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Old Nov 23, 2007, 02:30 AM // 02:30   #1
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Default My Warrior Builds: Need Help

Hello! Thanks for coming in here to give me a little bit of advise. I am not a very highly skilled GW player, and I decided I wanted to level a Warrior up and learn to play her. I have a few questions though, mostly concerning my builds. I have done some looking and to my eyes these builds are alright, but I have no clue whatsoever. I would be greatful if anyone can point out some huge mistakes that I have made, or anything alike.

First Build
[skill]Eviscerate[/skill][skill]Executioner's Strike[/skill][skill]Bull's Strike[/skill][skill]Shock[/skill][skill]Frenzy[/skill][skill]Healing Signet[/skill][skill]Rush[/skill][skill]Resurrection Signet[/skill]
One question that I would ask is should I go for [skill]Conjure Lightning[/skill]

Second Build
[skill]Sever Artery[/skill][skill]Gash[/skill][skill]Sun And Moon Slash[/skill][skill]Dragon Slash[/skill][skill]Protector's Strike[/skill][skill]Sprint[/skill][skill]Frenzy[/skill][skill]Resurrection Signet[/skill]
The one worry that I have with this is the high adrenaline cost of my elite, Dragon Slash, should this be a worry with the skill giving back some more adrenaline?

Also, what skills would you recomend to replace for res signet on both builds for ABing?

***

Now, to the armor and weapons part.

I tend to PvP most of my time, but I like to be able to hold a PvE group sometimes as I find it fun. Do I need to buy a seperate complete armor set for each? If so, can you please answer these questions with each armor set in mind? Thanks.

I really have no clue what to do weapon wise, but I know my armor choice.
For my armor I'm getting 15k gladiators(female) and down the line I would like to get chaos gloves. I really just like the style, but the real problem lies in what runes/insignias to wear on my armors.
I know that I would shoot for sup vigor and an absorbtion rune, then minor strength and tactics runes. I have no idea what insignias to buy.

I would infact need two helmets for each build; but should I go with minor or major runes?

Is there some sort of "One Rune Wonder" that I just have no knowledge of that I would be crazy not to throw on my armor?

Anything else that would be helpful in equipping my warrior with armor would also be appreciated.

As for weapondry, my first question is; do warriors have four seperate weapon sets to be equipped at all times? Like a vamp set or zealous set or something. I really have no knowledge of weapons and shields, so if you could give me a little brief of a few choices that I have; and sets to choose... that would be amazing.

Well; I thank you for reading my post and for any helpful knowledge you are willing to pass to me. Thanks for your help.
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Old Nov 23, 2007, 02:46 AM // 02:46   #2
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Your first build seams to be split into 4 attributes, far to thin for a war build.
Lose the tactics if your keeping Bulls strike and Rush, Conjure will work well. Shock + Bulls Strike is a little overkill, [skill]Axe Rake[/skill] might be usefull.


[skill]"For Great Justice!"[/skill] This should be on any bar using Dragon Slash.

As for runes, ignore the absorbtion rune, its really not worth it. If you have room for sup vigor and a vitael then go with Sup rune for swordsmanship/axemastery on helm, otherwise stick to major.

I am more a PvE war so take my advise with a grain of salt Get two sets of armor, one with radiant insignias if you intend on running any high energy builds and one with either Sentinel's or Dreadnought insignias.

For weapons most favor having at least 2 sets, one 20/20 and one vamp. I run 4 myself adding in a +5energy and a +5 armor depending on what map/quest/dungeon I am doing.

As for a shield +30hp is a must, though you have lots of stances so +45stance will do in a pinch. Secondary mod of your choice, I prefer +10armor vs Piercing or element predominant on map.
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Old Nov 23, 2007, 02:55 AM // 02:55   #3
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Quote:
Originally Posted by Crom The Pale
Your first build seams to be split into 4 attributes, far to thin for a war build.
Lose the tactics if your keeping Bulls strike and Rush, Conjure will work well. Shock + Bulls Strike is a little overkill, [skill]Axe Rake[/skill] might be usefull.


[skill]"For Great Justice!"[/skill] This should be on any bar using Dragon Slash.

As for runes, ignore the absorbtion rune, its really not worth it. If you have room for sup vigor and a vitael then go with Sup rune for swordsmanship/axemastery on helm, otherwise stick to major.

I am more a PvE war so take my advise with a grain of salt Get two sets of armor, one with radiant insignias if you intend on running any high energy builds and one with either Sentinel's or Dreadnought insignias.

For weapons most favor having at least 2 sets, one 20/20 and one vamp. I run 4 myself adding in a +5energy and a +5 armor depending on what map/quest/dungeon I am doing.

As for a shield +30hp is a must, though you have lots of stances so +45stance will do in a pinch. Secondary mod of your choice, I prefer +10armor vs Piercing or element predominant on map.
Thanks for the info!

Now the question is, what should I sacrifice on my bars?
What would I use for a selfheal on my first bar if I lost healing signet, and what would I trade out for, "For Great Justice!"?
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Old Nov 23, 2007, 04:00 AM // 04:00   #4
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The first build is fine, that's a typical Shock axe
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Old Nov 23, 2007, 04:25 AM // 04:25   #5
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The first build is fine, he's not spreading his attributes too thin because there're no point in Air Magic. (Hopefully) Dragon Slash isn't my favorite in PvP but if you want to run it, I would take Rush over Sprint and Bull's Strike over Protector's Strike.
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Old Nov 23, 2007, 08:19 AM // 08:19   #6
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Quote:
Originally Posted by celexia
Thanks for the info!

Now the question is, what should I sacrifice on my bars?
What would I use for a selfheal on my first bar if I lost healing signet, and what would I trade out for, "For Great Justice!"?
Don't listen to him -_-. You only need Shock as an ele secondary. Forget about that silly attu (they nerfed it, even before the nerf no serious axe bar has attu). Put in D-chop, it's the best choice if you play in a team.

Bringing Bull's strike and rush is a must, period. Any1 telling you to do otherwise is bad.
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Old Nov 26, 2007, 10:03 PM // 22:03   #7
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I posted this junk in another thread so but i will do it agian because I just love helping others out soooooooo much.

Quote:
Originally Posted by Brian The Gladiator
When it comes to Pvp:
Axe = Eviscerate
Sword = Crip Slash
Hammer = Earth Shaker or Devastating Hammer

[skill]Eviscerate[/skill][skill]Executioner's Strike[/skill][skill]Body Blow[/skill][skill]Shock[/skill][skill]Bull's Strike[/skill][skill]Frenzy[/skill][skill]Rush[/skill][skill]resurrection signet[/skill]

KD High damage Eviscerate bar

[skill]Eviscerate[/skill][skill]Executioner's Strike[/skill][skill]Body Blow[/skill][skill]Disrupting Dagger[/skill][skill]Bull's Strike[/skill][skill]Frenzy[/skill][skill]Dash[/skill][skill]resurrection signet[/skill]

D-dagger adds versatility to the bar

[skill]Eviscerate[/skill][skill]Executioner's Strike[/skill][skill]Disrupting Chop[/skill][skill]Shock[/skill][skill]Bull's Strike[/skill][skill]Frenzy[/skill][skill]Rush[/skill][skill]resurrection signet[/skill]

Standard Eviscerate Bar which chains Shock + D-chop to interrupt and disable monk skills. uses the philosophy that monks will try to cast life saving spells on themselves or others after being KDed, therefor, a well placed interrupt will shut them down...

[skill]Eviscerate[/skill][skill]Executioner's Strike[/skill][skill]Body Blow[/skill][skill]Rending Touch[/skill][skill]Bull's Strike[/skill][skill]Frenzy[/skill][skill]Rush[/skill][skill]resurrection signet[/skill]

If your current team build has a lack of enchantment removal, never fear.

[skill]Eviscerate[/skill][skill]Executioner's Strike[/skill][skill]Bull's Strike[/skill][skill]Healing Signet[/skill][skill]Mending Touch[/skill][skill]Frenzy[/skill][skill]Sprint[/skill][skill]resurrection signet[/skill]

For splitablity, call for the wammo!

Edit: these are builds that I personally have used in GvG. I will give you some good warrior builds for RA!

[skill]Eviscerate[/skill][skill]Executioner's Strike[/skill][skill]Bull's Strike[/skill][skill]Healing Signet[/skill][skill]Mending Touch[/skill][skill]Frenzy[/skill][skill]Rush[/skill][skill]resurrection signet[/skill]

Has the self heal, condi removal, KD, and damage so, i like it alot (added bonus... its a wammo!)

[skill]Crippling Slash[/skill][skill]Gash[/skill][skill]Sun and Moon Slash[/skill][skill]Rush[/skill][skill]Frenzy[/skill][skill]Mending Touch[/skill][skill]Healing Signet[/skill][skill]resurrection signet[/skill]

This build is GREAT in RA because monks that you will face will NEVER have adequate condition removal. The one and only reason why this build isn't completely abused in gvg and ha is because RC is meta on monks. Without RC, this build destroys everything in it's path. Definately use it.

[skill]Devastating Hammer[/skill][skill]Crushing Blow[/skill][skill]Heavy Blow[/skill][skill]Protector's Strike[/skill][skill]Flail[/skill][skill]Rush[/skill][skill]Healing Signet[/skill][skill]Death Pact Signet[/skill]

With this build, you should chain the knock downs so that the monk is on the ground for a perma 4 seconds at least and durring that deration you hit him for so much damage that he will be flippin his "you know what". FYI -- bring death pact on warriors that aren't using a secondary otherwise.
These are all great PvP warrior bars. If you are going to pve warrior, dont bring frenzy, bring flail. It is also nice to bring tactics and some party wide shouts to help the defense like "Save Yourselves!" [skill=text]"watch yourself!"[/skill] and [skill=text]"shields up!"[/skill]

Hope this helps.

Last edited by Brian the Gladiator; Nov 29, 2007 at 07:09 PM // 19:09..
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Old Nov 27, 2007, 02:23 AM // 02:23   #8
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I like this best for RA IMO

[skill]Tiger Stance[/skill][skill]Devastating Hammer[/skill][skill]Crushing Blow[/skill][skill]Fierce Blow[/skill][skill]Death's Charge[/skill][skill]Healing Signet[/skill][skill]Rush[/skill][skill]Resurrection Signet[/skill]

Death's Charge is just so useful in jumping to an unsuspecting Monk and smacking him with 300 damage + deep wound while he's on the ground unable to do anything; you won't have to deal with any pre-prot since he has no clue you're coming, to him it seems you're just a clueless noob bashing on an earth tank. In other places you'll have 2 Monks to worry about so you can't solo spike someone down but in 4-man areas if there's 2 Monks on a team they'll have practically no offense or utility.

For swords
[wiki]Sundering Weapon[/wiki][skill]Crippling Slash[/skill][wiki]Body Blow[/wiki][skill]Sun and Moon Slash[/skill][skill]Healing Signet[/skill] or [skill]Bull's Strike[/skill][skill]Frenzy[/skill][skill]Rush[/skill][skill]Resurrection Signet[/skill]
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Old Nov 27, 2007, 03:34 AM // 03:34   #9
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Quote:
Originally Posted by Crom The Pale
Shock + Bulls Strike is a little overkill,
No, its not. Bull's Strike to KD a monk once, Shock to hit them again when they get up = they're not healing jack for a full 6 seconds.
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