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Old Apr 19, 2005, 05:16 AM // 05:16   #1
Ascalonian Squire
 
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Default 'All out attacker' Warrior/Monk

I'd just like to give my opinion on one strategy for creating a Warrior/Monk. It has come to my attention, through several hours of play, that one enchantment on a warrior just won't do any good with all that competition you're facing. Solution? Use two.

My recommendations? Live Vicariously and Mending. It's what I use, and I have rarely been killed during play. Here's a more specific look:

Attributes:
Healing: 10
Swordsmanship: 10
Strength: 10
Tactics: 5/6 (forgot)

Skills:
(Adrenaline based)
- Sever Artery
- Gash
- Galrath Slash
- Final Thrust
- Rush
(Signets)
- Healing Signet
(Enchantments)
- Mending
- Live Vicariously

Of all the hours I've played, this is probably the most fun I've ever had, I'm nearly immortal, (unless there are like 5 people against me, of course)

Now, with Enchantments like Mending, you will have HP regen. of 3, and Live Vicariously you'll gain 10 HP every time you attack someone. That's pretty good healing there. Although you wont have any MP recovery whatsoever, you wont need it, because your healing signet will do the emergency healing for you. Also, ironically, the more you attack, the more you heal, so attacking is a MUST.AND, as a precaution, if several people are teaming up on you, you have Rush, an adrenaline based skill which allows you to run 25% faster. You'll be fine, guaranteed.

More specifically, follow these steps:

Cast Mending.
Cast Live Vicariously.
Target enemy.
Use Sever Artery.
Use Gash.
Use Galrath Slash.
Attack until health below 50%.
Use Final Thrust.
Use Sever Artery.
Use any skill / just attack til dead
Repeat with next enemy.

Use Rush if they run away.
Use Healing Signet if more than 2 people are ganging up on you.

Hope you like it! Give feedback =P

Some general tips:
- Contrary to popular belief, killing the healer first isn't always the best solution. IMHO, just kill the casters first, (low armor) then the warriors, (low healing) and THEN the healers. Why? The avg. 8 second ressurect will be far too long for all the healers to ressurect everyone. And while they ressurect, they are vulnerable to attack, leaving you to kill them easily. Tweaks may be made if healers are all concentrating on one warrior. The advantages? Well, you won't have those casters hailing spells on you while it takes an uber long time to finish off those Monks.

(Now I'll just walk away, regretting I ever revealed this information to you)

--Have fun-- Send feedback! =)

Edit: Oh, and by the way, if any of you find a way to put Frenzy (5 MP used, sigh) in here, please tell. =) Thanks! =)
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Old Apr 19, 2005, 11:43 AM // 11:43   #2
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Looks like a good build. I dunno about Frenzy though.
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Old Apr 19, 2005, 12:55 PM // 12:55   #3
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If your an all out attacker, all your moves should contribute to attacking. Mending and Live Vacariously only benefit in making you live longer. It's more of a paladin classic War/Monk then anything offensively. Ensign's tomb war/monk works real well for all out attack, though I think Frenzy isn't that great compared to Berserker stance, since your mana is limited to a 1 arrow energy, and you will be using hundred blades anyways with the occasional sprint.
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Old Apr 19, 2005, 01:11 PM // 13:11   #4
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Good build, but it will not work in organized PvP as your enhancements will be stipped and then it will be over.

-Virt
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Old Apr 19, 2005, 01:33 PM // 13:33   #5
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Mending, Live Vicariously and Healing Signet are typical crappy skills that people use when they don't know better. Lose Healing, lose Tactics. Get skills that actually make you do more damage. "All out attacker" and you use self-healing, the irony.

Killing healers first is a bad idea? You'd rather try to kill a target that gets healed faster than you can do damage? And since when are healers supposed to resurrect?
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Old Apr 19, 2005, 11:57 PM // 23:57   #6
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WaMos in PvP with self-healing are amusing at best. Sure, you're hard to kill, but no one cares. More importantly, you've gimped your damage output by focusing so much on self defense that you're a non-threat.

While monsters will happily attack a WaMo tank for hours until they get picked off, most human players are smart enough to realize that a character like this is effectively a rock - safely ignored until there's nothing better to kill.

Then you get ripped apart by an eight on one.

Peace,
-CxE
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Old Apr 20, 2005, 12:42 AM // 00:42   #7
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Quote:
Originally Posted by Ensign
WaMos in PvP with self-healing are amusing at best. Sure, you're hard to kill, but no one cares. More importantly, you've gimped your damage output by focusing so much on self defense that you're a non-threat.

While monsters will happily attack a WaMo tank for hours until they get picked off, most human players are smart enough to realize that a character like this is effectively a rock - safely ignored until there's nothing better to kill.

Then you get ripped apart by an eight on one.

Peace,
-CxE
i have to beg to differ here, ive play alot of different warrior builds and combos, and the damage output of the war monk is not that much lesser than the others. that is if you bring in the right skill combo's

here is the spread, you begin bleeding for more than 20 seconds taking away 6 life each second, next thing you know your maximum health is about 100 less for another 20 seconds while your bleeding, and if your a caster, you have a slim 60 or so AL.

a war/anything will do just fine against a single target by himself, unless its a monk or another warrior. then its just silly trying to kill them because even if you can, it will take a long time.

but when a war/mo faces a char such as a necro, or a ele, or a mesmer, you stand a fair chance to take them out if that teams monk isnt paying attention.

i myself have taken out plenty of casters with the simple sword setup of s. artery, gash, g. slash, and final thrust. the key is , is to take the backdoor route to them so they dont see you sneaking up on them, and just hack and slash away, when they get near to low health and are too far from their monk, they start to run,.....but bleeding is still killing them.
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Old Apr 20, 2005, 01:50 AM // 01:50   #8
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Warrior/Monk's wouldnt be THAT bad pvp, I can see they arnt the most useful to a team but they still have there uses.

Try this build I think it'll be a bit better.

Class: Warrior / Monk

Attributes: (cost)
Strength: 10 (61)
Axe Mastery: 11 (77)
Healing Prayers: 10 (61)

Total attribute points used: 199/200


Skills:
1) Sprint - (5,0,20) For 12 seconds, you move 25% faster.
2) Dismember - (7a,0,0) If it hits, this axe blow will inflict a deep wound on the target foe, lowering that foe's maximum health by 20% for 16 seconds.
3) Axe Rake - (7a,0,0) If this attack hits a foe suffering from a deep wound, you strike for +7 damage, and that foe becomes crippled.
4) Executioner's Strike - (8a,0,0) If this attack hits, you strike for +32 damage.
5) Remove Hex - (5,2,5) Remove a hex from the target ally.
6) Purge Conditions - (5,1/4,30) Remove all conditions from target ally.
7) Healing Breeze - (10,1,2) For 10 seconds, target ally gains health regeneration of 7.
8) Healing Hands (elite) - (5,1/4,25) For 10 seconds, whenever target ally is struck by an attack, that ally is healed for 18 health. This is an elite skill.

One: sprint is better (imo) because you can cast any time.
Two: cripple is pretty much a nessecity in pvp or the caster will just keep runing.
three: non-direct heals, give more focus to damage
Four: With hex and condition removal, you can help out the group (and your self).
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Old Apr 20, 2005, 02:11 AM // 02:11   #9
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I play a war/monk and there very good it makes it so you can take dmg and not worry about the healer casting on you plus the healer can save his mana and heal himself or other people in need. A war/monk i think is a all around class and if you have the right setup they rule. They do almost as good of dmg as a normal war would do. I seem to kill alot of people and not worry about dieing its fun. Specially in GvG i got hit so much and eveyrone went after the monks so the warrior with no heals would luck out .

Last edited by Varggoth; Apr 20, 2005 at 02:14 AM // 02:14..
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Old Apr 20, 2005, 02:13 AM // 02:13   #10
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here is what i have. It's crucial to have 12swordsmanship.

12swordmanship (+4 from item)
8strength (+1 from item)
10healingprayer
8smithing i believe not sure

Sever
Gash
Galrath Slash
Final Thrust
Frenzy
Vigorous Spirit
Strength of Honor
Live Vacariously

This is good b/c u can cast Vigorous spirit for 30sec and get 20hp everytime you hit. Also u hit really fast, around .8sec. And Strength of honor gives u +7dmg. This is just what i came up just now =D I actually wanna try if it works.
Not to mention u have 1 elite skill left =D i have yet to figure out which skill i should use

Last edited by nightrise420; Apr 20, 2005 at 02:15 AM // 02:15..
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Old Apr 20, 2005, 02:30 AM // 02:30   #11
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Quote:
Originally Posted by nightrise420
here is what i have. It's crucial to have 12swordsmanship.

12swordmanship (+4 from item)
8strength (+1 from item)
10healingprayer
8smithing i believe not sure

Sever
Gash
Galrath Slash
Final Thrust
Frenzy
Vigorous Spirit
Strength of Honor
Live Vacariously
Thats a pretty good build, Id just switch out gal. slash for hamstring. also I'm not sure if live Vac. and vig. spirit stack.
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Old Apr 20, 2005, 03:31 AM // 03:31   #12
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Quote:
Originally Posted by SuperJ24
ive play alot of different warrior builds and combos, and the damage output of the war monk is not that much lesser than the others. that is if you bring in the right skill combo's
Please read what I said. I was specifically talking about WaMos that focus on self-healing in PvP. Those are a joke, and that's what I'm ripping these for. Now, an all out attacker WaMo with Frenzy / Strength of Honor / Judge's Insight / other damage boosts? One of the most dangerous attackers in the game. But you have to build yourself to be an offensive force - it isn't a natural property of the class.


Quote:
Originally Posted by SuperJ24
is to take the backdoor route to them so they dont see you sneaking up on them, and just hack and slash away, when they get near to low health and are too far from their monk, they start to run,.....but bleeding is still killing them.
I have to take issue with any set of tactics that require your opponents to be both blind and stupid to succeed.

Not that this isn't the case more often than not.

Peace,
-CxE
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Old Apr 20, 2005, 03:43 AM // 03:43   #13
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I definitely thought you would be going with the Smiting line for an "All out attacker." You definitely made a tank more than a damage build, but I can't say I would play your style. While you are a big help to your Monks, you actually give up quite a bit of damage. Just with Strength of Honor alone, you are losing close to 80 damage every 10 seconds, which is an extra Galrath on a low AL target.

Also, how could you not use Frenzy. For a while I didn't use it that much, but now its the first skill I put down for Warrior builds. The only melee builds I don't use Frenzy in are IW builds where Flurry is best and R/W where I consider using Tiger's Fury.
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Old Apr 20, 2005, 04:27 AM // 04:27   #14
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ensign,

think of the king of the hill battles, and 3 teams duking it out.

one team stays behind and waits a few minutes while the other two teams go at it.

where do most of the ranged casters and monks from the team that doesnt control the hill stand?

those making easy targets for the 3rd team. that was what i was thinking when i made my post.
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Old Apr 20, 2005, 05:26 AM // 05:26   #15
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I'm saying that any team in that fight that doesn't know where the third team is and what they are doing deserves to lose. Messily.

Peace,
-CxE
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Old Apr 20, 2005, 01:15 PM // 13:15   #16
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Healers can heal for 200 for 5 energy, and are dedicated to healing. They're like 3 times as effective for healing compared to your pitiful self-heals. Yet people insist to waste time and energy on self-healing. It's a confidence problem. People don't want to rely on other people for survival, and they need to get over that if they want to be really good, because this is a team game.
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Old Apr 20, 2005, 01:21 PM // 13:21   #17
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Hey Ensign, in your opinion, is Judge's Insight worth it on the High damage warrior? The payoff is great, but the 2 second cast looks ugly to me. Second, is that tombs build supposedly better then even the conjure offensive builds? Since you know, you get 2 bars of energy instead of 1, and 60 seconds is pretty good for 10 energy. I'm not really high on restore life since I like insta-rez from teamates instead, but Final Thrust doesn't seem that great of a payoff when you already have 3 adrenaline skills.
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Old Apr 20, 2005, 03:27 PM // 15:27   #18
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ok, so here is what i finished up with after messing around with energy costs etc.
Class: Warrior / Monk

Assumed items:
+1 to Strength
+2 to Axe Mastery

Attributes: (cost)
Strength: 8+1 (37)
Axe Mastery: 12+2 (97)
Smiting Prayers: 10 (61)

Total attribute points used: 195/200


Skills:
1) Cleave (elite) - (4a,0,0) If this attack hits, you strike for +24 damage. This is an elite skill.
2) Dismember - (7a,0,0) If it hits, this axe blow will inflict a deep wound on the target foe, lowering that foe's maximum health by 20% for 19 seconds.
3) Axe Twist - (8a,0,0) If this attack hits a foe suffering from a deep wound, you strike for 19 more damage and that foe suffers from weakness.
4) Axe Rake - (7a,0,0) If this attack hits a foe suffering from a deep wound, you strike for +9 damage, and that foe becomes crippled.
5) Berserker Stance - (5,0,30) For 9 seconds, you attack 33% faster than normal and gain 20% more adrenaline each time you hit in melee. Berserker Stance ends if you use a skill.
6) Balthazar's Spirit - (10+,2,0) While you maintain this enchantment, target ally gains adrenaline and energy after taking damage.
7) Judge's Insight - (10,2,10) For 16 seconds, target ally's attacks deal holy damage and have +20% armor penetration.
8) Strength of Honor - (10+,2,0) While you maintain this enchantment, target ally deals 7 more damage in melee.

Keep strength of Honor on whenever you are anywhere near enemies, use judges insight and beserker right after entering first couple of melee blows, and get the adren for a dismember then an axe rake, so the enemy isnt going anywhere quickly. Get balthazars spirit on now, as you will start to become a target if you are gunning for monks etc. , and use your extra adrenaline to smash a lot of nasty Axe attacks.
- i don't play a warrior ingame, so some feedback would be nice, i was considering making an alternative Warrior to all the W/Mo our guild always seems to have
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Old Apr 20, 2005, 03:39 PM // 15:39   #19
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Oh noes Axe Twist and weakness!!! those monks will be hurting now....

Since I love you tho and pity DW I will suggest Executioners strike over Axe Twist. lessthan3
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Old Apr 20, 2005, 03:48 PM // 15:48   #20
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Quote:
Originally Posted by Jia Xu
ok, so here is what i finished up with after messing around with energy costs etc.
Class: Warrior / Monk

Assumed items:
+1 to Strength
+2 to Axe Mastery

Attributes: (cost)
Strength: 8+1 (37)
Axe Mastery: 12+2 (97)
Smiting Prayers: 10 (61)

Total attribute points used: 195/200


Skills:
1) Cleave (elite) - (4a,0,0) If this attack hits, you strike for +24 damage. This is an elite skill.
2) Dismember - (7a,0,0) If it hits, this axe blow will inflict a deep wound on the target foe, lowering that foe's maximum health by 20% for 19 seconds.
3) Axe Twist - (8a,0,0) If this attack hits a foe suffering from a deep wound, you strike for 19 more damage and that foe suffers from weakness.
4) Axe Rake - (7a,0,0) If this attack hits a foe suffering from a deep wound, you strike for +9 damage, and that foe becomes crippled.
5) Berserker Stance - (5,0,30) For 9 seconds, you attack 33% faster than normal and gain 20% more adrenaline each time you hit in melee. Berserker Stance ends if you use a skill.
6) Balthazar's Spirit - (10+,2,0) While you maintain this enchantment, target ally gains adrenaline and energy after taking damage.
7) Judge's Insight - (10,2,10) For 16 seconds, target ally's attacks deal holy damage and have +20% armor penetration.
8) Strength of Honor - (10+,2,0) While you maintain this enchantment, target ally deals 7 more damage in melee.

Keep strength of Honor on whenever you are anywhere near enemies, use judges insight and beserker right after entering first couple of melee blows, and get the adren for a dismember then an axe rake, so the enemy isnt going anywhere quickly. Get balthazars spirit on now, as you will start to become a target if you are gunning for monks etc. , and use your extra adrenaline to smash a lot of nasty Axe attacks.
- i don't play a warrior ingame, so some feedback would be nice, i was considering making an alternative Warrior to all the W/Mo our guild always seems to have
Well, I dont like Judge's Insight b/c it has 2sec cast which is really ugly. So i would throw that out. Also if u have Balthazurs aura and Live Vacarously, U gain no mana regen.
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