Jul 06, 2005, 01:32 PM // 13:32
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#1
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Desert Nomad
Join Date: May 2005
Location: Virginia born in Cebu
Guild: Jelly Toast[jT]
Profession: W/
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Been thinking about my PVP hammer warr alot lately
I conjured this after looking at skill listing and trying to get away from the earth hammer warr hype, this is water hammer build, specifically built on effectively killing running casters.(#A = adrenaline cost #E- energy cost)
Glyph of lesser energy
Armor of myst - 10E up to 34 armor +33% move faster
Devastating hammer - 7A Knockdown + Weakness
Heavy Blow - 6A Lose all A, hits a weakened foe = 1-24dmg + KD
Crushing blow - 5E 16dmg + deepwound on KD'ed foe
Irresistible blow - 5E can't be blocked/dodged, if it is, KD + up to 24dmg
Frozen burst - 15E all adjacent foe 20-68dmg and slowed down for 5-10secs
Deep freeze - 25E Freeze foe and adjacent foes dmg 10-70 + 10sec move 50% slower
Anyway, I took the liberty of listing them in sequence of usage.
Glyph of lesser energy you should cast b4 using any water magic of after you've used 10energy on hammer skills. Armor mist you should probly cast b4 even getting into the hammer attacks as you'll have more armor and faster move speed.
Start w/ devastate hammer to KD foe and cause weakness, should have enough Adren to immediately follow w/ heavy blow which KDs again a foe w/ weakness + 24dmg, then once KD, use crushing blow as finishing hammer skill(also energy cost is beneficial since you'd be out of adrenaline at this point). If foe is using a dodge block skill, use irresistible blow and follow it up w/ crushing blow.
After that, if caster tries to escape or opponents closing in to slow you down, cast Frozen burst and it should give you a good dmg + slow opponents down. If you still have 15energy after skills usage, cast glyph of lesser energy then use Deep Freeze after frozen burst has worn off, this causes additional dmg +50% slow moving rate.
Additionally, due to the somewhat energy dependent build on warrior's low energy start, its best to have gladiator's hauberk to bump up energy to 23 and maybe the leggings to increase total energy to 25. Stonefist gauntlets are a must.
Due to deep freeze's very high energy req, it can be replaced w/ sprint if you feel that armor of mist runs out too quickly.
Stats should go like
11-hammer + super hammer rune
10-water
10-str + minor rune
Also, you can lower str and add it to water, although since you'll be using 4 hammer skills, the additional 10% armor penetration might help dispatch foes faster.
Also, IMHO, hammer dmg needs to be bumps up due to the slow adrenaline build up due to poor atk speed. Swords and axes seem to be able to output dmg faster so it adds up to more dmg over time vs hammer. Most hammer KD skills cause you to lose all adrenaline, which sucks really.
Last edited by Da Cebuano; Jul 06, 2005 at 01:34 PM // 13:34..
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Jul 06, 2005, 01:35 PM // 13:35
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#2
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Jungle Guide
Join Date: Jun 2005
Location: Tenafly, NJ
Guild: Defenders of Rillanon
Profession: W/Mo
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Is it just me, or does that look like another incarnate of the Abominable Snowman idea?
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Jul 06, 2005, 08:34 PM // 20:34
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#3
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Site Contributor
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Another alternative to water snares is earth's Iron Mist. 90% slower for 15 seconds, only vulnerable to lightning damage. Use a lightning hammer and have a couple air eles in the team and your target isn't going anywhere.
Also, if I'm running snares, I'd always bring bull's strike. You should be able to get a KD with it when your target first tries to make a break for it.
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Jul 07, 2005, 02:47 AM // 02:47
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#4
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Bull's Strike on hammer Warrior is beautiful synergy...
No adrenaline and enemy is flat on his back... Free hit. He makes a run, repeat...
Most people without Balanced stance will never want to be near a hammer warrior for obvious reasons.
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Jul 07, 2005, 05:47 AM // 05:47
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#5
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Frost Gate Guardian
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Quote:
Originally Posted by Red Locust
Another alternative to water snares is earth's Iron Mist. 90% slower for 15 seconds, only vulnerable to lightning damage. Use a lightning hammer and have a couple air eles in the team and your target isn't going anywhere.
Also, if I'm running snares, I'd always bring bull's strike. You should be able to get a KD with it when your target first tries to make a break for it.
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Very true about bull strike.
Here is what I do. I use devastating hammer to do first KD, then aftershock, then Heavy blow. At this point, the foe is taking quite a bit of damage and is disrupted a couple times too. He ususally wants to run away, which triggers my bull strike and he gets knocked down again. Immediately, I follow up with crushing blow and he is well on his way to death.
Another 2 skills that I think should be taken into consideration are obsidian flame and stoning. Lets see, obsidian flame deals 94 damage at lvl 12 earth and it goes through armor, meaning it always deal 94 damage. I think that works well for 5 mana and exhausion. You can use it to attack people that run away and you are too far to chase.
Stoning is another good one. For 15 mana, you can deal 70 damage + knockdown if you use devastating hammer or stagger blow
Although I have to agree, Warrior needs more mana in order to use those two skills more frequently.
Last edited by _Nihilist_; Dec 31, 2009 at 03:54 PM // 15:54..
Reason: merged double post
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Jul 07, 2005, 06:59 AM // 06:59
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#6
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Site Contributor
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Ah yes, obsidian flame can be used as a sort of coup de grace. It's cheap, one exhaustion won't really hurt since your energy is usually very low as a warrior anyways, and goes well as a follow up to crushing blow for mopping up almost-dead enemies.
If an enemy's health is around 25%, deep wound on him will bring the (let's say original health was 500hp) enemy to about 100heath, then obsidian flame him to finish him off.
Stoning is not bad, but the 15 energy cost is too steep for it to be used more than once by a warrior. There are better skills to take.
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Jul 07, 2005, 11:20 AM // 11:20
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#7
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Desert Nomad
Join Date: May 2005
Location: Virginia born in Cebu
Guild: Jelly Toast[jT]
Profession: W/
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What about water trident? 5 energy and fast recharge, is spammable. Add that to iron mist +lightning hammer and forget about bulls strike. up to 70dmg and Knocks down moving foe and very good range, for when you dont have time to catch up to them, this is a great slow them downer. Ofcourse you'd have to give up devastating hammer, although lots of skills to replace it. Anyway, thanks for the Ideas.
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Jul 07, 2005, 11:24 AM // 11:24
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#8
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Ascalonian Squire
Join Date: Jun 2005
Profession: Me/N
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Exhaustion hurts more cause your energy is so low, atleast thats what i feel. 17 max mana or 10 if you're not wearing gladiators, that hurts. But my favorite knockdown combo is backbreaker, crushing blow, aftershock. Its such a huge spike of damage that its hard to contend with.
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Jul 07, 2005, 06:27 PM // 18:27
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#9
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Wilds Pathfinder
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You have no attack speed boost such as frenzy and armor of mist is a terrible substitute of sprint.
There seems to be way too much mixing of ele skills in there. You're trying to do the water ele's job and screwing up your warrior very badly. I'd rather just take sprint/frenzy/bulls strike and use sprint/bulls to kd a running caster.
The aftershock war ele build works so well because you don't need very many earth skills at all. I usually have my war eles just take aftershock/ward v foes, and if we don't have another 2 ppl with ward v melee, that too.
Granted, you generally don't have a water ele in tombs because there are too many newbs who think air is the all in all so all I can suggest there is to find a good group (an offensive ward v foes does help though, more than you'd think) to play with.
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