taking out the monk instead. LOL
Other variants could be the replacement of Rez Signet with a Hard Rez (rebirth/ Res Chant) in those with monk secondaries.
Notes and Concerns: This build gives the warrior massive spike damage, but it does not do much in terms of self-healing. Healing is primarily dependent on other team members/Heros/Henchies. The main thing is to go in hit fast, and get out. This is not for 1 on 1 fights. GW is supposed to be a team game anyway. Good communication like getting your monks to put something like Protective Spirit on you before you go in can be ultra-handy. At the same time, the usual anti-warrior curses/hexes like Spiteful Spirit, Empathy, Reckless Haste, Price of Failure, and Blindness will cause severe hurt to this build. Again, that is where your team members come in.
Enjoy! I did! Would welcome any constructive criticisms and suggestions, as to how to further improve this build.
Credit: Me, Aurora of Yorshire and my son Frostbite Brawler. We thought this build out together.
Last edited by DaddyBearShaman; Nov 22, 2006 at 06:15 PM // 18:15..
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Mar 02, 2007, 03:11 AM // 03:11
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#64
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Ascalonian Squire
Join Date: Apr 2006
Guild: The Six Shooters [GUNS]
Profession: W/Mo
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Profession- W/Mo
Type- Works all around
Category- Tank
Weapons- I use a Max vampiric and fortitude sword a Victo's Blade works Perfect and a Merki's Gaze is a great sheild, always bring a second sword with max fortitude and any other mod but vampiric. Swith to this sword if degen gets to high or mending is removed.
Armour- Berserker's Armour is very good so high health. A Superior Vigor is best but don't worry if you can't afford a Major Vigor rune will do. A Superior Absorption rune is good to have.
Attributes- Swordsmanship 10+1
Tactics 9+1+1
Strength 9+1
Healing Prayers 8
Skills- Sever Artery
Gash
Enraging Charge
Endure Pain
Gladiator's Defense{Elite}
Healing Breeze
Resurrection Chant (doesn't really matter what you use)
Mending
Summary- The main purpose to this build is simple bleeding and deep wound constant. This build is simple to run, as soon as you enter esplorable area put mending on, then once you've found you're target use Enraging Charge as soons as you hit you'll have enough Adrenaline for Sever Artery so use than stay attacking and follow up with Gash. Use Endure Pain during battle if your health gets low but follow after with Healing Breeze so you dont have 1 health when Endure Pain runs out. Use Gladiator's Defense for blocking attacks especialy when its a warrior. If you bring Ressurection Chant it's best to wait till you have full health before using that way the allie will have full health.
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Mar 02, 2007, 03:29 AM // 03:29
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#65
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Ascalonian Squire
Join Date: Apr 2006
Guild: The Six Shooters [GUNS]
Profession: W/Mo
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Profession- W/Mo
Name- Animal Rage
Type- General
Category- Tank/Damage
Attributes- Strength 11+1+1
Swordsmanship 10+1
Tactics 10+1
Skills- Signet of Strength
Warrior's Cunning
Tiger Stance
Primeval Rage
Enraging Charge/Sprint
Bull's Strike/ or Sever Artery
Lion's Comfort
Ressurect
Summary- Use Signet of Strength before battle and put on Enraging Charge just before battle. Then use Warrior's Cunning and Tiger Stance. Once Tiger Stance Ends put on Primeval Rage, once your skills are back use Lion's Comfort if healing is needed if not use Sever Artery, continue this cycle till dead.
Notes & Concerns- I have'nt used this build much yet so please reply if it works or if it does'nt.
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Mar 04, 2007, 01:07 AM // 01:07
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#66
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Pre-Searing Cadet
Join Date: Feb 2007
Guild: DKN
Profession: Mo/E
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Dragon Slasher Tank
Pro: W/Mo
Name: Dragon Slasher
Type: PvE
Catergory: Damage
Att:
16 Sword
8 Heal Prayer
9 or 10 Tactics
Skills:
1. Sever Artery
2. Gash
3. Silverwing Slash/Galrath Slash
4. Dragon Slash
5. Final Thrust
6. Healing Sig
7. Mending/Live Vicariously/Vigorous Sprit
8. Ressurect
Note: This Build REQUIRES Factions
Credit: Me, Myself, and I
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May 14, 2007, 04:25 PM // 16:25
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#68
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Ascalonian Squire
Join Date: Apr 2007
Guild: Martyrs to the wave [RaiN]
Profession: Rt/
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Proffesion: W/Mo
Name: General axe tank
type: pvp -Ab. can be used in pve too.
category: Tank
attributes: 7 healing prayers
12+1 tactics
10+1+2 axe mastery
4+1 strength
Skills:
Healing signet
Gladiators defense *Elite*
Dismember
Executioners strike
Bonnetis defense
vigorous spirit
healing breeze
optional - i prefer watch yourself for more armor.
Usage: its pretty easy to use.
when entering a battle against an assassin, warrior, dervish or other melee attackers (spirits strength rits etc.) use gladiators defense and vigorous spirit and spam you attack skills. but make sure that bonnetis defense is charged when gladiators defense runs out. you wont be able to survive against many melee attackers if you dont use bonnetis defense.
when bonnetis is over, use attack skills or heal before you use it again.
continue like this until gladiators defense recharges.
while in gladiators defense you can do pretty much whatever you want...
dance, attack, heal or maybe spam something in the chat window
you are able to take out casters too but you defenses against them arent high.
Notes & Concerns: no block skills up when fighting melee people.
standard anti-melee hexes and conditions.
casters
Credit: me!
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May 16, 2007, 04:37 PM // 16:37
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#69
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Ascalonian Squire
Join Date: Oct 2006
Location: New York City
Guild: Knights of Shadowpeak
Profession: W/
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W/D Balanced Build
Well met!
I like swords on general principles. The following build has countless variations that cover most situations one might encounter.
With sentinal chest, +1 strength helm, rest glads armor, sup absorb, major strength, sword and vigor, 13 strength, 13 sword, 10 earth prayers:
Aura of Thorns, sig of pious light, gash, sun & moon, RotN, tiger stance, [????], [????].
Possible variants include: dust cloak and/or staggering force in place of or in addition to aura of thorns for blindness and weakness, respectively. Last 2 slots: some combo of shout/adrenal and/or energy attack and/or enraging charge (adrenaline) or counter attack (energy), and/or sig of strength, rez or cap, warriors endurance instead of RotN for energy.
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May 25, 2007, 05:57 PM // 17:57
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#70
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Pre-Searing Cadet
Join Date: Sep 2006
Location: UW
Guild: ninjas of shadow [Nos]
Profession: R/W
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Profession: W/Me
Name: invinci warrior
Pve! and best in FoW!
Triple Chop
Cyclone Axe
Executioner's Strike
Watch Yourself
Dolyak Signet
Healing Signet
Pysical Resistance
Sprint
Attribute Points:
Axe Mastery 15 (12+3)
Inspiration Magic 2
Strength 11 (10+1)
Tactics 10 (8+1+1)
Armor:
Full Gladiators with the following runes:-
Head gear - Ascalon is best with strength +1 rune, tactics +1 is already on it. Add a rune of superior absorbtion...
Chest - Add another rune of superior absorbtion and a stalwart insignia...
Gauntlets - Any +hp rune...+50hp or +41hp is recommended...
Leggings - Add a rune of superior Axe Mastery...
Boots - Add a tactics + 1 rune and a stalwart insignia...
Weapons:
Crimson Carapace shield or anything with similar stats + a zealous axe with +15 dmg always or +15 dmg in stance...
Be sure to have completed both of the +15 attribute quests. (more)
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Jun 02, 2007, 02:45 PM // 14:45
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#71
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Jungle Guide
Join Date: Dec 2005
Location: Kangaroo-land.
Guild: Blades of the Dingo [AUST]
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http://www.guildwarsguru.com/forum/s...24#post2876024
Profession:W/D
Name:Vow of Hammer time!
Type:General PvP
Category: Damage
Attributes:8+3 str(Helm and rune +2)---10+2 hammer(+2 rune)---rune of superior vigor---|-3 physical dmg on the last 2---|Survivor insignia on everything
Skills Set:Vow of Strength{ELITE}[Dervish]
Frenzy[Warrior]
Rush[Warrior]
Dolyak Signet[Warrior]
Frenzied Defense[Warrior]
Signet of Pious Light[Dervish]
Vital Boon[Dervish]
Ressurection Signet[Well,every class can use/have :P ]
Summary:Ok.Basically what I do is before I go into battle is I cast Vital Boon on my self then Vow of strength.If it's an enemy with a weak armor class,I'd then put on frenzy.If it was another warrior or paragon,I'd put on dolyak signet and frenzied defense.Use Vital boon + signet of pious light when needed and rush,that's for getting away from a fight you can't win like 3v1 >.>
Notes & Concerns:Make sure if you're using frenzy or frenzied defense,use dolyak signet at all times.
Credit:My self and my guild friends for letting me pwn them with it (test it I mean :P )
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Jul 20, 2007, 05:53 PM // 17:53
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#72
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Frost Gate Guardian
Join Date: Dec 2005
Location: Tyria
Guild: Astral Guard [AG]
Profession: W/R
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Melandru's Warrior
General PVE - with variation - AB
Damage / Survivalist (not a solo build) everything a warrior should be.
W/R
Atts: Base weapon 10 +3(sup rune) +1 helm - 14 axe mastery
Base Strength 11 +2(mag rune) - 13 strength
Wilderness survival - 10
Armor: Sentinal Head and Chest, Max Vigor if possible, will need it for the rune hp drain. Sup Absorption on chest just because. Once the Atts read, 14 13 10 the 3 other suffix slots are yours to play with.
Skill Sets:
Troll Unguent|Penetrating Blow|Dismember|Whirlwind Attack|Flail|Power Attack|Counter Attack| [E] Melandru's resilience|
Variations: The build above is the general layout, the way it is on my bar. The IAS used to be Tigers fury before there was Flail, in which i used 8 wilderness and 8 Beast mastery. This was also pre sentinal upgrade so strength ran at 11.
Anyway, Whirlwind attack is - as you know - pve only, its a new inclusion into my template because its =WiN, but Skill slot 4 is really interchangable for any adren attack you like. As is Skill slot 7, energy will not really be a problem here so it may be switched for an "attack plus" as i like to call it, Griffons sweep being my personal fav ;-).
But for general full group pve warrior-ing, i would suggest sticking to 5 attack skills, theres nothing like switching targets at the right moment and unloading 7 attack skills (energy skills coming first and last) ..especially while flailing.
AB - (the only pvp i do) i tend to drop skill slot 4 (adrenline attack) for Sprint, for obvious reasons, power attack stays because 36 dmg +your 13% penetration from you str att is hitting other warriors for 90 dmg let alone soft targets. Energy attack 2 will be interchangeable i run with griffons sweep (some times bulls strike) but incase i get into a slugg fest with another warrior its nice to have the constant dmg from griffons ready when i need.
Usage: My template hasnt changed (more or less) for 2 years and 3 campaigns - Even when Melandrus Resilience was +2 regen/per hex and condition it still worked for me and the general pve i played.
Weapons: Warrior basic (for me and my fellows anyway) 1 Zealous of fortitude - again for the hp denied by runes. 1 [elemental dmg modded weapon] of what ever you like, simply for vs. warriors that you pray are wearing Gladiators armor and not sentinals^^.
Now for the dreaded subject Trolls unguent, yes i know it's regen and not a straite heal, im not going to convince you on this page, and theres nothin i can tell you that will change your mind, if your mind is closed, Regen saves lives man |lol| thats all i can say, the survivability of this build still amazes me, dont forget you wont need constant self heals cos u will have your monks.
All i can say is it works.
Credit - Me - 18 month old screenies to prove it
Hate it love it use it bin it - but pls try it, if u are stuck for a warrior build.
Peace
Last edited by Juk3n; Jul 20, 2007 at 06:00 PM // 18:00..
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Jul 27, 2007, 08:23 PM // 20:23
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#73
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Ascalonian Squire
Join Date: Apr 2007
Guild: Knights Of The Necropolis
Profession: W/Mo
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Profession: W/X
Type: PvE, Untested PvP
Category: Tank/ Dps
Armor:
Full Knights Insiginias
Rune of Sup. Swordsmanship
Rune of Sup. Absorbtion
Rune of Sup. Vigior
2 Runes of Vitae
Attributes:
-Swordsmanship: 11+3
-Strength 10+1
-Tactics 10
Skill Set
1: Barbarous Slice - similar to sever artery, but also inflicts decent damage
2: Gash - Damage and Deep Wound
3: Final Thrust - For spiking
4: Hundred Blades {Elite} - For dps'ing the many enemys around you and building adreniline
5: Dolyak Signet - one of the main tanking skills
6: "Watch Yourself!" - tanking skill #2
7: Endure Pain: tanking skill #3, always good to have
8: Healing Signet: for the healing of corse
Summary:
This build is simple but very effective, especialy for henching (i maxed out my survivor title w/ this build). This build's focus is to keep the agrro while staying alive and pressuring and spiking enemys.
Usage:
1: Rush into battle soaking up as much agrro as possible
2: Use Hundred Blades (to gain adrenaline, use it when ever it is recharged)
3: Use Dolyak Signet and "Watch Yourself!" (keep them up @ all times)
4: Use Skills 1-3 in order to spike enemys
5: use Endure Pain and Healing Signet when you get into a tight spot
Notes & concerns
This Build includes the main points of both the DPS and the Tank Archtypes, and is very effective at both. The only thing this build lacks is Hex/Condition removal. make sure one of your heros/ another monk has those.
Credit:
Just a build from an Warrior who has been around the block a few times (me ;D). if you have any questions, my ingame name is: Invictus Poop
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Sep 13, 2007, 01:46 AM // 01:46
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#74
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tinyurl.com/6hqar7a
Join Date: Mar 2006
Guild: We Couldn't Figure Out A Name [LMAO]
Profession: W/N
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Plague Nuker Thread
Profession: Warrior/Necro
Name: PLague Nuker
Type: PvE
Category: Damage
Attributes: Tactics: 8+1. Swordsmanship: 12+1. Death: 10
Skills Set: {E} Virulence, Necrosis, Sever Artery, Flurry, Final Thrust, Sunspear Rebirth Signet, Healing Signet, Consume Corpse.
Summary: Summary available in the linked thread.
Notes & Concerns: All relevant are contained in the linked thread. Also includes a build variant which replaces Flurry with Flail and Consume Corpse with Gash that might be a more popular choice.
Credit: Myself plus a note to anyone who may have helped in testing or suggesting alternative skills.
Last edited by wilderness; Sep 13, 2007 at 01:54 AM // 01:54..
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Dec 15, 2007, 04:44 PM // 16:44
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#75
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Ascalonian Squire
Join Date: Dec 2007
Guild: Pyro
Profession: W/P
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How about this!
W/?
PVE Cleave Guard
Strength: 10+1
Axmastery: 12+1+1
Tactics: All thats left
Skills:
Err......
Whirlwind
Abilities that take energy
abilities that take energy
Healing signant
?
?
?
Armor knight insigna on all armor
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Jan 24, 2008, 05:36 AM // 05:36
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#76
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Jungle Guide
Join Date: Apr 2007
Location: Great temple of Balthazar
Profession: Mo/Me
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W/A
Solo PvP "AB / aspen"
Made by JDRyder
IGN God aquarius
Strength: 8
Swordsmanship: 12
Tacticts: 10
Armor does not matter really what ever you want same for your sword/shield
Skills:
sever artery
Gash
Sun and moon slash or Flnal thrust
You're all alone {E}
Healing sig
Shadow Walk
Dash
Signet of malice
The way the build works is to shadow walk to some one, use you're all alone and kill them if you get blinded or have any conditions you dont want, use signet of malice on them and they will be removed. if at any point you think your about to die "even if you are knocked down" you can use dash and jump back to you original location where you used shadow walk
with this build you can really piss off poeple. with you're all alone you can stop any 1 that followed you, or run them all the way to the other side of the map then use dash and jump back to where you stated. You still have the damage to kill people, most the time it takes me 2 uses of the spike damage before they die
Cons: cant removed hexes, but you also are not forced to fight them with this build as well
over all fun build to play and you will get some kills
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