Oct 09, 2005, 05:56 PM // 17:56
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#1
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Ok, since innovation isn't helping, W/Mo
12+1+3 Hammer Mastery
8+1 Strength
10 Smiting
Devastating Hammer {E}
Crushing Blow
Hammer Bash
Irresistable Blow
Frenzy
Sprint
Holy Strike
Smite Hex
I used to have res sig instead of frenzy but bah*...
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Oct 09, 2005, 06:37 PM // 18:37
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#2
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Lion's Arch Merchant
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Tried it. Hammer isn't my thing, but I guess it's alright.
I thought your DBS build was more interesting though.
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Oct 09, 2005, 07:41 PM // 19:41
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#3
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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People don't like it cause they don't see me trying to chop down on the weaknesses of said elite...
Also, I now run Berserker Stance instead of frenzy...
I watch my attacks and it hurts my combo.
I find myself doing
Devastating, Crushing, Hammer Bash
and the enemy is STILL trying to get up during bash so it doesn't register...
At normal attackspeed, Dev, Crush, Bash, chains just fine... I don't swing it too early...
also, if I wait too long to let hammer bash strike later [doing 2 swings while foe is trying to get up], by the time I swing with bash, they're gone running...
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Oct 09, 2005, 10:46 PM // 22:46
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#4
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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rule: warriors carry res sigs.
get rid of smite hex, let the monk inspire it. you have 5 other energy skills anyways
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Oct 09, 2005, 11:00 PM // 23:00
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#5
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Frost Gate Guardian
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Quote:
Originally Posted by Neo-LD
rule: warriors carry res sigs.
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Yeap, everyone should carry one.
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Oct 10, 2005, 03:09 AM // 03:09
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#6
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Lion's Arch Merchant
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Heal and prot monks shouldn't, in 8v8.
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Oct 10, 2005, 05:31 AM // 05:31
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#7
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Quote:
Originally Posted by Neo-LD
rule: warriors carry res sigs.
get rid of smite hex, let the monk inspire it. you have 5 other energy skills anyways
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True. I sometimes bring Ressurect skill... Rarely though. Res sig is fine, it's just too tempting to bring reusable res in a place where people don't target you usually lol...
But in Random, I bring Smite Hex, it's fun doing 180 dmg for 5 energy ^_^
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Oct 10, 2005, 12:33 PM // 12:33
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#8
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Wilds Pathfinder
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Quote:
Originally Posted by Yukito Kunisaki
But in Random, I bring Smite Hex, it's fun doing 180 dmg for 5 energy ^_^
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how much damage could your dead teammate do while he is alive?
I guess much more. And he distracts the enemy attacks and even if he dies, he will get your team more time to kill the enemy.
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Oct 10, 2005, 12:56 PM // 12:56
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#9
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Jungle Guide
Join Date: May 2005
Location: New Jersey
Guild: Idiot Savants
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Quote:
Originally Posted by Yukito Kunisaki
and the enemy is STILL trying to get up during bash so it doesn't register...
At normal attackspeed, Dev, Crush, Bash, chains just fine... I don't swing it too early...
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While frenzied: Devastating ---> two hits ---> Hammer Bash. Maybe you just need to time it better.
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Oct 10, 2005, 01:56 PM // 13:56
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#10
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Krytan Explorer
Join Date: Jul 2005
Location: Illinois
Guild: None
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Quote:
Originally Posted by Entropius
Heal and prot monks shouldn't, in 8v8.
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2 and a Hard res in GvG for the win
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Oct 10, 2005, 03:08 PM // 15:08
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#11
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Krytan Explorer
Join Date: Jul 2005
Guild: COLD, Cold Snap
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How much dmg does HS do at 10 smiting
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Oct 10, 2005, 03:49 PM // 15:49
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#12
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Quote:
Originally Posted by Eonwe
While frenzied: Devastating ---> two hits ---> Hammer Bash. Maybe you just need to time it better.
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I suppose. When I'm going for the 2 hits however, their running and I have to chase them while under frenzy [gah]
Would this work [in that they can't get away after the opening 3 hits?]
1. Devastating Hammer {E}
2. Crushing Blow
3. Mighty Blow
Hammer Bash
Frenzy
Sprint
Holy Strike
Smite Hex/Res Sig/Res
I like it. My only gripe is that I can't fit Irresistable Blow in there. [having a near guarunteed KD if they try anything is sooo tempting...]
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Oct 10, 2005, 03:51 PM // 15:51
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#13
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Quote:
Originally Posted by Foppe
How much dmg does HS do at 10 smiting
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Holy strike does -40 -40 on most enemies.
-38 -38 on warriors [it ignores armor to a LARGE degree, but not completely]
on Tormentor Necros it's -58 -58 JOOOYY!!! ^_^
That 80 may not sound like much, but for 5 energy armor ignoring vs. the hefty 10e. After Shock [which is best on multiple enemies on their asses with low elemental armor resistance], HS is my choice for efficiency hands down.
[that and ele don't carry smite hex ^_^]
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Oct 10, 2005, 04:10 PM // 16:10
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#14
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Jungle Guide
Join Date: May 2005
Location: New Jersey
Guild: Idiot Savants
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Quote:
Originally Posted by Yukito Kunisaki
I suppose. When I'm going for the 2 hits however, their running and I have to chase them while under frenzy [gah]
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What? The two hits is when they're on the ground.
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Oct 10, 2005, 04:59 PM // 16:59
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#15
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Academy Page
Join Date: Sep 2005
Profession: Me/
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Isn't this innovation right here? I thought most W/Mo's were sword-mongers. A cool thing to do if you like more adrenaline attacks (like if you picked axe as your weapon) you could put Balthazar's Spirit on your bar. Really helps with more expensive skills that way.
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Oct 10, 2005, 05:09 PM // 17:09
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#16
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Wilds Pathfinder
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This isn't innovation it's a very standard hammer build except it's got holy strike which is a joke. You say it's going to cause 40-40, odds are a hammer hit is going to cause more than that for 0 energy. Irresistible blow will certainly do more. I'd rather have judge insight than smite hex but whatever.
FYI overloading on res sigs is a bad idea unless you're running some front loaded offense type build with few ways of healing/damage mitigation. In gvg anything more than 3 sigs is generally going to inhibit the performance of your characters too much. Some characters simply cannot take one. Don't get caught up in the mindset of res sig>anything else because that's so not true.
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Oct 10, 2005, 05:38 PM // 17:38
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#17
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Quote:
Originally Posted by Eonwe
What? The two hits is when they're on the ground.
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Ok, to make it a bit more clear, I can land the two hits while they're down, but when it comes to the bash, there is enough time for them to be up and running...
As for Zeru, if that Hammer hit you speak so fondly of is so good, I'd like to see it do damage when the enemy is hiding underneath a blocking stance or enchant shield... [they can stance or a teammate can enchant them while they're down]
Holy Strike is deadly because it ignores almost all degrees of armor. The opening hammer combo is already devastating but if its damage is negated, HS SLICES through the enemy's defenses. No other skill outside necro or mesmer piercing can top that.
What's more, for 5e. you can look at necro touches and you'll see that there's a NICE jump in efficiency. The knockdown condition fits it well and I've finished off many a foe using HS... HS alone is crap, HS at the end of an already devastating combo is excellent.
Zeru, I'm with you on that Res sig argument, however this isn't innovation. It IS standard. I'm pointing this out in that it seems to be among the minds of the 'learned' that this is the only way to go and any other hammer type that tries anything new is just slapped down regardless...
Now my question on my mind is if Irresistable Blow can be dropped for Mighty Blow in a Frenzied combo.
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Oct 10, 2005, 07:22 PM // 19:22
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#18
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Jungle Guide
Join Date: May 2005
Location: New Jersey
Guild: Idiot Savants
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What the hell are you talking about enough time to get up and run away? Do you not use stonefists or something, or are you just on drugs?
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Oct 10, 2005, 09:08 PM // 21:08
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#20
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Krytan Explorer
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Quote:
Originally Posted by Yukito Kunisaki
Ok, to make it a bit more clear, I can land the two hits while they're down, but when it comes to the bash, there is enough time for them to be up and running...
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Ok never had that. But just for fun, if they run, tap sprint and give them a bash to the head, carry on the lock. I'm more worried about it if a guy gets up and pulls a RoF on me.
Quote:
Originally Posted by Yukito Kunisaki
I'd like to see it do damage when the enemy is hiding underneath a blocking stance...The opening hammer combo is already devastating but if its damage is negated HS SLICES through the enemy's defenses.
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Ok, if your opening barrage gets negated...then the enemy isn't going to be on the floor. HS dosen't help.
Quote:
Originally Posted by Yukito Kunisaki
What's more, for 5e. you can look at necro touches and you'll see that there's a NICE jump in efficiency.
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Thats because the touches are all skills, and they all recharge shockingly fast and there are 4 of them so you can chain it (well...3 and plague touch). If it was efficient on top of that we'd all be running around touching people for laughs.
Quote:
Originally Posted by Yukito Kunisaki
HS alone is crap, HS at the end of an already devastating combo is excellent.
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Mending alone is crap. Mending+32x obsidian flame = PHWOAR! Point being, you can use irresistable at the end of the chain and get a similar result. The main problem I have with this build is that it has six energy skills for a warrior. The hammer warrior especially I don't find a good choice for e skills.
Quote:
Originally Posted by Yukito Kunisaki
Zeru, I'm with you on that Res sig argument, however this isn't innovation.
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Good point on the rez sig. Especially in GvG. I like to take 4 though, three is such an unmagical number.
Quote:
Originally Posted by Yukito Kunisaki
Now my question on my mind is if Irresistable Blow can be dropped for Mighty Blow in a Frenzied combo.
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I'd rather drop holy strike, which frees up the secondary...for...rend? Whatever you feel like really. Slip Mighty Blow in between the devastating and the bash. Finish off with Irresistable. I forego crushing blow because usually theres a teammate with eviscerate already under the belt. Also with the utils I like to take, its usually too much of a strain.
devastating/mighty blow/hammer bash/irresistable/[util slot]/frenzy/sprint/rez
10+1 strength / 12+4 hammer / 8 util
the util for me is Rend, simply because we don't have enough enchant removal on our team. But...whatever floats your boat. Go all into warrior and take crushing if you feel like it. I believe thats a pretty "cookie cutter" build.
Last edited by JYX; Oct 10, 2005 at 09:14 PM // 21:14..
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