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Old Dec 04, 2005, 04:23 PM // 16:23   #1
Rawr.
 
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Default Warrior Build Directory Submissions

Please post here with your Warrior build and a link to its thread if you would like it to be considered for the Build Directory.
For rules, see the Build Directory Submissions Rules.

This sticky shall remain free of discussion. All discussions of the builds posted here should be done in their respective threads.

Build Template
Profession: [primary/secondary]
Name: [name of the build]
Type: [PvE/CompetitivePvP/GeneralPvP/8v8/Gvg?]
Category: [Spiker/Nuker/Tank/Damage/Support/Interrupt/etc]
Attributes" [These should be done in a "base + runes + hat" format.]
Skills Set [Place them in any order you like. Place {Elite} next to the Elite Skill and the linked attribute in (parentheses). If you want, you can provide two skill sets, one for PvP and one for PvE.]
Summary: Explain the purpose and goal of the build, along with a thorough guide to how this build can be run effectively. This must be done with good grammar and spelling, although I will edit the stuff you miss.]
Notes & Concerns: [Explain any notes or concerns you have with the build, whether it be weaknesses, timing issues, or warnings.]
Credit:* [Who would you like credited? Yourself? Your guild? Both?]
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Old Dec 04, 2005, 07:22 PM // 19:22   #2
Wilds Pathfinder
 
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devine stancer

PVE

tank

W/MO

attributes:

Smiting=12
Tactics=9+1 rune
Healing=10

and just pour the rest into Axe mastery.

Armor:

The armor i prefer to us is Glads for the chest and legs, Knights for the boots, Wyvern for the arms, and of course Axe helm. Try to get as high as absorption and vigor runes as possible.

Skills:
cyclone Axe= used to charge bonetti's and give you health from vig spirit
bonetti's defense=major form of protection
vigorous spirit(what i like to call Viagra's spirit)=heals you when ever you hit something
Shield of Judgment{E}= only effective AOE smite Ive found to work, make sure you use this only with bonetti's on
sprint=to get to the enemies
endure pain=in case your in a tough situation
mending=make sure this is +3 Regen
Balthazar's spirit=every time you get hit you get energy

Execution:

Now a good place to start is "talus chute"(just outside droks). start off by casting mending as soon as you load up. Then at the start there may be some dengue or dwarfs,
try dodge them by staying to the left wall. If they come for just use sprint. When you just about go into the cave where the trolls are cast balths spirit, then go in.
Try to get the whole first batch around you. Then when your fully surrounded attack with cyclone immediately followed by bonetti's. Wait for cyclone to recharge then cast vig spirit,cyclone,bonetti's in that order. If and when your health get below half just use cyclone and bonetti's over and over again, until your comfortable. when you feel like it cast SoJ for some extra damage. And remember if your about to die use endure pain till u can use a skill. So have fun and don't hurt yourself.

difficulty 1-10: this is a bit easy ,probably a 5. To make it even easier swirtch SoJ with Gladiator's defence

"Jonny Original Build"
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Old Dec 04, 2005, 09:53 PM // 21:53   #3
uby
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http://www.guildwarsguru.com/forum/s...ad.php?t=88662

Warrior/Necromancer
PvE
"Rock'em Sock'em Robot"

Tank/Support

Attributes:
Hammer Mastery - 11 + 3 + 1
Strength - 10 + 1 + 0
Curses - 10 + 0 + 0

Equipment:
Hammer with as many of the following as you can get: +15% damage when health > 50% , Lengthens Weakness on Foe, +HP, +Armor, Elemental damage conversion, +Armor penetration, +Double Adrenaline, Zealous Haft, Vampiric Haft.

Armor is Stonefist Gaunts, Dwarven Helm, Knights or Ascalon Boots, Gladiators Chest and Leggings

Use highest vigor and absorb runes as can be afforded.


Skills:
Flurry (5 energy)
Backbreaker {Elite}
Enfeeble (5 energy)
Heavy Blow
Dolyak Signet
Slot 6 option / Generally Prefer: Parasitic Bond (5 energy)
Slot 7 option / Generally Prefer: Desperation Blow (5 energy)
Slot 8 option / Generally Prefer: Res Signet

Optioned slots can include skills based upon situation.
- Warrior skills could include: Res Signet, Belly Smash, Sprint, Endure Pain, I Will Avenge You, Desperation Blow (*Works very well with Dolyak Signet to prevent knockdown and cause random conditions).
- Necromancer skills could include: Faintheartedness, Rigor Mortis, Shadow of Fear, Barbs, Weaken Armor, Price of Failure, Mark of Pain, Plague Touch.

I strongly recommend not taking 2 necromancer skills into optioned slots for energy control reasons.


The basic strategy of this PvE warrior is to focus on a single target and take them out while the group can focus on other monsters. 1v1 against pretty much any monster which can be knocked down, this build will fair very well. Between Backbreaker and Enfeeble/Heavy Blow combo they will be on their back for a long time and not doing much physical damage to you if any. Make sure you use Backbreaker before Heavy Blow, since you lose all adrenaline when using Heavy Blow. It's quickly recharged from Flurry though.

While under effect of Dolyak Signet, you cannot be knocked down -- therefore Desperation Blow is useful. Even at 1 tactics from a minor rune, it adds +12 dmg to the attack and causes a random condition.

Parasitic Bond is useful for your self-heal. After 20 seconds or when you kill the monster, you gain about 90 health back from this skill. Very handy for situations where you can manage your damage.

Some things to note: This build is not useful against monsters which cannot be knocked down (ie - Titans, Giants, other "large" creatures). In those cases, without totally rearranging build, bring Weaken Armor and Barbs and focus on damage.

This build is also not very good against monsters which have powerful armor-ignoring attacks. In those cases, it is usually not a good idea to go 1v1 against a monster without direct healing support which somewhat detracts from the purpose of the build.

This build is not meant for solo-play, generally healer support is required.

Have fun keeping the enemy on his/her backside!

Last edited by uby; Dec 05, 2005 at 05:58 AM // 05:58..
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Old Dec 04, 2005, 11:02 PM // 23:02   #4
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Default Flourish Hammer Build - Blinder and Spiker

Link to discussion: http://www.guildwarsguru.com/forum/s...ad.php?t=88493

Profession: Warrior/Any

Name: Blinder And Spiker

Type: PvE

Category: Spiker/Support

Attributes: Hammer Mastery 16 (12 + 3 + 1)
Strength 12 (11 + 1)
Tactics 7 (6 + 1)

Skills Set:
Counter Blow, Belly Smash, Crushing Blow, Irresistible Blow, Flurry/To the Limit, Flourish {E}, Healing Signet/I Will Survive/Endure Pain, Ressurection Signet.

Summary:
This build is meant to be a complement to the standard Tactics warrior who uses an axe or sword. The Blinder and Spiker is meant to deliver quick, sustained spike damage. A second function of the Blinder and Spiker is to keep as many of the opponent's warriors or rangers blinded.
This build relies heavily on Flourish to keep energy levels up and recharge times down so that Irresistible blow, Crushing blow, and Belly Smash can be spammed.

You will notice that some hammer attacks (i.e., hammer skills) do significantly more damage than regular attacks. For e.g., your regular attacks may do between 15 and 35 dmg on some enemies, but ur hammer attack skills do 55-120 dmg. Therefore, the key to being an effective hammer spiker using this build is to use and re-use you hammer attacks.

1. Begin the fight by going after the other team's warriors or rangers using Flurry or To the Limit to quickly get the 4 strikes of adrenaline required for Counter Blow.

2. Use Irresistable Blow on enemy while waiting for adrenaline. Once Counter Blow is charged, use it on a enemy that is attacking (make sure they are not using a preparation or healing sig at the time or you won't knock them down). Once the enemy is knocked down, quickly use Belly Smash to blind that and other foes in the area. Now follow this up with Crushing Blow and Irresistible Blow. Your energy should be around 5 now, so quickly use Flourish before Irresistible Blow is recharged. This should give you + 18 energy.

3. Now use Irresistible Blow, then Counter Blow, Belly Smash, Crushing Blow, Irresistible Blow, and Flourish. You should gain + 18 energy again. Repeat this step over and over.

The time between each usage of Flourish should be less than 20 seconds. If you have to wait longer than 20 seconds between each time you use Flourish because you are not low on energy, then you are not spamming Irreristible Blow and Crushing Blow fast enough.

If you are going after casters or if you want to kill quick, don't bother with belly smash. Use Crushing Blow instead when they are knocked down to inflict a deep wound. Using only Crushing Blow and Irreristible Blow and not Belly Smash will result in + 12 energy gain from using Flourish.

Make sure you use Flourish while your attack skills are recharging to get the most out of it. For e.g., if Belly Smash and Crushing Blow are recharging, and your energy is at 8, don't use Flourish yet, rather, use Irresistible Blow, and then use Flourish (once your energy is at 5, which shouldn't take long).

Belly Smash has the longest recharge of any Warrior attack skill (30 secs). Hamstring comes in second with 15 secs. Flourish, since it has a recharge time of 10, effectively reduces the recharge time of this skill to about 10 seconds, which means every 12 or 13 seconds you should be able to blind some of your foes. Blinding with Belly Smash will last for 10 secs.

Crushing Blow won't do as much damage as Irresistible Blow but it will do a lot more than your regular attacks, and it has a 10 sec recharge time which means it should still be recharging when you use Flourish.

Irresitible Blow is the foundation of this build. Use it often. If the enemy happens to use a stance to block or evade, they get knocked down

Armor and Weapons: The highest level armor you can get (Wyvern, Ascalon, Knight, etc.). I prefer these higher defense armors to Gladiator's armor when using a hammer due to the lack of a shield. The highest vigor and absorption runes you can find.

A max dmg hammer, with + 15% dmg over 50% health. For maximum damage attach a Sundering or max Vampiric (5:1) hammer haft and a Hammer grip of hammer mastery + 1 (20% chance). Hammer accessories are flexible, however, and you can use grip of fortitude or furious haft or whatever you prefer.

Notes & Concerns:
Timing is important in using this build well. Make sure that at least 2 of your attack skills are recharging before you use Flourish. Otherwise, it's not worth using (except to quickly recharge a skill, if you need it).

Counter Blow will recharge fairly quickly so you will be able to knock down often. However, it is the only knock down skill. So you won't be able to keep a caster on their ass for very long, but you will be able to drop their health pretty fast.

If you're fighting large creatures that cannot be knocked down (Giants, Pinesouls, etc.) then forget about Belly Smash. You will not be able to blind, unless you find a smaller opponent (e.g., ice imp or azure shadow) to knock down and then hit with Belly Smash. However, this build is still very effective without being able to blind. Just spam irresistible blow and crushing blow until your energy is about 4. Then use Flourish. Repeat.

The build is low on defense, so you may want to consider trading Flurry/To the Limit for a defensive/healing skill, or even something from your secondary. You can take the attribute points out of tactics or strength if you need it. Let your monk know you're more offense oriented - they may have healing seed U could drop tactics down to zero and strength down to 11, and put those points into one attribute from your secondary profession to get it up to level 8, and then pick 2 healing spells from that attribute.

In my experience, I do more damage with this build over the duration of a typical high level monster fight (Southern Shiverpeaks and Sorrow's Furnace for e.g.,) than a Berseker Stance/Devastating Hammer/Heavy Blow/Mighty Blow build or an Earth Shaker/Aftershock build. I find the hammer a little slow for an adrenaline-based build where a skill drains all the adrenaline (Hammer Bash or Heavy Blow). And the two pips of energy a warrior gets doesn't allow me to spam Irresistible Blow as much as I would like.

This build can have a rough time due to energy denial by an enemy. The reason being that you need to have a couple of skills recharging before you can derive any benefit from Flourish. To have these skills recharging, you have to first use them, which means that you should wait for your energy to be at 12 or more before you can use 2 attack skills, followed by Flourish.

I hope ppl realize that Flourish is only affected by energy based attack skills. It does not care about adrenaline based skills.

Improvements, comments, etc. welcome.

Credit: I would like to credit my love of badass bruiser characters, beginning with Zangief of Street Fighter. Thanks to the others who put out builds that got me interested in the topic of build creation. Thanks to my obsession with hammers for ensuring I'm well equipped but poorly dressed.

Last edited by JoeKnowMo; Dec 05, 2005 at 04:48 PM // 16:48.. Reason: Link and edits about defense
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Old Dec 04, 2005, 11:42 PM // 23:42   #5
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Location: dayton ohio
Profession: N/Mo
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link to build discussion: http://www.guildwarsguru.com/forum/s...866#post745866
Profession: W/N

Name: Hammer Plague
Type: general PvP
Category: spiker i guess, dunno if i can create its own catagory
Attributes:
16 hammer
13/15 strength (13 for competitive arena, you dunno if you will have a monk or not there, 15 in TA/tombs)
Skills Set:
Devastating Hammer {E} (hammer)
Crushing Blow (hammer)
Heavy Blow (hammer)
Irresistable Blow (hammer)
Berserker Stance (strength)
I Will Survive/I Will Avenge You (strength)
Plague Touch
Resurrection Signet
Summary: Just a basic hammer warrior for PvP.
Use berserker stance to get your chain of knockdown running ASAP, use devastating hammer {E} first, then crushing blow, when they are back up use heavy blow, then finish off with irrisistable blow. For self preservation and to use this build to its fullest, use either I Will Survive, or I Will Avenge You (yes thats right IWAY, tombs gives this skill a bad name, still owns in the 4 on 4 arenas), i personally use IWS in CA and IWAY in TA, when they load you up with conditions use IWS, then plague touch the conditions to the closest victom, you get some nice healing pips and no conditions. When im blinded I try to transfer it to a warrior or ranger.
Notes & Concerns: A major weakness to this build is hexes and energy denial since there are only 2 adrenaline skills, not to mention your own poor energy management. cmon people you will do decent normal attack damage, dont be spamming irresistable whenever its cooled down
Credit:* BBoy Manchild, im sure im not the only one who thought up this build, but I am the one posting it

Last edited by BBoy_Manchild; Dec 05, 2005 at 02:49 AM // 02:49..
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Old Dec 04, 2005, 11:43 PM // 23:43   #6
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Profession: Warrior/Necromancer
Name: Virulent Knight
Type: PvP Heavy Condition Pressure Build
Category: Degen/Damage

Attributes:
  • Sword: 12+3+1
  • Strength: 9+1
  • Death Magic: 9

Skills:
  • Sever Artery (Sword)
  • Virulence{Elite} (Death)
  • Gash (Sword)
  • Final Thrust (Sword)
  • Sprint (Strength)
  • Soul Feast (Death)
  • Plague Touch (Unlinked)
  • Res Signet (Unlinked)

The basic idea is to attach yourself to an enemy, preferably an off target monk or mesmer. By yourself, on an off target monk or caster, you can cause the enemy monks to have to split their attention to decrease their overall effectiveness -or- you kill your target. There only a few counters, two of which are very effective, Mend Ailment and Mend Condition. These two will heal the target to full with as many conditions has you have inflicted, and remove one of your conditions. But the upside is, they have to spam those two spells to remove your conditions. Five casts of those two, that is 25 energy to remove the conditions from just your target. Martyr and Restore Conditions also hurt your damage output, unless your target is the Pretection Monk casting those. Which is my preference of targets for this pressure build.

Credit: Me?

<Edit> Had a thread, it went to probably 40 replies and near 1k views, but was 2 months ago, couldn't find the thread to link.

<Edit> My brother had the link! http://www.guildwarsguru.com/forum/s...ad.php?t=66140

Last edited by pagansaint; Jan 03, 2006 at 03:19 PM // 15:19..
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Old Dec 05, 2005, 12:31 AM // 00:31   #7
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Note: For the above and any future submissions:

Please start a thread in this forum discussing your submitted build, and link that to your post whenever you submit a new build in this thread. There will be no build discussions going on in this thread, but these builds should be discussed somewhere.
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Old Dec 05, 2005, 08:36 AM // 08:36   #8
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http://www.guildwarsguru.com/forum/s...615#post746615

Profession: [warrior/necromancer]
Name: [shiver warrior]
Type: [pvp, any pvp]
Category: [interupter/finisher]
Attributes" [11 curses, 10+3+1 strength, 10+1 sword]
Skills Set
[warriors endurance {elite}
server artery
gash
final thrust
spinal shivers
parasidic bond
sprint
rez signet]
Summary: to start things off, this is a interupting build more over than damage itself. you start off by picking out the caster or player you want to interupt, choose your target wisely. use spinal shivers with parasidic bond as a cover. once you get close enough to your target, engage with warriors endurance on. every single swing will interupt your target untill you either run out of energy or the spinal shivers is removed. but since your yeilding a zealous sword hilt and gaining +4 energy every time you land a swing energy should not be a problem here. just make sure to keep your spinal shivers updated and covered. this class is best used against elementalists and other slower casters rather than trying to tackle a prot monk or a fast casting mesmer.
Notes & Concerns: [this build requires a good deal of practice to get use to the energy management aspect. it can very fun or very discouraging for you, depends on your playing style. most ppl look at a warrior and think he should be dealing more damage than this build here, but i like to think of this build par to a mesmer migraine build that actually does some damage. when target has less than 50% health, final thrust is a heavy hitting skill and is rarely used in pvp these days.]
Credit:* [i give credit to arenanet themselfs, i saw a build they posted similar to this, but they used victory is mine instead of warriors endurnace for energy management. just a tweak here and there and this is what i came up with.

enjoy

Last edited by tastegw; Dec 05, 2005 at 08:40 AM // 08:40..
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Old Dec 05, 2005, 09:51 AM // 09:51   #9
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Guild: DarkSideReborn
Profession: W/Mo
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http://www.guildwarsguru.com/forum/s...730#post746730

Profession: War/Mo
Name: Ur Typical Sword Build That Works Like A Charm
Type: PvP
Category: Damage
Attributes" SwordMastery 16(12 +1 from helm + 3 from rune)
Stregnth 11(10+1 rune)
Tactic 9(8+1 rune)
Skills Set: Sever Artery (Sword mastery)
Gash (Sword mastery)
Savage Slash (sword mastery)
Final Thrust (sword mastery)
Healing Signet (tactics)
Hamstring (sword mastery)
Gladiator's Defence{Elite} (tactics)
Vengence (none)
Summary: The sword build is tend to be more balanced then the axe and hammer build, with good constant damage as well as spiking damages.
Sever Artery and Gash provide a good 40-50% damage output, combo with final thrust and savage slash when they try to healing through or to interrupt important skills. Hamstring over sprint because of the higher slowed percentage, making you able to chase down opponent with sprint on, or if you get crippled yourself. Gladiator's Defence is a great one on one with another war or ranger as well as a great priest killing tactic, able to kill priest within 4 secs during those last few secs before res timer. Vengence over res signet because of the usable ability as well as the full energy.
Notes & Concerns: Lacks condition and hex removal, I tried a build to include those, but have to sac killing abilities. This build seems to lack ability to kill prot monks one on one, but actually does wonders agaist that build, poke them once when they reversal, and sever gash, savage a healing spell, and final thrust should finish them off easy. This is more of a offensive build, just rush monks and dont be expect to be a huge tank.
Credit:* Me, and the Paladin premade build, I worked off that they first time I started this game and build.

Last edited by mekillaman; Dec 05, 2005 at 09:55 AM // 09:55..
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Old Dec 05, 2005, 10:58 AM // 10:58   #10
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Guild: Lionheart Braves [LHB]
Profession: W/
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http://www.guildwarsguru.com/forum/s...ad.php?t=88724

Profession:
[Warrior/Mesmer]

Name:
[desert griffon bandit]

Type:
[PvE]

Category:
[Tank/Damage]

Attributes:
10 Illusion
dump rest in Strength with +1 rune
12 +3 +1 Tactics

Skills Set:
Gladiators Defense {Elite} (Tactics)
Riposite (Tactics)
Deadly Riposite (Tactics)
Sprint (Strength)
Balanced Stance (Tactics)
Healing signet (Tactics)
Illusion of Weakness (Illusion)
Sympathetic Visage (Illusion)

Optional (equipment)
Any Sword
15-22 req x
+5 armor or +7 (vs physical)
*note: do not use a zealous hilt, as you will need 2 pips of regen.*

Crimson Carapace Shield (collectors)
Armor :16 req 9 tactics
+45 hp (while in stance)
-2 recieved damage (while in stance)

The purpose/and or goal of this build, is to farm griffons. All of your damage will be from spamming riposite and D-riposite, with an occasional Gladiators defense to do more. I find that the griffons in *Vulture Drifts* are the best place to go, there are 4 set groups of 3 griffons, and 2 groups of 2 griffon patrols.

When you get to vulture drifts, cast illusion of weakness, then heal yourself. After that go to the first group and do the following.
let 2 of the 3 griffons come running to you to attack
hit them until your adrenaline is full for riposite
cast sympathic visage (this is so they cannot gain adrenaline and spam final thrust on you)
cast Gladiators Defense, Riposite, and Deadly Riposite all at once
spam those three skills as they come available
repeat the previous steps for all the other groups of griffons
Use healing signet when needed, illusion of weakness is a safety net, just in case they pull off a final thrust on you

I have also provided a map to get to the particular area, with some details on the route i take, and where the mobs are located, although this build will work for mino/griff mix farming as well.




Credit: Me, myself and I.
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Old Dec 05, 2005, 11:08 AM // 11:08   #11
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Here's my shot at it, I hope ya'll like it. It's what I currently use during PVE:

http://guildwarsguru.com/forum/showt...839#post746839


Here's what I use, mainly on my myself, as a general axe build. Can be used in groups, or it can be used to solo. I like it for a couple simple facts; like I never run out of adren to cast my skills/spells if Aggro the monsters properly/Large groups.


Profession: Warrior/Monk.

Name of the build: The Group Aggroer.

Type: PVE

Attributes: 10 Axe Mastery+1 [Minor rune], Tactics 10 to 14+3 [Superior Rune] 9 Smiting prayers, 9 Healing prayers.

Skill Set:

1) Cyclone axe: The purpose of this is garner aggro/adrenaline.

2) Executioner's Strike: Spike Damage. This is replaceable by any spike damage skill that you would prefer. I prefer Executioner's, however.

3) Disrupting Chop: That much needed interrupt!

4) Bonetti's Defense: 75% Chance to block for <X seconds> Projectiles and melee, and builds energy up on successful blocks.

5) Shield Stance: Another Stance to negate damage dealt to you, it requires a shield, but has a nice block ratio and you can use skills/spells without removing it.

6) Healing Hands [Elite]: Whenever you're struck for physical damage, you are healed for 20 with 10 healing prayers.

7) Mend Ailment/Condition: Great for removing conditions/and effects, and also provides a minor heal. Also useable on groupmates in case the monk forgot it.

8) Here's where I differ: I either use Balthazar's Spirit <A continually enchantment (which means a -1 regen) but it's well worth it; for each time you're struck you gain energy/adrenaline, ensuring your adrenaline skills are charged even using cyclone axe to assist this helps alot. Always keeps adrenaline skills powered.

OR, I bring some type of rez, namely rebirth <even with no prot prayers> for that rez that can port them to you, and as a warrior, you'll regen your meager energy pool, anyways. Not like the "consumes all remaining energy" really matters.

SUMMARY: This build is really effective against places you will be tanking large numbers of enemies at once. This commonly is referred to as a solo build by some, but I prefer it this way <modified> for group play as well, it's a very well rounded build. The Purpose is to take as much aggro as humanly possible off of everyone, and tank it all. It's very easy to use; just stance ontop of the continual balth's spirit to gain energy while not absorbing damage, and it lets you pump out backup healing/spammable adrenaline skills as bonettis+balths is a lethal energy regain combo, when Bonetti's wears off, you will always be usually sitting at full energy, if you're tanking melee critters.

Notes And Concerns: This build is intended to be used on large scale groups/melee critters. Facing casters, this build is only half efficient, at best, as they can shatter enchantments. I would not recommend this for a heavily populated caster area, rather if you need a solid build for the desert area and wherever else you might need to tank lots of numbers at once. I know the cyclone axe doesn't look like much, but spamming it+adren skills and not running out of mana is a definite plus.

Credit: Namely, I tried this build out from multiple posts in these forums/my own know how. It's very hard to credit just one source, so I give the credit to myself, not for conceited reason, but rather not to make anyone else mad if this seems like some of their work. I usually work all my builds off multiple ideas.

Enjoy!

--The Shim

Last edited by Shimus DarkRaven; Dec 06, 2005 at 12:20 AM // 00:20..
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Old Dec 05, 2005, 01:37 PM // 13:37   #12
Wilds Pathfinder
 
Join Date: Nov 2005
Guild: [DLS]
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http://www.guildwarsguru.com/forum/s...698#post748698

W/Mo - PvE

"The Iron Man" .

Smiting : 12
Tactics : 9/10/11 (8+1/2/3[rune])
Strength : 10/12/13 (9+1[helm] + 2/3[rune])

Skills :

1. Balthazars Spirit <--SP?
2. Bonetti's Defence
3. Defencive Stance
4. Shield Stance
5. "Watch Yourself!"
6. "Shields Up!"
7. Dolyak Signet
8. Shield of Judgement {Elite}


General Strategy :

Once you aggro the mobs, immediately use dolyak and SoJ. When you see yourself getting hit a lot, hit the 2 shouts, and then def stance OR bonettis IF you have enough adrenaline. You should have another dolyak soon after it runs out . By the time your second dolyak is over, the mob should be dead if you have a decent team, but if not, use your 2 shouts again .

Notes:

-This build works great for farming SF/Orozar.
-Untested in UW, but can't see what would go bad with it .
- 2nd +15 att quest uncompleted, pref put points in str.

Credits : ALL ME BABY

Last edited by megaforcetkd; Dec 05, 2005 at 10:36 PM // 22:36..
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Old Dec 05, 2005, 06:22 PM // 18:22   #13
Desert Nomad
 
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Join Date: Aug 2005
Guild: Scars Meadows [SMS], Retired Officer
Profession: W/
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Discussion Thread

Profession: W/E
Name: The Rock
Type: PvE
Category: Support Tank
Attributes:
(flexible)
earth - 10
hammer - 10 + 1
strength - 7 + 1 + 1
tactics - 9 + 1

depending on which side skills you choose, it is possible to drop one attribute line altogether and pump up the other 3.

Skills Set:
main skills -
counter blow
belly smash
earthshaker {elite}
aftershock
armor of earth
healing signet
side skill 1
side skill 2

side skills -
irresistable blow - for a more offensive style
berserker stance - for ias, more damage and quicker charge of adrenaline
ward vs. melee - added protection for the whole party
"i will survive" - for condition heavy areas
"watch yourself" - additional armor for the whole party
dolyak signet - armor of earth + dolyak anyone = a lot of armor

Summary:
this is a tried and true tanking build, and it is amazing since it allows me to both tank for myself as well as protect the softer targets. self tanking builds are only good if you can ensure aggro on yourself. however, in non-ideal situations (which is the case in most pugs), this build allows me to stay effective by becoming a protector instead of a tank. counter blow, belly smash, earthshaker, "watch yourself", and ward vs. melee all allow you to protect anyone being attacked and knockdown is the ultimate snare. this is a party friendly build designed for bodyguard tanks. it is a build that can both stand on its own and help ensure survival of the softer targets. it's also a good mix of both offense and party defense.

Notes & Concerns: the only places where the build is weak are places with enchant stripping, blinds, and enemies that cannot be knocked down. enchant strippers always suck, but i usually get so loaded with monk enchants that those get stripped first.

Credit: Strider Kaaru
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Old Dec 06, 2005, 02:56 AM // 02:56   #14
Ascalonian Squire
 
Join Date: Nov 2005
Location: South Shiverpeaks
Profession: W/Mo
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Hi, here's my current build:

Ivan Deathrattle - W/Mo

Healing - 10
Tactics - 10
Strength - 7
Sword - 10

(roughly anyways) - I then use the following skill set:

Sever - causes bleeding
gash - causes deep wound if bleeding
??? - causes interupt and surrounding foes to be interrupted (can't remember the name)
desparate chop - causes a couple of deep wounds/bleeding etc
bonettis defense - don't leave home without it
resurrect (if in party) or live vicariously (if soloing)
mending - keeps you from dying too quickly

I use mending straight away - it gives the healer a bit of a break. When attacking I use desperate chop first causing a deep wound of sorts, then when adrenaline is up I use sever to cause bleeding. Then use gash to create another deep wound. If your foe starts to use a heal spell, then use the interrupt skill - make sure you've got 5 energy remaining for this. Then use bonetti's defense to recharge your energy. Live vicarously helps when soloing, cause you've got no healer, but in a party with a healer I take the res skill, 'cos it always comes in handy.

Anyway, hope this helps someone in some way. Works quite well against ettins outside of beatletun (spelling?? - I hate these late nights! lol)
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Old Dec 06, 2005, 10:52 AM // 10:52   #15
Desert Nomad
 
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Join Date: Oct 2005
Profession: W/Me
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http://www.guildwarsguru.com/forum/s...ad.php?t=88733

Profession: Warrior/Mesmer
Name: Inspired Resistance Fighter
Type: PvE (Untested elsewhere, may work)
Category: Main Tank

Attributes:
Inspiration: 7
Strength: 11 (10+1)
Sword: 12 (11+1)
Tactics: 9 (7+1+1)

Skills Set
Sever Artery (sword)
Gash (sword)
Distracting Blow (unlinked)
Ether Feast (inspiration)
"Watch Yourself!" (tactics)
Defy Pain {Elite} (strength)*
Physical Resistance/Elemental Resistance (inspiration)**
Res Signet (unlinked)

* Optionally replace with Dolyak Signet, Sympathetic Visage, Healing Signet or Hex removal to taste. (adjust Strength/Illusion/Tactics as necessary)

** Best used with Platemail and +def. vs Elemental bonus mods for Physical Resistance. Gladiators and +def vs Physical if you use Elemental Resistance instead. If you want to use just one weapon a +5 defence mod is ideal.

Summary: This build revolves around the ability to almost permanently be in a stance with Physical Resistance or Elemental Resistance. You get almost a minute's stance with Inspiration 7 which will virtually give you unlimited use of "in stance" equipment bonuses as well as +40 armour. Throw in a vigor and absorption rune and one piece knights/ascalon gear, and this build has excellent damage soaking potential. I've managed to outlast the typical Wa/Mo tank builds in most PvE places, tested extensively in Sorrow's Furnace. Not relying on Dolyak Signet/Armour of Earth means you're quite mobile to help out other team members, and it's not a bad solo performer either (can solo hydra's outside of Augury without any trouble for example)

Notes & Concerns: Get the best "in stance" weapons and shields you can. Ideal ones are the Crimson Carapace/Grognar Defender (-2 received damage and +45 health in stance). Vulnerable to degens, but you can counter by replacing the Elite with something like Inspired Hex. Defy Pain is mainly added because it gives a relatively cheap cost +20 armour.

Credit: Dakhmet Xenrath

Last edited by Xenrath; Dec 12, 2005 at 12:03 PM // 12:03..
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Old Dec 06, 2005, 01:31 PM // 13:31   #16
Ascalonian Squire
 
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Join Date: Apr 2005
Location: Australia
Guild: AvA
Profession: W/R
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I call this my Hunter Endurance Build becouse of the speed and attack boost.

http://www.guildwarsguru.com/forum/s...103#post751103

Build Template

Profession: [Warior/Ranger]

Name: [Hunter Endurance Build]

Type: [All the following - CompetitivePvP/GeneralPvP/8v8/Gvg]

Category: [ Both ~Tank/Damage]

Attributes:

Strength 11+1
Axe 12+3+1
Wild 6

Skills Set

Skill/Cost

Swift Chop [5 energy]
Penetrating Blow [5 adrn]
Executioners strike [8 adrn]
Battle rage [4 adrn] {Elite}
Endure Pain [5 energy]
I will avenge you [10 energy]
Troll unguent [5 energy]
Rez Sig


Summary: This Build does very high dmg while enduring large amounts of dmg for a long time.

Battle rage is the Key to this build, you gain a 50% reduction in adrnaline and a 25% speed boost. so penetrating blow and executioners strike are reduced to 2.5 and 4 adrn respectively. This means you can spam these high dmg skills for 17 seconds (duration of Battle rage) and chase down anyone running from you meaning you will still swing your axe while they are running unless they are also using a speed boost.

This build is Kenetic so once battle rage starts it will not stop becouse it takes far less than 17 seconds to recharge it so when you feel it is running out you can restart it emidiatly, efectivly you are continuosly dishing out high dmg non stop, with the one to two sec time between rechraging of skills you can spam swift chop at a rate that will not reduce your energy by much.

add to all this the 15% dmg boost on your weapon everytime you use the stance sothis is almost permanant

My faveroute part the Iway, yeah yeah iway boring done to death etc but think about this, Iway not only gives you a health boost but also an attacking boost of 33% and it does not cancil out battle rage they stack. So you have a 50% reduction in adrn a 25% speed boost and a 33% dmg Boost all at the same time, the dmg you pump out at this rate is urber.

Endure pain works well when the other team concentrates on you use it at the start of this not the end as most people use there best skills at the begining this will buy your monk time to recharge any energy they lost and heal you when it ends and you take a big hit in health. this is also excelent when it is 1 on 1 or two on 1 it lasts for 16 seconde which is a long time for anyone to finish the oponent or if you need to use troll or get healed by a monk. if you know when to use it most of the time u are the last one standing espetialy with this dmg this build pumps out.

all wariors have the same concern blidness, do not be tempted to use wariors cunning it does not stack with you attack skills so you will be doing little dmg whcih is not worth the effort or the slot. All the skills in this build last 16 or 17 seconds which is plenty if time to either wait it out or run for cover if needed. Usualy i stay at them as they can not spam blind for long espetialy if they want to help there team or do something other than defend against me.

With this build i rarely run out of energy so mesmers are usualy not effective against me since my attacks and stance are all adrn based.

Armor: Kinghts armor with absorption and Axe Helm.
Weapon: Sundering Axe of Fortitude with boost while in stance.
Shield: stregth shiel with boost while in stance.

Sup Vigor and Absorption.

Credit: Obsidian Warior

Last edited by Saladin; Dec 06, 2005 at 01:47 PM // 13:47..
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Old Dec 07, 2005, 01:12 AM // 01:12   #17
Ascalonian Squire
 
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Join Date: Oct 2005
Guild: Swords of Honor
Profession: Mo/Me
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Build Template
Profession: [W/Mo]
Name: [Interrupt + Stance Tank]
Type: [PvE]
Category: [Interrupt/Tank]
Attributes"
Tactics - High as you can get them + 1 for helm and dump the rest into swordsmanship and strength.
Skills Set:
Healing Sig
Glads Defence {Elite}
Bonetti's Defence
Shield Stance
Final Thrust/Mending/Balthazars Spirit
Savage Slash
Distracting Blow
Vengeance
Summary: The Primary purpose of this build is not to dish out damage, but to take it. If you can focus all of the aggro on yourself then you, that leaves the other party members to focus their energy on dishing out the damage. Interrupts are definatly welcome in any party as it makes killing bosses a whole lot quicker.
Notes & Concerns: A person can choose to replace shield stance with another one of their choice, but I rather like the safety of always having a stance available at my disposal if I need it, having 3 might be overkill but it minimizes the risk of being caught with my "pants down". Final Thrust can be switched for whichever you prefer, my two choices would be mending or balthazars spirit. But your not going to need the energy anyways, nothing here is energy consuming.
Credit:* I'm pretty sure, well at least I hope so anyways, that I am not the first one to use this build or one like it. So no credit is given.
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Old Dec 08, 2005, 11:58 PM // 23:58   #18
Frost Gate Guardian
 
Join Date: Jun 2005
Talking PvP (CA/TA) Energy Sword Warrior Build

http://www.guildwarsguru.com/forum/s...803#post761803

Profession: Warrior/Elementalist
Name: Endurance Sword Warrior
Type: General PvP
Category: Damage
Attributes:
Water Magic: 9
Strength: 10 + 3
Swordmanship: 11 + 3 + 1 // 10 + 3 + 1*
Tactics: 6 + 1 // 8 + 1*

Skills Set:



1.) Warrior's Endurance [Elite] (Strength)
2.) Seeking Blade (Swordmanship)
3.) Wild Blow
4.) Power Attack (Strength)
5.) Hamstring (Swordmanship)
6.) Conjure Weapon (Vary)
7.) Healing Signet
8.) Resurrection Signet

Summary:
Energy based warrior build utilizing Warrior's Endurance to fuel constant energy attacks. For every hit that is scored by the sword, the warrior gains 3 energy. With a swing every 1.33 seconds, the warrior can spam any of the sword skills every two attacks until endurance runs out. The "chase-down" skill is Hamstring. Hamstring doesn't negate endurance and should not be a problem with the continual energy gain. All the attack skills have been chosen because of their low recharge time and energy usage. The stance removing ability from Wild Blow and the can't evade/block attack from Seeking Blade are bonuses. Healing Signet and Resurrection Signet are standard issue skills for CA/TA.

Have your elemental weapon equipped then cast Conjure weapon prior to combat. Activate Warrior's Endurance and engage. Use Hamstring first to cripple the target then follow up with constant sword attacks. The order I use is Wild Blow first to negate any stances on the opponent, follow next by Seeking Blade and then Power Attack. Repeat as energy permits using any of the skills as they become available.

Notes & Concerns:
Users can customize the #6 slot with any class/skill. I've experimented with Mend Ailment using the Monk secondary, Plague Touch as Necro and straight out Warrior using I Will Avenge You! The build is effective against Rangers using defense stances (such as Whirling Defense and Lightning Reflexes to protect themselves) and does decent overall damage against all targets.

I usually equip two swords for maximum flexibility. One sword with the appropriate elemental hilt and the other a zealous hilt to deal with rangers.

The build was meant for CA. Can't rely on getting a monk in CA these days. Besides with all kinds of condition/hex users walking around, it pays to have self heal If one wants a little more healing power, I find a good compromise with damage and healing using swd14/tact9.*

Credit:
Nexx.

* Added info from discussion.

Last edited by Nexx; Dec 09, 2005 at 06:41 AM // 06:41..
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Old Dec 09, 2005, 12:43 AM // 00:43   #19
Frost Gate Guardian
 
Join Date: Jun 2005
Talking PvP (CA/TA) Str/Tact Max Damage Axe

http://www.guildwarsguru.com/forum/s...958#post761958

Profession: Warrior/*
Name: Strength and Tactics Max Damage Axe
Type: General PvP
Category: Damage
Attributes:
Strength: 3 + 1
Axe: 12 + 3 + 1
Tactics: 12 + 3

Skills Set:



1.) Eviscerate {Elite} (Axe)
2.) Axe Rake (Axe)
3.) Executioner's Strike (Axe)
4.) Thrill Of Victory (Tactics)
5.) Desperation Blow (Tactics)
6.) Balanced Stance (Tactics)
7.) Healing Signet (Tactics)
8.) Resurrection Signet

Summary:
Max damage axe build utilizing high damage axe and tactic attack skills. Eviscerate, Executioner's Strike, Thrill of Victory and Desperation Blow all provide +40~ damage. Add Balanced Stance to offset knockdown drawback of Desperation Blow and Axe Rake to cripple target. I wanted to use Sprint but didn't want to cancel out my balance stance (which also comes in handy against opponent knockdown skills).

Straight forward and easy to use . Use Balanced Stance before spamming Desperation Blow. Use Thrill of Victory when target's HP is lower than warrior's. Charge up all andrenaline skills before using them (Evis --> Axe --> Exec) and Heal/Rez as needed.

Notes & Concerns:
Balance Stance + Desperation Blow = d[^_^]b

As with many dedicated damage warrior, Str/Tact axe is weak against condition and hex.

Credit:
Nexx.
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Old Dec 09, 2005, 04:03 PM // 16:03   #20
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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As requested, the UW solo farmer... warrior style.
Discussion thread:
http://www.guildwarsguru.com/forum/s...ad.php?t=86797

Profession
Warrior/Necromancer

Name
Passive Destruction

Type
PvE

Category
Solo Farmer

Attributes
Curses: 8
Strength: 10 + 1
Tactics: 12 + 3 + 1

Skills Set
Gladiator's Defense (Tactics) {Elite}
Riposte (Tactics)
Deadly Riposte (Tactics)
Watch Yourself! (Tactics)
Enfeeble (Curses)
Bonetti's Defense (Tactics)
Healing Signet (Tactics)
Dolyak Signet (Strength)

Summary
It is best to use the entire Gladiator's armour, along with the Ascalon helm. You will be taking more physical hits that magical, so you'll want to have as much defense as possible for those situations. I recommend Superior Vigor and Absorption as this is a difficult feat and you will want to have top gear. You will need to have a sword with either a +5 vs. all attachment, or a +7 vs. physical. You will also need to acquire the Fire Wand outside of Nolani Academy from the collector that can be found there. There are a few versions of this wand, just make sure when you exchange the 3 Charr Carvings that are required for it that you don't get the one model with 10% chance to miss. This will also require a shield with stance bonuses, preferably +45 health and -2 damage. There is a collector in the desert who requires 5 bleached shells for a shield of this kind.

Immediately when you enter, run down to where the Lost Soul is and take a few steps to the left aggroing the lone aatxe patrol before it gets too close to the stationary group of two. This may spawn a Dying Nightmare or two, no worries. This is where you will learn to sheath your sword and stand before the level 29 enemy and strike it down with your wand.

Sword out. As it approaches you, Deadly Riposte and Enfeeble. Once the attack is blocked, switch to the wand and turn on Gladiator's Defense. Attack until Gladiator's Defense starts to flash. At this point, I press s as my wand attack comes to halt and switch to my sword/shield setup. This will cancel your attack so you won't trigger the Bladed Aaxte's Riposte and Deadly Riposte. Deadly Riposte and Enfeeble again. Follow this with a Riposte. Turn on Dolyak Signet and switch back to the wand it until Bonetti's Defense fills and turn it on. You may be hit by a Sever Artery during this time. It sucks, but don't worry. Continue to attack with the wand while Bonetti's Defense is on. Once it starts to flash, again press s (or however you've assigned your keyboard to step back) and switch to the sword/shield combo. Once Bonetti's wears off, Enfeeble Deadly Riposte again. Healing Signet, trigger Riposte. Once the attack is blocked, turn on Gladiator's Defense and switch back to the wand.

If you are bleeding, wand the aatxe until all of your adrenaline skills are filled. Use Watch Yourself, and use Healing Signet again. Wand it once more so Bonetti's Defense is filled again, switch weapon sets and stop attacking. Routine Deadly Riposte and Enfeeble, followed by a Riposte. Dolyak Signet, switch to the wand, attack once and turn on Bonetti's Defense. Repeat the pattern.

Lot of text to take down a single enemy. Really, it's just timing and nothing more. Provided luck is on your side and you don't get gashed too often (which you can still live through) you should be fine.

Now, while you still have adrenaline built up aggro the stationary group at the top of the stairs and fire with your wand. If there are any Dying Nightmares around, pull them back and kill them. In either situation, heal up first before you move on and let Gladiator's Defense refill.

Run to the safe haven of the side of the stairs, the aatxe are too large so only one can fit in at a time. Use the above process to bring it down. However, this time there will be no waiting so you need to make sure your timing is good. You'll need to kill the first aatxe sometime during Gladiator's Defense so that Enfeeble and one of your blocking sword skills are filled. However, stay calm, attack the next one with your wand until Gladiator's Defense is also done. Then when it ends, go into a similar attack pattern as before.

The middle group however cannot be defeated using this tactic. As such, you will be required to make the two block each other off. Just watch them as they approach, hug the ledge and make sure one is in front of the other AND they're close together. It may sound difficult, but it is a fairly simple task. If it doesn't work, turn on Gladiator's Defense and run away. They won't follow you down the steps.

Once you've cleared as many aatxe as you need to, retrieve the quest from the Lost Soul. This will spawn three groups of Grasping Darkness. There isn't much to say at this point, you have a lot of defense so this part shouldn't be a problem. Just attack with your sword, build adrenaline and use your stances.

Once the door opens, run to it and wait for the group of two aatxe to come to the door. At this point, lure them back to the stairs the lead up as opposed to the ones that lead down to the Lost Soul. Go on the stairs, and hug the wall closest to you. This will cause the aatxe to yet again block themselves off. Once this group is dispatched, run in and grab the patrol of three grasping darkness.

The next group of aatxe are the trickest to get to block each other off. However, they will chase back to the staircase sometimes. Othertimes, they block each other off and you can just run right past. In any case, wait for the patrol to run over closer to the smites. Then, when they're running back, aggro them at the small... uh, tunnel like area. Hug the left wall, and watch them on the radar to make sure they're blocking each other off. This one is really tricky to pull off, so if it isn't working turn on Gladiator's Defense and run. If you can't get this group, simply let the run past and make your way to the smites.

Groups of 3 and 4 smites are a breeze, 5 can sometimes be troubling. You just need to be more defensive and not attack as much. Typical strategy is to spike with both Riposte and Deadly Riposte at once to ensure one attack is always bypassing Reversal of Fortune. At all times, Dolyak Signet and Watch Yourself. You will need to heal often, and make sure you have Dolyak Signet in effect when you do. There will be a 3 second gap when you won't have it on, and Watch Yourself is easy to maintain provided you can find a target that doesn't have Shield of Judgement in effect.

Shield of Judgement hits me for 48 damage in stance. Often because I'm impatient, I will cycle through the targets trying to find one that doesn't have it up. *I Do Not Recommend This Strategy. Once one has Shield of Judgement in effect, the rest usually do. Once you strike one under Shield of Judgement, immediately take mental note where Gladiator's Defense is and Dolyak Signet. Once Dolyak Signet recycles to where it was when you first hit a Shield of Judgement it should be safe to attack again. Do not use Gladiator's Defense until Dolyak Signet is back up. You need your pathetic 5 damage attacks to trigger Reversal Fortune as opposed to the 30s, 50s, and 60s from your other skills. Use Bonetti's Defense if you encounter a snag. By that I mean when you need to heal and only have Dolyak Signet in effect. Or, Dolyak Signet is ending and you need to heal. You'll figure it out when you get down there.

At no time do you attack when Gladiator's Defense is down. Optimal situations to use Riposte and Deadly Riposte is when they are both filled. Or, time your physical attack to trigger a Reversal of Fortune to make its next attack hit your Riposte since they'll fill more often than Deadly Riposte when you are attacking.

Against groups of 5, patience is a must. You may be standing there for a long time healing, and possibly not attacking during Gladiator's Defense. There have been countless times where I've been in the double digits, and single digits gets the old ticker going.

Notes & Concerns
There is no way to kill the Coldfire Night. Simply put, you can't kill them. Getting past them is not too difficult to figure out, just watch their paths and you can figure out where it will be safe to stop. I recommend also bringing a bow to pull groups of smites deep in a Coldfire patrol.

I will say this now, this is very difficult and if you have troubles soloing the spiders in FoW (refer to my other post) then this is not for you... yet. This is much harder, you're simply not looking for a way to offset poison damage. This is making it so aatxe hit you for less than an invincimonk with Protective Spirit on (I've been hit for 0 before) and tanking smites with no nukes knocking them down or a healing monk watching your back.

It is probably best to practice this first with some backup to get the timing down as the tactic used to defeat the aaxte is quite odd. It may take some time to get used to it.

Credit
Myself, GwG for all of the knowledge I've soaked up here that helped optimize this build, and Lyra Song for the name.

Last edited by Racthoh; Dec 10, 2005 at 02:29 PM // 14:29..
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