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Old Jun 18, 2005, 01:29 PM // 13:29   #1
Pre-Searing Cadet
 
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Default Looking for a solid W/MO PVP build

Well i sorta just started getting into the pvp portion of the game and i was wondering what a good pvp build for a sword w/mo would be

thx
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Old Jun 18, 2005, 03:31 PM // 15:31   #2
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Just go to the team arenas and mess around with different skills. I'd advise getting a group of people you know to fight with you so they know you may do horribly one fight and be awsome the next.

I would try to advise you on what skills to use, but I've never played a warrior primary, so I'll not.
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Old Jun 18, 2005, 03:48 PM // 15:48   #3
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Outside random pve-arenas, go with smiting. Judges Insight does wonders for your damage.

In Random arenas, stick with healing. Everyone needs to be self-sufficient there. Healing Breeze + rez.

Warrior-skills: sever, gash, galrath, final thrust. And something which helps you catch runners.

Some disruption-skill is useful too, to catch those rezzers.

Load up the Paladin-prebuilt, look at it's skills, and then change them around until you find something which you are happy with.
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Old Jun 18, 2005, 08:32 PM // 20:32   #4
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hmm im wondering too...i still need to get galrath strike :P
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Old Jun 19, 2005, 01:58 AM // 01:58   #5
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where is judges insight found? elite?
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Old Jun 19, 2005, 02:03 AM // 02:03   #6
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judges + strength of honor. HOnestly i like w/n more for pvp =/
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Old Jun 19, 2005, 02:44 AM // 02:44   #7
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Default My W/Mo Build

1. Sever Artery (Bleed him, but only condition I think is necessary, since pvp monks all bring mend aliment)
2. Galrath Slash (A must)
3. Final Thrust (A must)
4. Hamstring (Slow the run away monks...part of my signet of judgement + Hamstring combo)
5. Berserker Stance (use while adrenaline skills are charging AND atk 33% faster)
6. Signet of Judgement (Knockdown the monk from a distance)
7. Judge's Insight (weapon dmg becomes HOLY dmg which ignores armor + 20% armor pen) OR Strength of Honor
8. Resurrect (Rez from a distance, unlike restore life) [Probably going to replace with Strength of Honor, since by the time all the casters on your team are dead, your team is finished]

I use this combination along with my guild mate who is a W/N with hammer, that strips enchantments and knocks down. Our combinations has been pretty effective somewhat against monks that run away. Of course, you have to take into account what the 6 other teammates are.

If you guys have any comments about my build, please feel free to critique it. I'm open to suggestions.
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Old Jun 19, 2005, 10:44 AM // 10:44   #8
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What kind of armour would you reccomend using? also would this build be much different if it was a guild hall gvg match?
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Old Jun 19, 2005, 08:01 PM // 20:01   #9
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Sever
Gash
Galrath
Final Thrust
Flurry
Live VIcariously
Strenth of Honor
Judges Insight

You dont need strength since you can use judges insight.
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Old Jun 19, 2005, 08:20 PM // 20:20   #10
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Try maintaining two enchantments at all times and making all your other skills adrenaline-based or signets. Life bond on your healer with balthazar's spirit on yourself would be good.
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Old Jun 19, 2005, 09:55 PM // 21:55   #11
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ok, and recommended attribute distribution? also what kind of armour would one use for these builds

Last edited by Hyperion; Jun 19, 2005 at 09:59 PM // 21:59..
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Old Jun 19, 2005, 10:30 PM // 22:30   #12
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Quote:
Originally Posted by Brother Mhenlo
where is judges insight found? elite?
Grenditch Courthouse, no.
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Old Jun 19, 2005, 11:32 PM // 23:32   #13
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there is no W/Mo pvp build.. no one lets warriors in there groups for pvp..
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Old Jun 20, 2005, 03:48 AM // 03:48   #14
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sever artery
gash
savage slash
final thrust
sprint
warriors endurance
judges insite
strength of honor

basic smite/sword w/mo
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Old Jul 01, 2005, 04:00 AM // 04:00   #15
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Quote:
Originally Posted by Skyslash
1. Sever Artery (Bleed him, but only condition I think is necessary, since pvp monks all bring mend aliment)
2. Galrath Slash (A must)
3. Final Thrust (A must)
4. Hamstring (Slow the run away monks...part of my signet of judgement + Hamstring combo)
5. Berserker Stance (use while adrenaline skills are charging AND atk 33% faster)
6. Signet of Judgement (Knockdown the monk from a distance)
7. Judge's Insight (weapon dmg becomes HOLY dmg which ignores armor + 20% armor pen) OR Strength of Honor
8. Resurrect (Rez from a distance, unlike restore life) [Probably going to replace with Strength of Honor, since by the time all the casters on your team are dead, your team is finished]

I use this combination along with my guild mate who is a W/N with hammer, that strips enchantments and knocks down. Our combinations has been pretty effective somewhat against monks that run away. Of course, you have to take into account what the 6 other teammates are.

If you guys have any comments about my build, please feel free to critique it. I'm open to suggestions.
very good choice not to bring healing signet???????????
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Old Jul 01, 2005, 04:04 AM // 04:04   #16
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Quote:
Originally Posted by Brother Mhenlo
very good choice not to bring healing signet???????????
Look carefully, you'll see reference to his friend who is w/n, and to six others in team.

That build is not for random pve. It's tombs/GvG-build.
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Old Jul 01, 2005, 01:26 PM // 13:26   #17
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Sprint is more versatile then hamstring; if you run it's easier to use, and much less costly energy-wise. As for sever artery, it sucks if you dont throw in gash to take 100 health from their max. Might wanna throw in vigorous spirit, which is better then live vicariously. If you want to use a sword for hundred blades, use strength of honor and or judge's insight for the somewhat effective aoe. Otherwise axes generally do more damage.
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Old Jul 05, 2005, 05:31 PM // 17:31   #18
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anyone heard of battle stage or rage or something its an elite warrior skill ill look into that
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Old Jul 05, 2005, 05:35 PM // 17:35   #19
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Quote:
Originally Posted by eagle26
there is no W/Mo pvp build.. no one lets warriors in there groups for pvp..
Haha. Yeah right! Warriors are good for annoying/killing monks. Why wouldn't someone want that?
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Old Jul 06, 2005, 12:20 AM // 00:20   #20
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If you're gonna go smiting, scourge healing is a very nice addition. Lasts for 30 seconds, and monks are constantly casting healing spells (especially when they're getting lots of heat).

At 60 damage a pop, it really helps your killing efforts. It will most likely end up doing more damage than judge's insight. If you stick to the called target, your team will most likely cover your hex with others, making sure scourge stays on. If he decides to heal himself, he'll be healing for very low numbers, and you should be able to out-damage him easily.

Oh and you should always bring healing signet, no matter where you're at. There is no substitute.
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