Apr 14, 2005, 05:10 AM // 05:10
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#1
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Just Plain Fluffy
Join Date: Dec 2004
Location: Berkeley, CA
Guild: Idiot Savants
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Warrior Basics
As the title suggests, this thread is for the basics of building a Warrior. Here you'll find an outline of common Warrior builds, what works, what doesn't, and generally what you should know before trying to reinvent the wheel. If you're looking for a more generic class overview, please look over our profession overview HERE.
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More than any other class, a Warrior build is defined by his role in the party - a PvE Warrior is going to look much, much different than a PvP Warrior. In PvE, a Warrior is the proverbial tank - first in, last out, wade in deep and take the pressure off the rest of the team. It's his job to keep himself well defended so that he can survive heavy fire while the rest of the team does its job. The opposite is true in PvP, where opposing players concern themselves with hitting softer, more critical targets, ignoring the Warrior in the process. To that end, the job of the PvP Warrior is more of a surgical unit - it's his job to extend into enemy territory and hit key targets as fast and hard as possible.
While a PvE Warrior is concerned mostly with keeping himself alive and attracting the aggro of monsters, and PvP Warrior wants to deal as much damage as possible, while keeping tabs on just how far he's extended into enemy lines - lest he becomes a target of opportunity because he can't get back to his healers in time.
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Monk is easily the most popular of Warrior secondaries, and for good reason - it has both flexability and synergy that no other secondary can match. For PvE, the Warrior/Monk has the armor of a Warrior coupled with healing and protection, making for the most durable class combination in the game - in PvP, a Warrior/Monk can switch into the Smiting line and pick up some top-notch damage amplifiers. The Warrior/Monk is also tailor made to use Restore Life - that skill should find its way onto your bar in the vast majority of cases.
Common builds:
PvE Tank
Warrior/Monk
Swordsmanship 12, +1 Rune, +1 Hat
Tactics 10, +1 Rune
Healing 8
Sever Artery
Gash
Galrath Slash
Bonetti's Defense
Watch Yourself!
Healing Hands
Mending
Restore Life
Tombs High-Damage Swordsman
Warrior/Monk
Swordsmanship 12, +3 Rune, +1 Hat
Strength 8, +1 Rune
Smiting 10
Healing 2
Hundred Blades
Sever Artery
Gash
Final Thrust
Frenzy
Sprint
Strength of Honor
Restore Life
PvP Knocklock Hammer
Warrior/Monk
Hammer Mastery 12, +3 Rune, +1 Hat
Strength 9, +1 Rune
Smiting Prayers 9
Healing Prayers 3
Devastating Hammer
Heavy Blow
Crushing Blow
Mighty Blow
Frenzy
Sprint
Judge's Insight
Restore Life
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If you're looking to pick up a bit more damage at the expense of your own health, the Warrior/Elementalist is an excellent choice. Most members of this profession combo opt for one of the various Conjure Element spells, which significantly increase the amount of damage you'll deal per hit cheaply and efficiently. Couple that with other buffs and attack skills, and the Warrior/Elementalist is the single highest damage character in the game. This combination is fairly single-minded, however - it lacks versatility, and your energy capacity prevents you from effectively using many of the skills that would otherwise be available to you. But if you're just looking for a damage machine and manage your energy wisely, you'll be happy with this combination.
Common builds:
Snowman Mark II
Warrior/Elementalist
Axe Mastery 12, +3 Rune, +1 Hat
Strength 8, +1 Rune
Water Magic 10
Dismember
Disrupting Chop
Executioner's Strike
Penetrating Blow
Frenzy
Sprint
Conjure Frost
Water Trident
Raging Burninator
Warrior/Elementalist
Swordsmanship 10, +1 Rune, +1 Hat
Strength 10, +1 Rune
Fire Magic 11
Battle Rage
Sever Artery
Galrath Slash
Gash
Final Thrust
Conjure Flame
Glyph of Lesser Energy
Mark of Rodgort
PvE Knockdown/Aftershock
Warrior/Elementalist
Hammer Mastery 10, +1 Rune, +1 Hat
Tactics 10, +1 Rune
Earth Magic 11
Earthshaker
Hammer Bash
Counter Blow
Crushing Blow
Sprint
Bonetti's Defense
Watch Yourself!
Aftershock
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If you're looking to get a bit outside the mainstream while still maintaining some versatility and effectiveness, the Warrior/Necromancer is for you. Necromancer isn't a particularly deep class, but what it does offer meshes reasonably well with a Warrior primary. Touch attacks, life stealing, melee shutdown - there's a variety of tools available to help a good melee tank, and the net result is a character that's somewhere between the Warrior/Monk and Warrior/Elementalist in terms of damage and durability. However, despite being a reasonably solid PvE class, the Warrior/Necromancer is more of a fringe class in PvP, as their damage can't keep up and their abilities in Warrior on Warrior combat aren't in demand.
Common builds:
ViM Condition Stacker
Warrior/Necromancer
Axe Mastery 12, +3 Rune, +1 Hat
Strength 9, +1 Rune
Tactics 7, +1 Rune
Curses 6
Axe Rake
Axe Twist
Dismember
Disrupting Chop
Frenzy
Victory is Mine!
Plague Touch
Rend Enchantments
America Loves Degen
Warrior/Necromancer
Swordsmanship 10, +1 Rune, +1 Hat
Tactics 8, +1 Rune
Blood Magic 12
Sever Artery
Gash
Galrath Slash
Final Thrust
Watch Yourself!
Demonic Flesh
Life Siphon
Life Transfer
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The other two secondaries are fairly narrow and are not recommended for regular use. This is not to say that they are bad combinations, merely that they should be used for specific builds that fill specific team needs. Create one for general usage and pick up teams at your own risk.
Peace,
-CxE
__________________
Don't argue with idiots. They bring you to their level and beat you with experience.
Last edited by Ensign; Apr 23, 2005 at 01:05 AM // 01:05..
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Apr 14, 2005, 05:25 AM // 05:25
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#2
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Death From Above
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Well, I'll nominated this as a fairly stereotypical example of a Hammer/Earth War...
You need a War/Nec with Rend, too.
__________________
In my day, we didn't have virtual reality. If a one-eyed razorback barbarian warrior was chasing you with an ax, you just had to hope you could outrun him.
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Apr 14, 2005, 06:55 AM // 06:55
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#3
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Banned
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For W/E Conjure/Trident. Standard Sword attacks + water magic.
Warrior/Elementalist
Swordsmanship 12 +1 hat, +1 rune
Strength 9 +1 Rune
Water Magic 9
Stonefist Gauntlets
Sever Artery
Gash
Galrath Slash
Final Thrust
Sprint
Water Trident
Ice Prison
Conjure Frost
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Apr 14, 2005, 03:38 PM // 15:38
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#4
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Academy Page
Join Date: Apr 2005
Location: Cali
Guild: Avengers Of Virtue
Profession: W/Mo
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How much dmg will i gain from increasing swordsmanship to 12 to 16. IF i have a dragon sword, will that increase like +2dmg? or more?
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Apr 14, 2005, 03:49 PM // 15:49
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#5
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Academy Page
Join Date: Feb 2005
Guild: Warrior Nation
Profession: R/W
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PvP - Conjure/Mark
Warrior / Elementalist
Assumed items:
+2 to Axe Mastery
+1 to Tactics
Make sure you have a fire damage axe.
Attributes: (cost)
Strength: 0 (0)
Axe Mastery: 10+2 (61)
Tactics: 8+1 (37)
Fire Magic: 12 (97)
Total attribute points used: 195/200
Skills:
1) Dismember - (7a,0,0) If it hits, this axe blow will inflict a deep wound on the target foe, lowering that foe's maximum health by 20% for 17 seconds.
2) Axe Twist - (8a,0,0) If this attack hits a foe suffering from a deep wound, you strike for 16 more damage and that foe suffers from weakness.
3) Axe Rake - (7a,0,0) If this attack hits a foe suffering from a deep wound, you strike for +8 damage, and that foe becomes crippled.
4) Frenzy - (5,0,4) For 8 seconds, you attack 35% faster but take double damage.
5) "Victory Is Mine!" (elite) - (5,0,15) You gain 44 health and 5 energy for each condition suffered by adjacent foes. This is an elite skill.
6) Conjure Flame - (10,1,60) Lose all enchantments. For 60 seconds, your attacks strike for an additional 13 fire damage.
7) Mark of Rodgort - (25,2,20) For 18 seconds, whenever target foe is struck for fire damage, that foe is set on fire for 3 seconds.
8) Glyph of Lesser Energy - (5,1,30) Your next spell cost 15 less energy to cast.
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Apr 14, 2005, 04:40 PM // 16:40
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#6
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Frost Gate Guardian
Join Date: Feb 2005
Guild: Spirits Of War
Profession: Me/Mo
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well, here's a W/N build
12 + 2 Axe
10 Curse
8 + 1 Tactics
Eviscerate*
Axe Rake
Axe Twist
Disrupting Chop
Defile Flesh
Rigor Mortis
Bonnetti's Defense
Heal Signet
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Apr 14, 2005, 05:25 PM // 17:25
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#7
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Death From Above
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Quote:
Originally Posted by nightrise420
How much dmg will i gain from increasing swordsmanship to 12 to 16. IF i have a dragon sword, will that increase like +2dmg? or more?
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How much damage will I gain, you mean? If you're looking for an exact figure it depends on the initial damage of yor sword.
If you want to consider it in terms of percentages, take a look here. Specifically at the "Effect of Weapon Attributes" table. A weapon attribute, Swordsmanship in this case, increases the amount of damage you'll get from a weapon in terms of a percentage of the listed damage. At Swordsmanship 12 you'll get 100% of whatever your sword says it will do. If it's a max sword of 15~22 damage you'll get an average of around 18 damage per swing, not counting critical hits. At Swordsmanship 11 you'd get roughly 91% of that or 14~20 damage for an average of about 17. You'll lose more damage the further down you go. But, you'll also gain damage the higher up you go, just not at as dramatic a rate. At Swordsmanship 12 you'll have roughly 104% of your listed damage or 16~23 damage or an average of around 20. At Swordsmanship 13 you'll get 107% of your listed damage.
So, therefore, at Swordsmanship of 16 you'll get 115% more damage or 15% more than the listed damage on your weapon. With a maxed sword that's about 17~25 damage or about 21 damage a swing.
The real benefit to increasing your attributes like that, though, is their effect on the skills you're using with a weapon. Skills have variables which can be raised by raising your attributes. Take for example the skill Galrath Slash which gives you an extra 1+((31/12)xSwordsmanship) damage above and beyond whatever your sword does. So, at Swordsmanship 12 that's 1+31 or 32 extra damage for your sword that deals 15~22 damage so you'll deal 47~54 damage with a Galtrath Slash or an average of about 50. At Swordsmanship 16 that's 1+(2.58x16) or +42 damage. That goes with your 17~25 damage sword for 59~67 or an average of about 63 damage. While your base sword damage only goes up by a few points you get an extra 10 damage on your Galrath Slash so when using that you'll get an extra 12~14 damage overall.
__________________
In my day, we didn't have virtual reality. If a one-eyed razorback barbarian warrior was chasing you with an ax, you just had to hope you could outrun him.
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Apr 15, 2005, 03:03 AM // 03:03
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#8
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Krytan Explorer
Join Date: Mar 2005
Location: SoCal
Profession: E/
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i didnt see this build in there at all
war/mo
11 sword
10 strength
10 healing
s. artery
gash
g. slash
f. thrust
healing hands
healing breeze
mending
b.spirit or mending
thats your totaly independant wariror build. not the best dps, but hardly ever needs a monks healing help.
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Apr 15, 2005, 03:29 AM // 03:29
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#9
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Academy Page
Join Date: Apr 2005
Location: Cali
Guild: Avengers Of Virtue
Profession: W/Mo
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Quote:
Originally Posted by Sausaletus Rex
How much damage will I gain, you mean? If you're looking for an exact figure it depends on the initial damage of yor sword.
If you want to consider it in terms of percentages, take a look here. Specifically at the "Effect of Weapon Attributes" table. A weapon attribute, Swordsmanship in this case, increases the amount of damage you'll get from a weapon in terms of a percentage of the listed damage. At Swordsmanship 12 you'll get 100% of whatever your sword says it will do. If it's a max sword of 15~22 damage you'll get an average of around 18 damage per swing, not counting critical hits. At Swordsmanship 11 you'd get roughly 91% of that or 14~20 damage for an average of about 17. You'll lose more damage the further down you go. But, you'll also gain damage the higher up you go, just not at as dramatic a rate. At Swordsmanship 12 you'll have roughly 104% of your listed damage or 16~23 damage or an average of around 20. At Swordsmanship 13 you'll get 107% of your listed damage.
So, therefore, at Swordsmanship of 16 you'll get 115% more damage or 15% more than the listed damage on your weapon. With a maxed sword that's about 17~25 damage or about 21 damage a swing.
The real benefit to increasing your attributes like that, though, is their effect on the skills you're using with a weapon. Skills have variables which can be raised by raising your attributes. Take for example the skill Galrath Slash which gives you an extra 1+((31/12)xSwordsmanship) damage above and beyond whatever your sword does. So, at Swordsmanship 12 that's 1+31 or 32 extra damage for your sword that deals 15~22 damage so you'll deal 47~54 damage with a Galtrath Slash or an average of about 50. At Swordsmanship 16 that's 1+(2.58x16) or +42 damage. That goes with your 17~25 damage sword for 59~67 or an average of about 63 damage. While your base sword damage only goes up by a few points you get an extra 10 damage on your Galrath Slash so when using that you'll get an extra 12~14 damage overall.
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Wow, that was extremely good explanation. I never received anything better lol. Thx so much. So it is worth putting up to 16swordsman if i can.
Also if i put up 10smith, how much additional dmg will i gain from using strength of honor
Last edited by nightrise420; Apr 15, 2005 at 03:34 AM // 03:34..
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Apr 15, 2005, 03:53 AM // 03:53
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#10
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Krytan Explorer
Join Date: Mar 2005
Location: SoCal
Profession: E/
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Quote:
Originally Posted by nightrise420
Wow, that was extremely good explanation. I never received anything better lol. Thx so much. So it is worth putting up to 16swordsman if i can.
Also if i put up 10smith, how much additional dmg will i gain from using strength of honor
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7 dmg per hit at lvl 10 smiting
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Apr 15, 2005, 04:05 AM // 04:05
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#11
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Academy Page
Join Date: Apr 2005
Location: Cali
Guild: Avengers Of Virtue
Profession: W/Mo
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Here is what i made.
W/Mo
11swordsmanship (4+) making it 15
8strength(+1) making it 9
9healing prayers
8smithing prayer
Gash
Sever - extra 10+dmg
Galrath Slash - extra 40+ dmg
Final Thrust - extra 40+ dmg
Frenzy
Vigorous Spirit - heals for 9health everytime i hit the enemy
Judges Insight - for 15sec i deal holy dmg and have 20% armor penetration
Strength of Honor - i deal 6 extra dmg
This is balanced so i do alot of dmg and im able to keep the healer concentrate on other. I dont need healers when on the field. Using frenzy i can attack fast and with vigorous spirit on i can 9hp everytime i hit which is like every .8sec.
What u guys think?
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Apr 15, 2005, 04:10 AM // 04:10
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#12
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Academy Page
Join Date: Apr 2005
Location: Cali
Guild: Avengers Of Virtue
Profession: W/Mo
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Quote:
Originally Posted by SuperJ24
i didnt see this build in there at all
war/mo
11 sword
10 strength
10 healing
s. artery
gash
g. slash
f. thrust
healing hands
healing breeze
mending
b.spirit or mending
thats your totaly independant wariror build. not the best dps, but hardly ever needs a monks healing help.
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Thats the premade char from Arenanet. Paladin. Same skills
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Apr 15, 2005, 04:53 AM // 04:53
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#13
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Krytan Explorer
Join Date: Mar 2005
Location: SoCal
Profession: E/
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Quote:
Originally Posted by nightrise420
Thats the premade char from Arenanet. Paladin. Same skills
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arenanet makes builds too? lol
wasnt aware of this.
but ya, its a common build and is very independant for both pvp or pve
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Apr 18, 2005, 10:11 PM // 22:11
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#14
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Ascalonian Squire
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Hello everyone, I got the beta yesterday, and I'll sum up my impressions of Guild Wars by saying I relinquished my EQ2 subscription.
As for my first build; Im looking for PvP and PvE; mostly solo.
Heres what I'v come up with.
Class: Warrior / Monk
Attributes: (cost)
Strength: 10 (61)
Axe Mastery: 11 (77)
Healing Prayers: 10 (61)
Total attribute points used: 199/200
Skills:
1) Sprint - (5,0,20) For 12 seconds, you move 25% faster.
2) Dismember - (7a,0,0) If it hits, this axe blow will inflict a deep wound on the target foe, lowering that foe's maximum health by 20% for 16 seconds.
3) Axe Rake - (7a,0,0) If this attack hits a foe suffering from a deep wound, you strike for +7 damage, and that foe becomes crippled.
4) Executioner's Strike - (8a,0,0) If this attack hits, you strike for +32 damage.
5) Remove Hex - (5,2,5) Remove a hex from the target ally.
6) Purge Conditions - (5,1/4,30) Remove all conditions from target ally.
7) Healing Breeze - (10,1,2) For 10 seconds, target ally gains health regeneration of 7.
8) Healing Hands (elite) - (5,1/4,25) For 10 seconds, whenever target ally is struck by an attack, that ally is healed for 18 health. This is an elite skill.
It was a decision between warrior/monk and warrior/necro; basicly what I figured was: I need heals, so do I go with better heals, or not as good heals that also damage. I think the nerco is too power heavy and needs more heals so I picked the pally.
Please feel free to criticize, C'ya
Last edited by Mouth-For-War; Apr 20, 2005 at 02:17 AM // 02:17..
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Apr 20, 2005, 10:09 PM // 22:09
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#15
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Lion's Arch Merchant
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hmmm this is a build i have been wondering if i should play...
Warrior/Mesmer
Attributes:
10 Strength
11 Swordsmanship
10 Inspiration
Skills:
Battle Rage (Strength, Elite)
Server Artery (Swordsmanship)
Gash (Swordsmanship)
Final Thrust (Swordsmanship)
Ether Feast (Inspiration)
Physical Resistance (Inspiration)
Elemental Resistance (Inspiration)
Sprint (Strength)
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Apr 21, 2005, 12:09 AM // 00:09
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#16
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Academy Page
Join Date: Feb 2005
Location: Australia
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Warrior Builds 101.
#1 When you're a warrior in PvP the enemy generaly runs away from you. You normaly want to have a speed buff ability. Sprint is popular, but you can also get it from Battle Rage and Rush (which would be better at 3 adrenaline I think).
#2 Work out what weapon you are going to be using. Generaly this attribute needs to be at least 12, not only because this effects the base damage you deal with that skill (see chart x), but because it also dictates how powerful many of the skills you will use are. In addition, a skill of 9+ is a requirement simply to use most decent swords effectivly.
#3 Strength is also an important skill. Besides having many useful skills attached to it (the already mentioned sprint) it also has a passive armor penetration bonus.
#4 Pay attention to what kind of damage you are dealing. As a warrior your basic damage will be Physical Damage, however this can be changed through the use of certain skills and weapons. Conjure Element (ie: Conjure Flame in the Eementalist line of Fire skills) gives you a damage bonus if your weapon deals that type of elemental damage, it will not work otherwise. You will need a elemental mod on your weapon to make your weapon do this. Judge's Insight is a skill that converts all your damage to Holy damage.
It is important to know what type of demage you are dealing because different armors and skills provide different levels of resistance to certain damage types.
#5 Damage is not the be and end all of a warrior, though it is important. You have skills that can do other things; deal conditions, interupt, shouts to affect your party or those around you.
When making a warrior try to make the character for a specific purpose and choose skills accordingly, or try for a more balanced selection of different types of skills. Unless you have something specific in mind you will probably find a warrior that focuses on one type of thing gets in to trouble often.
#6 Tatics is pretty boring. True warriors don't use it!
#7 You don't have too much energy. Make sure you take this in to account when choosing you skills, especialy in regard to your secondary class.
#8 So on and so forth.
You don't have any War/Mes builds... so how about...
War/Mes
16 Sword (+1+3)
14 Strength (+3)
6 Inspiration
Zealous Mod
Hamstring
Savage Slash
Hundred Blades
Distracting Blow
Galrath
Final Thrust
Sprint
Leech Signet
Umm... no that won't work.
Last edited by Lamaros; Apr 21, 2005 at 12:16 AM // 00:16..
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Apr 21, 2005, 12:35 AM // 00:35
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#17
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Lion's Arch Merchant
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my last post was just a war/mes build...
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Apr 21, 2005, 08:34 PM // 20:34
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#18
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Krytan Explorer
Join Date: Apr 2005
Guild: [Dark]
Profession: W/
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I don't think anybody mentioned anything about a possible Warrior/Ranger build. Could this build be any good? just wondering..
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Apr 21, 2005, 09:16 PM // 21:16
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#19
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Lion's Arch Merchant
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yea that was my second build i made. its a nice tanker, i used the ranger part for marksman, but my dad who was the same class used the ranger part for a pet.
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Apr 21, 2005, 10:07 PM // 22:07
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#20
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Frost Gate Guardian
Join Date: Feb 2005
Location: Beaches of Kryta, aka Florida
Guild: Remnants of Ascalon
Profession: Mo/Me
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with some of the skill changes heres a pretty good aftershock warrior
hammer mastery - 11 + 2
earth magic - 12
Strength - 6 + 1
backbreaker (elite) - knockdown
berserker stance - faster adren and attack
aftershock - PBAoE damage
staggering blow - weakness
ward against melee - makes them miss when in ward
heavy blow - knockdown and ex damage if there suffering from weakness
sprint - make u run faster
stoning - damage, knckdwn if they weakness
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