Aug 19, 2005, 04:33 AM // 04:33
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#1
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Ascalonian Squire
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Warrior PvP Builds
Hello all:
After playing a few casters I have decided to try my hand at making a few primary warrior builds for pvp. Granted that I have no experience at all I would value the opinion of some of you veteran build makers. Feel free to tear into me you know better than I. I thought I would try creating something different than the standard W/Mo you see around everywhere. I have been a fan of axes mainly for the look but also for some of the killer Eviscerates(sp) I have seen dished out. I would like to work with Eviscerate(sp) as my Elite if at all possible. I plan on using a focus Item for the added energy.
I have no idea what pvp I plan to do at the moment so treat these as a "general" build outline.
W/E
I have heard people sing the praises of conjure in W/E builds with swords/axes. I have no idea if its still viable but I thought I would throw it in there.
11 (+4) Axe mastery
10 (+1) Strength
10 Air Magic
(If the point totals don't work let me know)
Eviscerate (E) (Cleave could also work here)
Swift chop ( This could probably be removed due to the energy cost )
Disrupting chop
Penetrating blow
Rush
Flurry ( Frenzy can work here also but I hate the 50% damage increase )
Conjure
Gale ( Could be replaced with something else but I like the knockdown effect for only 5 energy )
W/N
The necromancer part of my warrior seems to hold a more flexible role in combat rather that focusing on pure damage. Plague touch is a nice skill in random arena for those conditions. Rend enchantments just seems to useful to pass up even with the high energy cost. I thought about throwing weaken armor in but with rend and plague touch I don't think I would have enough energy to last. ( I have no idea how blood magic would work in pvp it seems much less team friendly that curses. )
11 (+4) Axe mastery
10 (+1) Strength
10 Curses
Everything I said earlier about the skills applies here as well. The skill set is the same save for the necro skills. Weaken armor could be fit in as well somewhere.
Eviscerate (E)
Swift chop
Disrupting chop
Penetrating blow
Rush
Flurry ( Frenzy can work here also but I hate the 50% damage increase )
Plague touch
Rend enchantments
W/R
I have heard people say that the ranger subclass does not pair well with the warriors, I honestly have no idea if it works or not. I do like some of the rangers powers in group play. Though I have not worked any into this build it is still seems a powerful option.
11 (+4) Axe mastery
10 (+1) Strength
10 Beast mastery
Same skill set as before save flurry and the class skills.
Eviscerate (E)
Swift chop
Disrupting chop
Penetrating blow
Rush
Tiger's fury ( The increased attack speed is nice without the drawbacks of flurry or frenzy )
**( Anything )
**( Anything )
Forgive the crappy spelling mistakes I have in the post.
Feel free to critique any part of my builds and thanks for reading.
Last edited by Faerune Morrowind; Aug 19, 2005 at 05:23 AM // 05:23..
Reason: Incorrect skills
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Aug 19, 2005, 09:29 AM // 09:29
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#2
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Ascalonian Squire
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/Bump
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Aug 19, 2005, 10:06 AM // 10:06
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#3
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Frost Gate Guardian
Join Date: Jul 2005
Guild: The Zanza Barbarians
Profession: W/
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If you like axes, I have massive success with this build:
W/N - Axe: 16, Strength 13
Berserker's Stance
Penetrating Blow
Eviscerate (Elite)
Executioner's Strike
Disrupting Chop
Sprint
Rez Signet
Plague Touch
You'll do massive damage with your axe skills and will be able to quickly drop any conditions onto your opponents. But just some FYI, there are about a billion different posts dealing with various warrior builds. Feel free to check them out, as you're likely to find more information there than having a new post where people have to post the same things over and over.
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Aug 19, 2005, 12:44 PM // 12:44
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#4
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Academy Page
Join Date: Jul 2005
Guild: LF top 100 guild
Profession: E/Me
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Gale is a big no no for warriors. It causes exhaustion which means that it lowers your max energy by 10. Use eviscerate and axe rake to cripple the enemy. I also rather get distracting blow than distrupting chop, cause interupting needs crucial timing(to stop a res sig or an enemy ghostly hero for example) and i dont want to rely on adrenaline to do it. For the same reason, sprint is better than rush. Also i use either berseker stance or for great justice instead of flurry. I think they are better.
Conjure isnt that pwnage with all this nr and generally rangers going around. Ward vs foes is useful though, if you really want to use an ele skill. It can be extremely good on relic maps. Alternative you can get 16 axe mastery and get an increased ammount of critical hits.
About your wa/n. Rend enchantments is a pretty expensive skill. I suggest you leave it to someone else with a bigger energy pool. Signet of agony+plague touch(or even plague sending) is decent.
Wa/r usually bring a spirit or 2. Like frozen soil, fertile, etc. You can also try apply poison+cyclone axe, but personally i dont find this too uber.
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Aug 19, 2005, 06:36 PM // 18:36
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#5
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Ascalonian Squire
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Quote:
Originally Posted by NIB
Gale is a big no no for warriors. It causes exhaustion which means that it lowers your max energy by 10.
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I guess I missed the Exhaustion bit about gale, it did seem a skill too good to be true.
Quote:
Originally Posted by NIB
Also i use either berseker stance or for great justice instead of flurry. I think they are better.
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I had never thought about Berserker Stance until you mentioned it. Ill have to work that into my builds.
Quote:
Originally Posted by NIB
Conjure isnt that pwnage with all this nr and generally rangers going around.
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I suspected conjure was useless but I thought I would throw it in anyways.
Quote:
Originally Posted by NIB
About your wa/n. Rend enchantments is a pretty expensive skill. I suggest you leave it to someone else with a bigger energy pool. Signet of agony+plague touch(or even plague sending) is decent.
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You're right about Rend it is taxing on my already small energy pool. I guess the high cost outweighs any advantage it might give me.
Quote:
Originally Posted by NIB
Wa/r usually bring a spirit or 2. Like frozen soil, fertile, etc. You can also try apply poison+cyclone axe, but personally i dont find this too uber.
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Now that I have read up on them throwing in a spirit would be a helpful addition on a team build. Rez sig could fill in the last place anyways.
So it looks like I'll run a few more energy based skills this time.
Eviscerate(E)
Penetrating Blow
Axe Rake
Distracting Blow
Sprint
Berserker Stance
*(Class skill)*
*(Class skill / Rez Signet)*
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Aug 19, 2005, 06:46 PM // 18:46
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#6
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Wilds Pathfinder
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Trash Beserkers Stance and use Frenzy. Beserkers won't let you adrenaline spike and its cooldown sucks. Don't be afraid of the 2x damage, it just takes skill to know when you can get away (rather often actually) and when you can't.
With axe put in executioners strike as well. And always go for 16 weapon mastery.
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Aug 19, 2005, 06:55 PM // 18:55
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#7
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Ascalonian Squire
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Quote:
Originally Posted by CALIBRETTO_9
If you like axes, I have massive success with this build:
W/N - Axe: 16, Strength 13
Berserker's Stance
Penetrating Blow
Eviscerate (Elite)
Executioner's Strike
Disrupting Chop
Sprint
Rez Signet
Plague Touch
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Your maximum damage axe build seems very viable for some killer damage and Plague touch is an added bonus.
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Aug 19, 2005, 07:20 PM // 19:20
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#8
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Ascalonian Squire
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Quote:
Originally Posted by Zeru
Trash Beserkers Stance and use Frenzy. Beserkers won't let you adrenaline spike and its cooldown sucks. Don't be afraid of the 2x damage, it just takes skill to know when you can get away (rather often actually) and when you can't.
With axe put in executioners strike as well. And always go for 16 weapon mastery.
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I guess learning to use frenzy seems to be a better method than avoiding it just because of the damage increase. I never thought to use Executioners strike as it seemed Eviscerate did the same thing.
My build looks more like this now after a few revisions:
12+4 Axe mastery
9+1 Strength
9 Secondary class skill
Eviscerate(E)
Penetrating Blow
Axe Rake
Distracting Blow
Sprint
Executioners strike
Frenzy ( Tiger's fury if I went W/R )
*(Class skill / Rez Signet)*
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Aug 19, 2005, 08:55 PM // 20:55
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#9
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Frost Gate Guardian
Join Date: Jul 2005
Guild: The Zanza Barbarians
Profession: W/
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I would say this, stick to frenzy if you're running Tombs or big GvG matches, but Berserker and Tiger's Fury do better in random and team (4 vs 4). With only 4 people on your team, you WILL get targeted, bet your bottom dollar on that. While the recharge for berserker's a little too long, you'll appreciate it when you're targeted, attacking 33% faster and not taking double damage. But frenzy is good for matches with more people.
Just a few quick things I'd like to add. As an axe warrior, you get the majority of your damage from criticals. When someone is running, your critical rate is 100%, therefore that's when you deal the most damage. When someone is crippled with axe rake, they tend to simply stop and fight because they realize there is absolutely no hope off getting away, while for some reason they think they can outrun a warrior with sprint. In my experience with an axe warrior (And FYI, that's pretty much all I play in PvP), letting them run actually rakes in more damage. If you're worried about the target running, casting healing breeze or the like, and running again, well that's what you brought distracting blow for. ^_^
Again, that is only my opinion and something I have experienced, and I encourage you to try what YOU feel is right. Some other axe warrior, like perhaps yourself, might find value in crippling. Good luck with your axe warrior tho, they're fantastic.
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Aug 19, 2005, 09:09 PM // 21:09
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#10
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Jungle Guide
Join Date: May 2005
Location: New Jersey
Guild: Idiot Savants
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The only thing I like about those builds is eviscerate, aside from that, I would never consider using any of them, ever. Skills like flurry, rush, and tiger's fury are things you should never see on any warrior build made for pvp . Also, 16 attribute weapon mastery is obviously a given when creating any type of warrior build, along with frenzy and sprint, unless you're under some sort of extreme circumstance.
Edit: Your revised build is much better .
Last edited by Eonwe; Aug 19, 2005 at 09:11 PM // 21:11..
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Aug 19, 2005, 09:16 PM // 21:16
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#11
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Krytan Explorer
Join Date: Jul 2005
Location: Illinois
Guild: None
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Nothing beats Frenzy, always use this as your stance.
Sprint is also a skill that should pretty much be there always.
Any conjure really is inferior to Judge's Insight...especially since with a Conjure you have to use a crappy elemental bowstring.
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Aug 19, 2005, 09:19 PM // 21:19
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#12
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Ascalonian Squire
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Quote:
Originally Posted by Calibretto_9
I would say this, stick to frenzy if you're running Tombs or big GvG matches, but Berserker and Tiger's Fury do better in random and team (4 vs 4). With only 4 people on your team, you WILL get targeted, bet your bottom dollar on that. While the recharge for berserker's a little too long, you'll appreciate it when you're targeted, attacking 33% faster and not taking double damage. But frenzy is good for matches with more people.
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I understand exactly what you're saying here. I just need to vary my build depending on the exact type of pvp I plan to do.
Quote:
Originally Posted by Calibretto_9
Just a few quick things I'd like to add. As an axe warrior, you get the majority of your damage from criticals. When someone is running, your critical rate is 100%, therefore that's when you deal the most damage. When someone is crippled with axe rake, they tend to simply stop and fight because they realize there is absolutely no hope off getting away, while for some reason they think they can outrun a warrior with sprint. In my experience with an axe warrior (And FYI, that's pretty much all I play in PvP), letting them run actually rakes in more damage. If you're worried about the target running, casting healing breeze or the like, and running again, well that's what you brought distracting blow for. ^_^
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This makes perfect sense when you state it like that. I will have to try running without axe rake and see the difference for myself but it sounds like you're on the right track in thinking about axe rake that way.
Quote:
Originally Posted by Calibretto_9
Again, that is only my opinion and something I have experienced, and I encourage you to try what YOU feel is right. Some other axe warrior, like perhaps yourself, might find value in crippling. Good luck with your axe warrior tho, they're fantastic.
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Thanks alot for your help.
Last edited by Faerune Morrowind; Aug 19, 2005 at 09:33 PM // 21:33..
Reason: Incorrect spelling
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Aug 19, 2005, 09:26 PM // 21:26
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#13
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Ascalonian Squire
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Quote:
Originally Posted by Eonwe
The only thing I like about those builds is eviscerate, aside from that, I would never consider using any of them, ever. Skills like flurry, rush, and tiger's fury are things you should never see on any warrior build made for pvp . Also, 16 attribute weapon mastery is obviously a given when creating any type of warrior build, along with frenzy and sprint, unless you're under some sort of extreme circumstance.
Edit: Your revised build is much better .
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I had no idea really how big a difference some skills would make compared to others. But I can see why frenzy is chosen as much as it is now and why sprint is more useful than rush.
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Aug 19, 2005, 09:30 PM // 21:30
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#14
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Ascalonian Squire
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Quote:
Originally Posted by White Designs
Nothing beats Frenzy, always use this as your stance.
Sprint is also a skill that should pretty much be there always.
Any conjure really is inferior to Judge's Insight...especially since with a Conjure you have to use a crappy elemental bowstring.
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I have decided to use frenzy now over anything else, I can really see its power as well as the usefulness of sprint.
I thought conjures were outdated and I guess I was right in thinking so.
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Aug 19, 2005, 09:38 PM // 21:38
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#15
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Ascalonian Squire
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After a few more revisions I feel my build is much more capable in pvp.
12+4 Axe mastery
9+1 Strength
9 Secondary class skill
Or 16 axe and 13 Strength as outlined by Calibretto_9
Eviscerate(E)
Penetrating Blow
Axe Rake ( Or swift chop )
Distracting Blow
Sprint
Executioners strike
Frenzy
*(Class skill / Rez Signet)*
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Aug 19, 2005, 11:11 PM // 23:11
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#16
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Frost Gate Guardian
Join Date: May 2005
Location: Manchester, UK
Profession: W/
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I personally like to use this for my W/N:
Rez Sig / Rigor Mortis / Wild Blow
Plague Touch
Sprint / Rush
Frenzy
Eviscerate (E)
Penetrating Blow
Executioners Strike
Power Attack / Thrill of Victory / Distracting Blow
With my points allocated as follows:
Axe Mastery 12 + 4
Strength 9 + 1
Having about 9 ranks left for either: Tactics or Curses
I like to make up the health loss from the Sup Axe Rune with Fortitude upgrades on my weapons. Bring two axes to every fight btw -- Physical dmg for Casters + Rangers and Enviro dmg for the Warriors...
Plague Touch really is the whole benefit of being a W/N -- when blinded, weakened, on fire, etc -- I can take those conditions and put them back on the enemy team -- occasionally to their surprise :P
I also favor the energy based Distracting Blow over the adrenaline based version -- for two reasons: Soothing Images and (obviously) incase it's not charged =)
Sprint versus Rush can be tricky -- The energy based sprint can allow me to run in at the start of a fight -- whilst Rush allows pretty much unlimited running once it's charged up...
Getting hit whilst using Frenzy ?? -- no problem -- switch to Rush -- it will have likely been charged with the adrenaline from the Frenzy... ( Another reason why Rush can be greater than Sprint )
Also with Axe Mastery at Rank 16 you'll be doing 15% more damage than someone at Rank 12. Finally, forget about fancy Chaos Axes -- go grab a Collectors Axe with +15% damage ( whilst heatlh above 50% / in stance ) -- Frenzy'ing really is worth it now
....I just wish I had 10 slots :'(
Last edited by Man With No Name; Aug 19, 2005 at 11:42 PM // 23:42..
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Aug 19, 2005, 11:34 PM // 23:34
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#17
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Academy Page
Join Date: Jul 2005
Location: IL
Guild: Looking for one
Profession: N/
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i have a few builds
Attributes: (cost)
Hammer Mastery: 12 (97)
Smiting Prayers: 12 (97)
Skills:
1) Signet of Judgment (availability) (elite) - (0,2,30) Target foe is knocked down. That foe and all adjacent foes take 65 holy damage. This is an elite skill.
2) Mighty Blow (availability) - (7a,0,0) If this attack hits, you strike for +24 damage.
3) Hammer Bash (availability) - (6a,0,0) Lose all adrenaline. If Hammer Bash hits, your target is knocked down.
4) Smite (availability) - (10,1,10) This attack deals 46 holy damage. If attacking, your target takes an additional 22 holy damage.
5) Holy Strike (availability) - (5,34,15) Target touched foe takes 46 holy damage. If knocked down, your target takes an additional 22 holy damage.
6) Symbol of Wrath (availability) - (15,2,30) For 5 seconds, foes in this location take 27 holy damage each second.
7) Judge's Insight (availability) - (10,2,10) For 18 seconds, target ally's attacks deal holy damage and have +20% armor penetration.
8) Balthazar's Spirit (availability) - (10+,2,0) While you maintain this enchantment, target ally gains adrenaline and energy after taking damage.
The point of this build is damage. Smiting is your main source, and the hammer is to assist. Start off with Balthazar, then Insight to cover. Build up your adren (feel free to cast smite against any melee opponents). When your adren is up, use wrath/signet/holy strike/bash/mighty blow. Thats your main combo, try and hold back until they are all ready, otherwise just aim for a quick knockdown/holystrike combo (smite/knockdown/holystrike against melee).
Hammer/Protection
Attributes: (cost)
Hammer Mastery: 12 (97)
Protection Prayers: 12 (97)
Skills:
1) Backbreaker (availability) (elite) - (10a,0,0) If Backbreaker hits, you strike for +16 damage and your target is knocked down for 4 seconds. This is an elite skill.
2) Mighty Blow (availability) - (7a,0,0) If this attack hits, you strike for +24 damage.
3) Hammer Bash (availability) - (6a,0,0) Lose all adrenaline. If Hammer Bash hits, your target is knocked down.
4) Crushing Blow (availability) - (5,0,10) If this attack hits, you strike for +16 damage. If you hit a knocked-down foe, you inflict a deep wound, lowering your target's maximum health by 20% for 17 seconds.
5) Shielding Hands (availability) - (5,34,25) For 10 seconds, damage received by target ally is reduced by 15.
6) Reversal of Fortune (availability) - (5,14,2) The next time target ally would take damage, that ally gains that amount of health instead, maximum 67.
7) Balthazar's Spirit (availability) - (10+,2,0) While you maintain this enchantment, target ally gains adrenaline and energy after taking damage.
8) Life Attunement (availability) - (10+,2,0) While you maintain this enchantment, target ally deals less damage in combat, but gains 43% more health when healed.
Same as before-Balthazar and cover. For this build you will want to be more of a nuisance than a damage dealer. Get in the way, knock down casters when they start their casting animation to interrupt. You should use Reversal of Fortune every time it is ready, just keep hitting that skill constantly. Same goes for Shielding Hands. Keep it up as long as you can as often as you can. While your interrupting, feel free to add a crushing blow or mighty blow to your knockdown.
Hammer/Healing
Attributes: (cost)
Hammer Mastery: 12 (97)
Healing Prayers: 12 (97)
Skills:
1) Healing Hands (availability) (elite) - (5,14,25) For 10 seconds, whenever target ally is struck by an attack, that ally is healed for 21 health. This is an elite skill.
2) Mighty Blow (availability) - (7a,0,0) If this attack hits, you strike for +24 damage.
3) Hammer Bash (availability) - (6a,0,0) Lose all adrenaline. If Hammer Bash hits, your target is knocked down.
4) Crushing Blow (availability) - (5,0,10) If this attack hits, you strike for +16 damage. If you hit a knocked-down foe, you inflict a deep wound, lowering your target's maximum health by 20% for 17 seconds.
5) Orison of Healing (availability) - (5,1,2) Heal target ally for 60 health.
6) Healing Breeze (availability) - (10,1,2) For 10 seconds, target ally gains health regeneration of 8.
7) Mending (availability) - (10+,2,0) While you maintain this enchantment, target ally gains health regeneration of +3.
8) Balthazar's Spirit (availability) - (10+,2,0) While you maintain this enchantment, target ally gains adrenaline and energy after taking damage.
Balthazar + cover again. This build is another interrupt/distraction build. Just heal heal heal. Theres not much to this build. All you need to do is get in the way and knock people down. This gives your monks a little bit of a break because they dont have to keep an eye on you as much.
All of these can be switched to suit your needs. If you see that the situations you are running into dont utilitze a certain skill very often, switch it with something that you can use. For example, you are healing quite nicely without needing healing breeze, add another attack.
Also, if you have a warrior partner, you can pick up more expensive skills, and work together to use those. Example: You have healing seed, and cast that on your teammate, who fights alongside you, and he does the same for a nice healing seed combo.
This build im loving(my w/mo is useing this but its slighty differnet)
You could also do this if you switch to axe:
Attributes: (cost)
Strength: 10+1 (61)
Axe Mastery: 11+4 (77)
Healing Prayers: 10 (61)
Skills:
1) "For Great Justice!" (availability) - (10,0,45) For 15 seconds, your adrenal skills charge twice as fast.
2) Battle Rage (availability) (elite) - (4a,0,0) For 16 seconds, you move 25% faster and gain double adrenaline from attacks. Battle Rage ends if you use any non-attack skills. When Battle Rage ends, you lose all adrenaline. This is an elite skill.
3) Penetrating Blow (availability) - (5a,0,0) If this attack hits, you strike for 26 damage. This axe attack has 20% armor penetration.
4) Disrupting Chop (availability) - (6a,0,0) If it hits, this attack interrupts the target's current action. If that action was a skill, that skill is disabled for an additional 20 seconds.
5) Executioner's Strike (availability) - (8a,0,0) If this attack hits, you strike for +40 damage.
6) Healing Breeze (availability) - (10,1,2) For 10 seconds, target ally gains health regeneration of 7.
7) Purge Conditions (availability) - (5,14,30) Remove all conditions from target ally.
8) Sprint (availability) - (5,0,20) For 13 seconds, you move 25% faster.
Same idea but with adrenaline. Shout FGJ, and hit battle rage as soon as its up. Keep spamming all the attacks, and hit battle rage again before it ends. You will lose your adrenaline, but you should gain it back pretty quickly. Feel free to shout again if you want to gain even more adrenaline.
You will pretty much be getting 4 adrenaline per swing. Again Purge any blinds as that will ruin you, and throw up a healing breeze when you need it. Sprint is there in case they get away and you dont have adren for battle rage. It will get you back on track easy.
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Aug 19, 2005, 11:56 PM // 23:56
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#18
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Wilds Pathfinder
Join Date: Jun 2005
Location: #amplitudestudios
Guild: Xen of Onslaught [XoO]
Profession: W/Mo
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Quote:
Originally Posted by Eonwe
The only thing I like about those builds is eviscerate, aside from that, I would never consider using any of them, ever. Skills like flurry, rush, and tiger's fury are things you should never see on any warrior build made for pvp . Also, 16 attribute weapon mastery is obviously a given when creating any type of warrior build, along with frenzy and sprint, unless you're under some sort of extreme circumstance.
Edit: Your revised build is much better .
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I don't know why you would think Tiger's Fury is bad for PvP when just about any halfway decent Axe W/R is running it...
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Aug 20, 2005, 12:44 AM // 00:44
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#19
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Frost Gate Guardian
Join Date: Jul 2005
Guild: The Zanza Barbarians
Profession: W/
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In my opinion, Tiger's Fury is looked down upon because of the 10 energy cost. I personally am not a huge fan of it on warriors, but I definitely am not against it. If you read Eonwe's posts for awhile, you begin to realize one thing: He likes what he likes, and hates everything else. ^_^ No gray area there. He does a good job of strongly stating the problems in alot of skills, which helps veer new players away from them, and that's good. But Tiger's Fury isn't always a waste, while I do agree that it's nowhere near the best stance because of cost.
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Aug 20, 2005, 12:45 AM // 00:45
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#20
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Krytan Explorer
Join Date: May 2005
Location: Northwest Ascalon
Guild: Freedom
Profession: N/R
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Quote:
Originally Posted by Man With No Name
Finally, forget about fancy Chaos Axes -- go grab a Collectors Axe with +15% damage ( whilst heatlh above 50% / in stance )
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I'm running two axes now, one while health above 50%, then switch to one while health below 50%. Suddenly all conditions are covered -- very nice. I can't imagine I'm the first to do this, but whenever I see someone on these boards talking about switching weapon sets, it's for energy management purposes.
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