Dec 20, 2006, 12:42 AM // 00:42
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#1
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Ascalonian Squire
Join Date: Jun 2006
Location: New York City, New York
Guild: The Neo Unholy Trio
Profession: W/
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LF: Adrenal Focused 16 Axe/13 Strength Warrior Builds
Hello all. I've been looking to make myself a warrior for PVE that I could use with my guild and friends. But I've been wondering about constructing a build that relies almost exclusively on adrenaline so that I could utilize a +15%/-5 weapon inscription.
Since I've stuck mostly to playing a tank with swords, condition removal, and self heal, I thought I'd try somethign a little more specialized. With Axes, the high critical range, I hope, would work well with my friend's use of "Go For The Eyes". So I think a damage focused build would be in order. But I could use some help.
Additionally, I have some reliable monks I group with, and generally I don't find myself needing to self-heal much at all, making me feel that I can drop that slot for something else.
In general, I'm looking for a build that can be effective in most areas of the game, but I don't expect it to work in the Elite areas.
Here's what I've played with so far.
ATTRIBUTES
Axe Mastery - 16 (12+1+3)
Strength - 13 (12+1)
Tactics - 3*
* I've thought of using a Rune of Clarity over a Rune of Minor Strength to help reduce the time of the two most annoying conditions I could receive.
ARMOR
In general I tend to use Brawler's Insignia (AL +10 while attacking), with one Knight's Insignia (Received physical damage -3). With 13 Strength, I could use the Sentinel's Insignia (Armor vs. Elemental +20). Suggestions?
WEAPON/SHIELD
Axe:
Furious (Double Adrenaline on hit (Chance: 10%))
Fortitude (Health +30)/Defense(Armor +5)*
"Brawn Over Brains" Inscirption (Damage +15%, Energy -5)
* Depending on Preference/Funds.
Shield:
Fortitude (Health +30)
"Master Of My Domain" Inscription (Item's attribute +1 (Chance: 20%))
An alternate set with a +15^50 Axe and a -5/30 Shield would be availible as back-up for if/when DP reduces my health below the point where I could cast a Res spell comfortably.
Any ideas here? This may depend on what strength skills I end up sticking with, as some may not recieve much of a benefit from the chance at getting 14 strength.
Also, the mod of the first could be replaced with a zelous, vampiric, or sundering mod. Any suggestions?
SKILLS
Now for the fun part. What to take? Generally, Strength tends to have alot of energy based skills, with only very few signets and adrenal (mostly Elite) availible. Because of the low energy pool of the build (15 total), it would probably be best to only have one energy reliant skill on the bar (excluding the res) that could be used, preferrably with an energy cost no higher than 5.
The axe line is similar as well. There are several skills that require energy or the use of a Deep Wound to function.
So far, I've considered the following:
1) Whirling Axe*
2) Flail
3) Dismember**
4) Axe Twist
5) Executioner's Strike
6) Doylak Signet
7) Endure Pain
8) Res of Choice/Capture/Optional
* Interchangeable with Cleave depending on skills the enemy uses.
** Interchangeable with Penetrating Chop.
*** Interchangeable with Lacerating Chop or second Penetrating Chop.
But I'm wondering what other options I could go with. I've also considered the following:
1) Cyclone Axe
2) Penetrating Chop
3) Lacerating Chop*
4) Executioner's Strike
5) Signet of Strength
6) Doylak Signet
7) Defy Pain
8) Res
* Interchangeable with second Penetrating Chop.
Lastly, I also thought that I could get away with having two energy skills that cost 5, since only one will be used consistently and the other in emergencies.
1) Cyclone Axe
2) Whirling Axe*
3) Penetrating Chop
4) Executioner's Strike
5) Signet of Strength
6) Doylak Signet
7) Endure Pain
8) Res
*Interchangeable with Cleave.
Now, I also realize that some will probably recommend at least a self heal. Because I want to try and remain 16/13/3, that really only elaves Lion's Comfort, which I haven't found as useful as I'd like it to be.
Still, if any can recommend a build that uses that or another similar heal, I would appreciate it.
Thank you in advance for your time. Remember this build is meant for general PVE questing/missions with a coordinated group that includes Command-centric Paragons ("Go For The Eyes") and Weapon Spell Ritualists. High end areas of the game like UW, FoW, and DoA need not affect the construction of the build.
Thanks again!
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Dec 20, 2006, 02:18 AM // 02:18
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#2
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Frost Gate Guardian
Join Date: Jul 2006
Profession: W/
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well for armor i should say go with the brawler's insignia because of the fact you're a war and u dont have to have your put your strength all the way up to 13 and you can put some you saved on tactics (healing sig can be very useful).
An AL of 100 stationary/running and 110 while attacking vs. physical
An AL of 80 stationary/ running and 90 while attacking vs. elemental
add the extra +5 to the armor to everything if u decide to go with the sword mod(recommended)
Why 1 knight, its not going to affect the whole armor, just the 1 piece u put on it, waste of a insignia (better to go with sup absorbtion on the chest, since chest hit rate is 37.5%). As for wpn go with the +5 armor mod for sword (it'll work out in the long run) and it'll be much cheaper so u can save for a sup vigor. Definately 15^50 axe, u can save the +5 eng and most of the time in pve your health will be over 50%, but its up to you, this is a pve setup. The shield if fine as long as it has the +30 on it, though better to use a Master of my Domain incription because -5/20 in the long run is only a -1.
Last edited by Fatal Fury; Dec 20, 2006 at 02:28 AM // 02:28..
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Dec 20, 2006, 03:02 AM // 03:02
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#3
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Banned
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Quote:
Originally Posted by Fatal Fury
well for armor i should say go with the brawler's insignia because of the fact you're a war and u dont have to have your put your strength all the way up to 13 and you can put some you saved on tactics (healing sig can be very useful).
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Can you make that a bit more coherent?
Quote:
Originally Posted by Fatal Fury
Why 1 knight, its not going to affect the whole armor, just the 1 piece u put on it, waste of a insignia (better to go with sup absorbtion on the chest, since chest hit rate is 37.5%).
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Superior Absorption rune is global...and yes, Knight's Insignia only affects the piece of armor it is installed on.
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Dec 20, 2006, 03:08 AM // 03:08
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#4
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Ascalonian Squire
Join Date: Jun 2006
Location: New York City, New York
Guild: The Neo Unholy Trio
Profession: W/
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Ah okay, I was under the impression that one piece was global for the whole set. Was that ever true (that Knight was global), or was I on hiatus for longer than I thought? Maybe I just had the wrong impression about it.
Well in either case, its (fortunately) cheaper with the insignias to replace it these days.
If only Prophecy and Canthan armor art would be altered to work the same way.
As for waht Fatal Fury said, I'm wondering if he thinks Sentinel is +20 like it was pre-Nightfall and not +20 vs. Elemental as it is now. At least that's what I think I remember it being... again, been away from the game for a bit.
Either way, I want Strength at 13 if I can manage to do it with a build, Same with the -5 Energy (though with the weapon, I have a 15^50 backup in case, as well).
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Dec 20, 2006, 03:16 AM // 03:16
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#5
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Banned
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Quote:
Originally Posted by Pliskin MacReady
Ah okay, I was under the impression that one piece was global for the whole set. Was that ever true (that Knight was global), or was I on hiatus for longer than I thought? Maybe I just had the wrong impression about it.
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It was...until Anet nerfed Warrior armor.
Quote:
Originally Posted by Pliskin MacReady
As for waht Fatal Fury said, I'm wondering if he thinks Sentinel is +20 like it was pre-Nightfall and not +20 vs. Elemental as it is now. At least that's what I think I remember it being... again, been away from the game for a bit.
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Sentinel's Insignia is still +20 armor.
Quote:
Originally Posted by Pliskin MacReady
Either way, I want Strength at 13 if I can manage to do it with a build, Same with the -5 Energy (though with the weapon, I have a 15^50 backup in case, as well).
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Go for it, but I for one don't like limiting my builds because of the armor I wear.
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Dec 20, 2006, 03:23 AM // 03:23
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#6
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Frost Gate Guardian
Join Date: Apr 2006
Guild: Lords of the Sacred Chao
Profession: E/Me
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Do you have Nightfall? There's an adrenaline-based heal: Lion's Comfort.
For attacks, you want to stay away from things like Whirling Axe if you're running an adrenaline build, since it interferes with the adrenaline charge rate on all your other adrenaline skills. Low-adren skills become more and more of a liability the more adrenaline skills you have overall.
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Dec 20, 2006, 03:27 AM // 03:27
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#7
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Ascalonian Squire
Join Date: Jun 2006
Location: New York City, New York
Guild: The Neo Unholy Trio
Profession: W/
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I'm not limiting it for the armor. Right now I'm using Brawler's, actually. I'm just looking for thoughts/opinions/suggestions/builds that would work well with 16 Axe/13 Strength. Mostly out of interest and possible synergies with the Paragon and the chance to critical often.
But I own two other suits for Tacts-focused tanking, running, etc. I'm just looking for something a little new to try out.
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Dec 20, 2006, 08:03 AM // 08:03
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#8
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Administrator
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Just a theory build here, I haven't tried it so don't flame and make a big fuss over it.
13 strength
16 axe mastery
3 tactics
Triple Chop
Executioner's Strike
Dismember
<--Axe Attack-->
<--Axe Attack-->
Flail
Lion's Comfort
Res Sig
I'd take a +15/-5 weapon, as you should never run out of energy (Warriors have 2 energy regen pips, so thats 2 energy in 3 seconds. Triple Chop takes 10 seconds to recharge so you will get 6.??? energy before it recharges).
This is just a test build. I don't know how well it works. If someone is nice enough to try this then say if it works or not, and how it could be improved.
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Dec 20, 2006, 09:05 AM // 09:05
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#9
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Desert Nomad
Join Date: Aug 2005
Location: California, USA
Guild: Angel Sharks [AS] (RiP [KaiZ] T__T")
Profession: Mo/E
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Here is a adrenaline heavy build i often use in PvE.
Axe 16
Strength 13
Eviscerate (or Triple Chop)
Agonizing Chop
Executioners Strike
Penetrating Blow/Chop (or Disrupting Chop or Critical Chop)
Flail
Engraging Charge
Rush (or Bonneti's Stance or Sprint or any stance: only here to cancel Flail when needed)
Lion's Comfort (or Rez)
In PvE, if i am solo with an all henchy/hero team i dont hardly ever need the rez. The build taken without the paranthesed options retains only 1 energy skill. It works great as it not only allows quick entrance to a battle, but an immediate adrenaline gain of 4 tics (5 including the actually hit). This fuels the ability to use Flail immediatly as well as any low adren attack you have have. This will get your higher adren skills charged quite fast. After which you can keep Flail up constantly. For the Rush slot, i myself use Bonneti's despite low tactics for 2 reasons. First, to quickly cancel flail when i need to change targets that are a bit far off (also assuming Enraged isn't recharged), and second, for a quick emergency defence when in trouble: hit bonneti's, hit target once, then hit Lion's.
It is good fast single target damage. For the Triple Chop version i'd suggest getting a zealous mod for your axe. The fourth attack slot, is highly situational. I like to interrupt a lot, so Agonizing and Disrupting allow me to interrupt often. Since you say you may be working with "Go for the Eyes!", you could consider Critical Chop for this slot also.
Anyway, basic ideas, but hope they help a bit!
cheers!
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Dec 20, 2006, 11:20 AM // 11:20
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#10
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Desert Nomad
Join Date: Feb 2006
Profession: W/
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if you are going adrenaline heavy have a go at this:
cleave
dismember
penetrating chop
penetrating blow
cyclone axe
flail
enraging charge
lions comfort / rez
Take a zealous weapon so cyclone axe will pay for itself in most cases.
I think enraging charge gives 4 adreanaline at 13 strength so that combined with the first hit you strike will give you 5 adrenaline thus charging all your skills, and you have cyclone axe which means you will be gaining loads of adrenaline.
Also this build means you can do different things, keep using each attack as it comes up for good dps, or save them up and do an ok spike.
Hope you like it.
~A Leprechaun~
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Dec 21, 2006, 11:03 PM // 23:03
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#12
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Jungle Guide
Join Date: Dec 2006
Location: UK
Profession: W/
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Eviscerate
Executioner strike
Critical Shop
Frenzy
Sprint
Shock/optional
Rez signet
16 axe 13 strenght ?
have fun
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Dec 22, 2006, 11:33 AM // 11:33
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#13
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Wilds Pathfinder
Join Date: Dec 2005
Profession: Mo/
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if you're insistant on running 13 str in PvE...then IMO I would use this:
Eviscerate
Executioner strike
Critical Shop
Flail
Optional
Optional
Lions Comfort
Rez
However in PvE - 16 weapon, 11 tactic, 9 str IMO is deffo the way to go:
Eviscerate
Executioner strike
Critical Shop
Flail
Watch Yourself
Heal Sig
Optional
Rez
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Dec 23, 2006, 11:36 AM // 11:36
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#14
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Desert Nomad
Join Date: Feb 2006
Profession: W/
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@ GrumpyCanuck - Wth how can you use holy wrath on a warrior? -1 nrg regen taking it down to 1 pip and -10 nrg whenever you are hit, so 2 hits and its over. Its pretty pointless.
~A Leprechuan~
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Dec 23, 2006, 11:39 AM // 11:39
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#15
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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Quote:
Originally Posted by Guildwiki
This build is not favored by the GuildWiki community.
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There's a reason for this.
Also, maintained enchantments don't end if you hit 0 energy, Lep. They only hit if you hit into negative energy territory, such as having 1 pip of energy degen and hitting 0.
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Dec 23, 2006, 12:02 PM // 12:02
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#16
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Academy Page
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You can keep up holy wrath endlessly on you (unless removed by enchant removal), even with 0 pips of regen (tested with and without a zealous mod).
But then, you will have no energy since it will get into high negatives very very quick.
Smite monks use this to duo UW.
However if i recall well, with 0 or less energy and a negative energy regen (-1 pip or more) maintained enchants would end.
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Dec 23, 2006, 12:08 PM // 12:08
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#17
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Grindin'
Join Date: Dec 2005
Location: MO
Profession: E/Mo
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Quote:
Originally Posted by Dazzen
You can keep up holy wrath endlessly on you (unless removed by enchant removal), even with 0 pips of regen (tested with and without a zealous mod).
But then, you will have no energy since it will get into high negatives very very quick.
Smite monks use this to duo UW.
However if i recall well, with 0 or less energy and a negative energy regen (-1 pip or more) maintained enchants would end.
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right...you have to have -1 energy degeneration...I don't know if I made that clear enough. if you have 0 energy, and have degeneration, you drop below, and they end. I use live vicariously+zealous on a farming build for my monies, and it works well. on you. It's utter crap in a team build though.
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Dec 23, 2006, 12:17 PM // 12:17
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#18
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Frost Gate Guardian
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I often run a build in PvE similar to what Batou of Nine posted:
[skill]Cyclone Axe[/skill][skill]Eviscerate[/skill][skill]Agonizing Chop[/skill][skill]Executioner's Strike[/skill][skill]Flail[/skill][skill]Enraging Charge[/skill][skill]Lion's Comfort[/skill][skill]Flesh Of My Flesh[/skill]
Lion's Comfort is the main optional spot.
Last edited by Narayanese; Dec 23, 2006 at 12:20 PM // 12:20..
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Dec 23, 2006, 03:20 PM // 15:20
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#19
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Desert Nomad
Join Date: Feb 2006
Profession: W/
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is agonising chop good? ive never used it, is the + dmg greater than + recharge opr disupting chop?
~A Leprechaun~
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Dec 24, 2006, 04:31 AM // 04:31
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#20
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Forge Runner
Join Date: May 2005
Location: San Diego, CA
Guild: Penguin Village
Profession: Mo/
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It has the same adrenaline cost, but there's a condition added to the interrupt to make up for the added damage.
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