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Old Aug 28, 2005, 02:52 PM // 14:52   #1
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Thumbs up New hammer warr: Thinking about this knockdown + dmg spike build

These skills involved:

Gale/shock
Aftershock
crushing blow
Backbreaker
Hammer bash
res sig
sprint/windborn speed
Irresistable blow

Attribute distribution will probly be on a 11/10/10 set up w/ either hammer/earth/air(or str) or go for a more diverse 11/9/8/8. My reasoning for not prioritizing str is that I'm focusing more on spiking dmg though knockdowns and not though hammer skills. ALthough more is just as welcome, but if you opt for str, I'll recommend sprint over windborn and either prefer a low dmg shock or have atleast 4-5air magic and have the 3 seconds knockdown gale. ALthough w/ air magic you can do alot of dmg w/ shock to supplement the dmg run.

so atm thinking if I should include a str stat into the equation(which atm I'm thinking is overrated) or add those points more into earth and air magic w/ maxed out hammer mastery(15 overall, 16 wont help much other than 20att that I could give to earth/air magic)

Main goal is to maximize knockdown and keep them there, along w/ some dmg spam afterwards, only problem w/ the build is the mana cost may prove too much after the initial onslaught.

Knockdown skills(w/ stonefist ofcouse)
Back breaker = 4secs(sure feels shorter)
Gale = 3 sec or shock = 1 sec
hammer bash = 2 sec or less

thats 9 possible seconds of knockdown down, which ofcourse will be spread out.

Skill usage will go like:

Gale/shock = KD followed by aftershock = 15enegy total cost + exhaustion + some adren from pot shots you'll get

When opponents get up, use Back breaker + crushing blow = 5 mana cost(exhaustion should be near gone by now or so + gale/shock should be recharged for next use) A.S. wont be recharged yet for now. + more potshots

After they recover from the KD, use Hammer bash = here the problem lies, as I dunno if recharge has granted enough mana to cast aftershock(if it has already recharge) and you'll be out of adren so I this is where irresistable blow kicks in. you'll be building up adren w/ the potshots you'll do while they're down for the count.

During these sequence, I'm sure the warr's 20 ene 2 rechange will face some challenges, although I think you'll just have enough but have 0 energy after the whole sequence, so as you can see, only effective in the initial onslaught, and you'll have to kill by then, or start all over again.

Well, that is the initials of the build, still have to fine tune, but so far:

2 adren skills which by themselves cost alot. I didnt' want to add more adren skills like mighty blow cause I'll need adren to cast those 2. Adding Berserk stance might help or frenzy(although dangerous) might speed up the adren build up(but it'll end up replacing irresistable blow which has some very nice effects on rangers w/ their dodge skills) 2 energy hammer skills(1 supplement the KD), 1 supplement dmg on knockdown and 1 spell for knockdown(either will cause exhaustion while other provides 3 seconds of KD while other +dmg, your preference). So hope you have a necro in the group w/ blood of power ^^

Anyway, I'm somewhat confident that it'll be a force somewhat in organized group battles, I wanna test it but comp arena sucks for preparing for builds other than solo survival builds.

Only problem I see is that it will start off slow, building up 10 adren then unleashing some serious economy size can of whoopass. I'm sure it'll kill in one run, and not to mention this is perfect for a smiter group as the dmg sequence is only deadlier w/ Balthasar aura on you. The whole sequence they will be earthbound and if they end up using some dodge skills, you'll have to whip out irresistable blow to knock them down from escaping. Problem is that it'll ruin the sequence and you'll have to improvise.

Anyway, comments and testing would be appreciated.

Last edited by Da Cebuano; Aug 28, 2005 at 03:04 PM // 15:04..
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Old Aug 28, 2005, 04:07 PM // 16:07   #2
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If u want 3 kd's I'd use devastating hammer, heavy blow and hammer bash. Dont waste ur attribute points in air.
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Old Aug 28, 2005, 04:11 PM // 16:11   #3
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Also forgot, use glad set hauberk/leggins and boots to boost 5 energy and really make this build work.

Foppe, incase you didn't realize,you have 2 skills there that drain all adrenaline, so if you use one or the other, you wont be able to chain.
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Old Aug 28, 2005, 04:18 PM // 16:18   #4
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what about whirlwind? thats a knockdown with no points in air.
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Old Aug 28, 2005, 04:22 PM // 16:22   #5
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oh yes I noticed. That wouldnt be an option either. But if I were u I wouldnt put attribute points on water. Strength would probably be a nice 3d attribute to put some points on. Bulls strike/charge is nice shutting down fleeing monks. Griffons sweep nice for some of those evade stances some monks use. But this all was all focussed on shutting down monks, I think hammer/aerth warriors are the best at.
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Old Aug 28, 2005, 04:43 PM // 16:43   #6
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Quote:
If u want 3 kd's I'd use devastating hammer, heavy blow and hammer bash.
That would still only really count as 2 knockdowns, since Heavy Blow and Hammer Bash both make you lose all adrenaline.
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Old Aug 28, 2005, 04:55 PM // 16:55   #7
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Yes thats what Da Cebuano mentioned. My bad.
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Old Aug 28, 2005, 05:55 PM // 17:55   #8
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bump!
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Old Aug 28, 2005, 06:49 PM // 18:49   #9
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You're lacking frenzy first of all . Secondly, you may run into some energy problems with shock/gale since they both cause exhaustion, and another 4 energy skills.
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Old Aug 28, 2005, 07:00 PM // 19:00   #10
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Well, if you read correctly, I did say that you'll only have about 1 full run w/ the build until you'll have to wait to redo it all again. w/ Glad set - helm and gauntlet, you have +5more energy enough to do the deed.

Also, like i said I wanted frenzy but I'd have to sacrifice some things, also, frenzy is dangerous cause you could run into a smiter, double the damage = quick death. This build also gotta survive as well as dish out dmg.

Anyway, can't play till I dont know when, so if somebody can test it out for me in a competitive environment then that'd be great.
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Old Aug 28, 2005, 07:33 PM // 19:33   #11
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Exhaustion skills on a Warrior primary is an extremely bad idea. Even one is horrible, yet you have two. You will be down to 5-8 max energy after using both Shock and Gale once.

Instead of using exhaustion causing knockdown spells, one of which does no damage and the other does very little, why don't you find a way to repeat your adrenaline based knockdowns faster?

Think about that ...
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Old Aug 28, 2005, 07:39 PM // 19:39   #12
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Quote:
Originally Posted by Da Cebuano
Well, if you read correctly, I did say that you'll only have about 1 full run w/ the build until you'll have to wait to redo it all again. w/ Glad set - helm and gauntlet, you have +5more energy enough to do the deed.
Then you should definately re-think the build.

Quote:
Also, like i said I wanted frenzy but I'd have to sacrifice some things, also, frenzy is dangerous cause you could run into a smiter, double the damage = quick death. This build also gotta survive as well as dish out dmg.
Hit sprint, or just don't frenzy.
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Old Aug 28, 2005, 08:46 PM // 20:46   #13
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WTF? there is only one skill that causes exhaustion(do people read?) and you'll have to pick one or the other(either gale or shock), not both!

Also, sprint and frenzy are both stances, you cancel one or the other :\ Also, incase you dont realize in the heat of battle, its hard to tell when the mofo you're attacking is casted w/ smite on them unless you start taking in damage, and it'll stack very quickly if you have frenzy on, thats why I dont have it on. Frenzy is overrated, better off w/ berserker stance, even then, I find this to be an offensive build and it seems fine the way it is.

Anyway, I can't test this out myself till later, maybe by thursday or so, but I'm hoping some adventurous individual will w/o commenting b4 they try it.
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Old Aug 28, 2005, 08:51 PM // 20:51   #14
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No bud, Eonwe is telling you to bring sprint BECAUSE it cancels frenzy. That's the whole point of that that comment. The moment you do start taking double damage, activate sprint. Voila, no more double damage. And if he's a smiter, and you're getting rocked, you've got sprint on to runaway. He'll call you a girl, but you can come back later and hit him with your big hammer. It'll make you feel better. =)
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Old Aug 28, 2005, 10:46 PM // 22:46   #15
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Well, for that reason and becasuse any warrior build that doesn't have sprint/frenzy in my opinion is totally gimped. You really don't need to worry about smiting either, since you'll be far enough away from it most of the time.
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Old Aug 29, 2005, 07:48 AM // 07:48   #16
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Quote:
Originally Posted by Calibretto_9
No bud, Eonwe is telling you to bring sprint BECAUSE it cancels frenzy. That's the whole point of that that comment. The moment you do start taking double damage, activate sprint. Voila, no more double damage. And if he's a smiter, and you're getting rocked, you've got sprint on to runaway. He'll call you a girl, but you can come back later and hit him with your big hammer. It'll make you feel better. =)
Then u can better use berserker which automatically ends if u use a skill but u've got no worries about someone attacking u.
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Old Aug 29, 2005, 07:59 AM // 07:59   #17
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Quote:
Then u can better use berserker which automatically ends if u use a skill but u've got no worries about someone attacking u.
Berserker's recharge time is too long for it to be any good...Frenzy is much better and it is always nice to run Sprint, for canceling frenzy and chasing down running targets... Since I suck at explaining Ill just quote Ewone's past posts...
Quote:
"Hopefully the people who are suggesting Berserker Stance do realize that the large cooldown time and inability to spike with it do make it a skill that you want to stay away from if you're a warrior."
"Frenzy is just as good for gaining adrenaline, and you're able to spike better with it, thus you get more kills."

Last edited by Cerra.nova; Aug 29, 2005 at 08:05 AM // 08:05..
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Old Aug 31, 2005, 04:51 PM // 16:51   #18
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Berseker Stance / Frenzy (flavor to taste)
Sprint
Devestating Hammer
Crushing Blow
Heavy Blow
Aftershock
Ward Against Foes
Res Sig

Earth 11
Strength 10 + 1
Hammer 10 + 1 + 1

Gladiator Armor
Stoneskin Gauntlets
Zealous Hammer

Enjoy.
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Old Aug 31, 2005, 04:54 PM // 16:54   #19
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Heavy Blow =
12 Hammer =
No Superior =
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Old Aug 31, 2005, 05:34 PM // 17:34   #20
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Quote:
Originally Posted by Nash
Heavy Blow =
12 Hammer =
No Superior =
You don't need higher stats. Your job as a KD/AS is not to deal melee damage, but to knock people down and aftershock them while the real damage dealers (smite, spike, etc) go to town. Sure, take a 75 health hit for an extra 20 damage per cycle. Whatever.

Heavy Blow knocks them down because of Devestating's weakness. You lose all adrenaline but you'll gain it back quickly enough with Berserker/Frenzy.

Consider Devestating + Crushing + Heavy + Aftershock.

You knock them down and weaken them, remove 20% health, knock then down again and hit them for aftershock spike. In ward against foes, they're not going anywhere.

Pretty standard build. But if it's broken, fix it.
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