Jun 26, 2007, 04:54 AM // 04:54
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#1
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Pre-Searing Cadet
Join Date: Jun 2007
Profession: W/E
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My First Build
OK, I have a Warrior/Elementalist, I play Prophecies, and this is my first build... I just started playing about 2 weeks ago - and this is what I would *like* my final build to look like.
Attributes:
15 Axe Mastery (12 + 3)
11 Fire Magic
6 Tactics
5 Strength
Skills:- Cyclone Axe
- Eviscerate
- Axe Rake
- Inferno
- Conjure Flame
- Healing Signet
- Bonetti's Defense
- Power Attack
Notes:- I have two rune things that up my Axe mastery by 3, but I'm not sure if the whole "12 + 3" thing was necessarily correct. The attribute levels require exactly 200 attribute points, which, if I remember correctly, is the maximum you can get.
- The whole concept behind this build is to be able to hash out a great deal of damage up front, and follow with smaller bursts of damage afterward. Using Cyclone Axe in a large group will boost adrenaline, expediting the Eviscerate/Axe Rake combo. Bonetti's Defense will supply energy and block substantial damage in stereo. Power Attack is simply a useful extra damage attack that does not require adrenaline.
- I'm sure I made a mistake or two, so I don't really care if you pick me apart. I only ask that my profession(s), weapon choice (Axe), and main idea remain the same.
- If you do insist on overhauling my build, I ask that you rate my current build first. I'd like to know how I did for my first time.
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Jun 26, 2007, 05:50 AM // 05:50
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#2
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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Take out inferno for a rez sig. You won't really be needing that, as your straight axe damage should be more than enough and energy might not be so plentiful even with bonetti's. Drop fire magic a few points and put it into tactics so your healing signet actually heals for more than 2 health...
I'd say this is pretty good for your first build, but there are definitely many changes that could make it a lot better--like taking out power attack and bonetti's defense for something like enraging charge and executioner's strike. There could be major overhauls done, but it's better off having you explore it and finding out for yourself. Much better than a lot of the other first builds out there...
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Jun 26, 2007, 09:23 AM // 09:23
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#3
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Administrator
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Quote:
Originally Posted by avgjoe22
Attributes:
15 Axe Mastery (12 + 3)
11 Fire Magic
6 Tactics
5 Strength
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Is there really a need to take 5 strength for [skill=text]Power Attack[/skill]? You may as well just add in another Axe attack, such as [skill=text]Executioner's Strike[/skill].
Quote:
Originally Posted by avgjoe22
Skills:- Cyclone Axe - Worthwhile skill for this build, it doesn't have any 'OMG what is the point of that' bits in it (like [skill=text]Whirling Axe[/skill]). I'd keep it.
- Eviscerate - It's [skill=text]Eviscerate[/skill]. 'Nuff said.
- Axe Rake - Cripple in PvE? No thanks. Why use 7 adr on a condition that's only gonna be useful in the next few seconds? Has the deep wound requirement aswell, that sucks.
- Inferno - Warrior's kill things with weapons. If you want to use things from other professions, play that profession. Why waste so many attribute points on a pointless spell when Warrior attacks do so much more?
- Conjure Flame - This increases the damage of your weapon. GG that's nice. keep it, but don't run it with 11 fire magic.
- Healing Signet - One of the 2 worthwhile heals (the other being [skill=text]Lion's Comfort[/skill], not [skill=text]Orison of Healing[/skill], [skill=text]Mending[/skill], or [skill=text]Healing Breeze[/skill]). Note that if you intend to have your Tactics at about 11, then [skill=text]"Watch Yourself!"[/skill] is a better option
- Bonetti's Defense - Not really worth it. You have a selfheal, so get out and kill things. Melee attacks and arrows shouldn't bother you much anyway.
- Power Attack - A weapon specific attack is preferred, but you can run basically whatever you like these days.
Notes:
- I have two rune things that up my Axe mastery by 3, but I'm not sure if the whole "12 + 3" thing was necessarily correct. The attribute levels require exactly 200 attribute points, which, if I remember correctly, is the maximum you can get. - Do you mean you have a minor and major rune? If so, runes dont stack and as such only the major will be contributing. If you have a major and your helmet bonus, this will stack.
- The whole concept behind this build is to be able to hash out a great deal of damage up front, and follow with smaller bursts of damage afterward. Using Cyclone Axe in a large group will boost adrenaline, expediting the Eviscerate/Axe Rake combo. Bonetti's Defense will supply energy and block substantial damage in stereo. Power Attack is simply a useful extra damage attack that does not require adrenaline. - This basically says kill things. Thats what your build has been improved to do.
- If you do insist on overhauling my build, I ask that you rate my current build first. I'd like to know how I did for my first time. - You want a rating? 6.5-7/10
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Jun 26, 2007, 04:31 PM // 16:31
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#4
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Pre-Searing Cadet
Join Date: Jun 2007
Profession: W/E
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Thanks, everybody who has helped me so far.
OK, second time around - here's what I've got so far:
Attributes:
15 Axe Mastery (12 + 3)
10 Tactics
6 Strength
6 Water Magic
Skills:- Cyclone Axe
- Eviscerate
- Executioner's Strike
- "To the Limit!"
- Healing Signet
- Berserker Stance
- Conjure Frost
- Armor of Mist
Notes:- Since everyone has basically told me to do all of my damage with my axe, I switched to water magic. Armor of Mist also makes me move faster, which, according to a friend of mine is crucial for warriors, to prevent people from running away (he called it "kiting" I think... sp?). Besides, conjure frost is the same as conjure flame, except the whole, "lose all enchantments" - but I don't use enchantments, so I'm OK.
- I messed up on my attribute points (It comes out as 210...) so I redistributed them. Now they come out to exactly 200.
I chose "To the Limit!" because of my high adrenaline costs. I just thought it would work well with Cyclone Axe, since that also builds adrenaline. The maximum adrenaline gained with "To the Limit" is 4 (with tactics of 10), if I am in an area with 4 enemies, and I also use Cyclone Axe - that should give me 4 strikes of adrenaline, two times in a row. If i get 8 adrenaline that quickly, I can theoretically dish out Eviscerate immediately. And, hey - that is pretty sweet.
- I did not use "Watch Yourself!", because I fail to see how this prevents you from dieing. In almost every game I have ever played, your Armor works differently, it just depends on how it is programmed. If someone could articulate to me how exactly armor functions, I will consider the skill.
Last edited by avgjoe22; Jun 26, 2007 at 04:35 PM // 16:35..
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Jun 27, 2007, 07:33 AM // 07:33
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#5
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Pre-Searing Cadet
Join Date: Jun 2007
Profession: W/E
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OK, I changed some stuff. Let me know if this works any better than what's above.
Skills:- Resurrection Signet (if not needed at any time, it is replaced by "Watch Yourself!")
- Cyclone Axe
- Eviscerate
- Executioner's Strike
- Lacerating Chop
- Whirlwind
- "To the Limit!"
- Healing Signet
Attributes:- 16 Axe Mastery (12 + 4)
- 14 Tactics (12 + 2)
- 3 Air Magic
Last edited by avgjoe22; Jun 27, 2007 at 07:38 AM // 07:38..
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Jun 29, 2007, 11:04 AM // 11:04
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#6
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Ascalonian Squire
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Don't use the skills of caster professions...Warriors just don't have the energy to be effective. You might be using Whirlwind for the knockdown but KD isn't that important in PvE, and a KD that uses up half your energy bar isn't very effective (even if it is AoE). You'll probably want an IAS stance like Flail - it'll GREATLY increase your damage output.
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Jun 29, 2007, 12:58 PM // 12:58
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#7
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I like yumy food!
Join Date: Jan 2006
Location: Where I can eat yumy food
Guild: Dead Alley [dR]
Profession: Mo/R
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Replace whirlwind with a defensive skill from the tactics line would make the build pretty good. Then put the leftover attribute points in strength
If you really want to use something from the elementalist line, then take conjure frost or something, run 16 axe, 9 tactics, 9 water. Damage skills from your elementalist secondary is not very inefficient. If you take the conjure, using something like flail or tiger's stance would make you do a significantly larger amount of damage.
A bar could look like this:
Evis
Executioner's
Conjure frost
Flail
(open--if you really want cyclone axe)
(open--if you really want lacerating chop or to the limit)
Heal sig
Rez sig
With flail you can get away with low strength, I suppose.
Last edited by Div; Jun 29, 2007 at 01:01 PM // 13:01..
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Jun 29, 2007, 09:24 PM // 21:24
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#8
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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Instead of Cyclone Axe use Axe rake or Dismember.
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Jul 04, 2007, 01:34 AM // 01:34
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#9
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Academy Page
Join Date: Mar 2007
Location: Sydney
Guild: One Man Clan
Profession: W/Mo
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Quote:
Originally Posted by avgjoe22
In almost every game I have ever played, your Armor works differently, it just depends on how it is programmed. If someone could articulate to me how exactly armor functions, I will consider the skill.[/LIST]
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funnily enough in every game ive played, armour always just basically just stops you from dieing as fast
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Jul 04, 2007, 04:15 AM // 04:15
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#10
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Lion's Arch Merchant
Join Date: Jun 2006
Location: RA, reporting you
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How insightful.
40 armour reduces the damage you take by half, and it uses a logarithmic scale, so watch yourself reduces the damage that everybody takes by 30%
This applies to armour-affected damage, which is elementalists, ritualists, and all physical damage classes.
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Jul 04, 2007, 11:28 AM // 11:28
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#11
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Grotto Attendant
Join Date: Dec 2005
Location: Beyond the Forest of Doom, past the Cavern of Agony... on Kitten & Puppy Island
Guild: Soul of Melandru [sOm]
Profession: W/E
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To add on what Martialis said, the kinds of damage that are affected by armour are:
Physical damage types;
Slashing
Piercing
Blunt
Elemental damage types;
Fire
Lightning (though many Air Magic spells have armour penetration)
Earth
Cold
And damage types that are neither physical nor elemental;
Chaos (dealt by Mesmer's wands, and some Ele wands)
Dark (dealt by some Necro and Ritualist wands)
... and Holy in the following cases:wands/staves that deal Holy damage, spells/effects that turn your weapon damage into Holy damage (such as Judge's Insight), and the Holy damage from Lightbringer's Gaze.
Holy damage in other situations - i.e., from a Smiting monk's Bane Signet - are not affected by armour.
Also, Shadow damage - dealt by some Necro skills - ignores armour.
Any skill that does not specify a damage type, for example [skill]overload[/skill] ignores armour (excepting a few erroneous elementalist skills, Savannah Heat deals Fire damage yet simply says 'damage').
Lifestealing - from Vampiric weapons and necro skills - ignores armour. Indeed, lifesteal does not count as 'damage', and bypasses many protective enchantments. The same goes for 'health loss'.
And finally, the +damage from attack skills - like [skill]cleave[/skill] or [skill]death blossom[/skill] ignores armour.
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