Oct 14, 2005, 02:20 AM // 02:20
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#1
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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W/Mo Rager
after making my w/r and seeing that hexs and conditions hosed me most of the time (as do most wars) decided to go a different route.
Attributes
16 sword
13 str
Skills:
sever artery
gash
galrath slash
final thrust
battle rage (E)
purge sig
holy veil
res sig
when battle starts choose 2 to hit with holy veil as its your ONLY energy skill. you won't be needing that e regen.
when in battle just attack for a bit and watch for mass conditions or hexs and remove them with purge. i leave veil majority of the time. giving hexes 2x longer cast is much better than removing them most of the time. monk or mes should have some type of hex removal. works well in 4 ways: longer casting time makes cursers and hexers easier to catch, more time to hit them, and easier to interrupt.
at the start while you are attacking wait to build 5-6 adrenaline. activate BR then wait for all to charge. when charged hit them in order for huge dmg. before you have to reup BR they should all be recharged again. 2nd time don't use final. after that its BR all the way unless you need to use purge again.
this is good for just about anything with more than 1 war carrying evis. its a nice support character that doesn't get shut down by spirit shackles and e denial. hexes and conditions are killers of wars which it takes care of quite nicely.
Last edited by twicky_kid; Oct 14, 2005 at 02:34 AM // 02:34..
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Oct 14, 2005, 03:54 PM // 15:54
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#2
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Ditch Res Sig for IWAY and have one of your teammates die.
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Oct 14, 2005, 06:25 PM // 18:25
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#3
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Frost Gate Guardian
Join Date: May 2005
Location: Tombs of Primeval Kings.
Profession: W/
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^I think having 2 people attacking 1 guy with an effective build is alot better then 1 guy with iway which won't last as long as another team mate. (Unless that team mate is no good)
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Oct 14, 2005, 11:53 PM // 23:53
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#4
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by Nawn Centz
^I think having 2 people attacking 1 guy with an effective build is alot better then 1 guy with iway which won't last as long as another team mate. (Unless that team mate is no good)
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yukito is known for his anti res sig war mentality, but he has a point.
if i was in 8v8 i would trade something out for IWAY. IAS with BR. that's just spells TROUBLE.
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Oct 15, 2005, 12:17 AM // 00:17
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#5
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Krytan Explorer
Join Date: Jun 2005
Location: Melbourne, Florida.
Guild: [HTR]
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Quote:
Originally Posted by twicky_kid
yukito is known for his anti res sig war mentality, but he has a point.
if i was in 8v8 i would trade something out for IWAY. IAS with BR. that's just spells TROUBLE.
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Um...Purge signet? Why would you use that..Just use mend ailment.
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Oct 15, 2005, 12:24 AM // 00:24
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#6
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by cookiehoarder
Um...Purge signet? Why would you use that..Just use mend ailment.
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spamming mend is not what a warrior should be doing. that's the monk's job. purge removes ALL hexes and conditions. i lose energy but not going to be using it anyways. its also free so i can use it at 0 energy.
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Oct 15, 2005, 01:05 AM // 01:05
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#7
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Krytan Explorer
Join Date: Jun 2005
Location: Melbourne, Florida.
Guild: [HTR]
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Quote:
Originally Posted by twicky_kid
spamming mend is not what a warrior should be doing. that's the monk's job. purge removes ALL hexes and conditions. i lose energy but not going to be using it anyways. its also free so i can use it at 0 energy.
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30 second recharge time, but yeah I see where you are going.
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Oct 15, 2005, 01:14 AM // 01:14
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#8
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Krytan Explorer
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So you throw 2 conditions and then only a 2 skill spike at the target...
No cripple, no IAS, but good hex removal... So ummm, why don't you just use Healing Hands and Mending? Atleast then you could use an IAS for better DPS...
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Oct 15, 2005, 01:33 AM // 01:33
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#9
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by pagansaint
So you throw 2 conditions and then only a 2 skill spike at the target...
No cripple, no IAS, but good hex removal... So ummm, why don't you just use Healing Hands and Mending? Atleast then you could use an IAS for better DPS...
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don't need cripple. BR gives 25% IRS which i can maintain the entire battle. my target never gets away. i love it when they run. more attacks for me and less actions for them.
takes about 3 attacks to charge everything up after activating BR. once charged unleash it all for 399 dmg in 5 sec. target will fall if you have even a 2nd team member hitting your target.
hand and mending is crap as most wars just use it on themselves. then what do you do when there is e denial. nothing you just stare at them as you wait 7 sec to recharge the 5 to use them. by then another e denial. leave the healing up to your monk. you need hex removal for your casters. got purge for those pesky n/mes that stack 8 anti war hexes on me. blind is also a pain while trappers are running around throwing dirt.
its a nice support character that can deal dmg, doesn't get shut down by e denial or hexes.
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Oct 15, 2005, 01:41 AM // 01:41
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#10
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by cookiehoarder
30 second recharge time, but yeah I see where you are going.
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i know hate the recharge but what can you do? only 2 mass hex removal spells on game. can't hit yourself with convert hexes.
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Oct 15, 2005, 02:02 AM // 02:02
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#11
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Krytan Explorer
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Umm 399 damage from deep wound, galrath and final thrust?
First they wont be below half when you get them with final thrust without help. so a good bit of that damage goes away.
Ignoring that, how long does it take for any halfway decent healer to heal 250+ damage? 1 second maybe 3 if they use spammables.
Using BR you can't use IAS which means your attacks are coming at 1.33 seconds, a heal that casts in less than a quarter of the time one of your attacks gets off, negates half you damage.
And a second heal/protection is coming within the time it takes you to swing again.
Spike negated. Too slow.
Your adrenaline goes away every time you re use BR. So congratulations, you just got run away from your healers and anyone that can finish the job killing whoever you just chased. All that adrenaline you gained from hitting them in the back just disappeared due to you having to reuse BR. They use a stance or a self defense technique(snare/blind/sympathetic visage) and you become useless and run out of adrenaline and cannot re use BR.
No Savage Slash that can seal the spike and put your damage from annoying into dangerous on a caster.
2 mediocre hex removals and one is a long recharge combo hex/condition remover.
So yeah, Mending used on your monk or another caster on your team, and Healing hands to defend another of your casters for them to kill the target you are harrassing would work better than Purge Signet and Holy Veil. Also you can now use an IAS to speed your spike and up your DPS.
It takes you 10.64 seconds to build the adrenaline to charge the spike.
4x1.33s to activate BR, then an additional 4x1.33s(since the activation of BR drops you to 3 adrenaline each skill) for the 10 adrenaline needed to build for the full Final Thrust Spike.
It takes you another 5.32 seconds to deliver the spike.
It takes a standard IAS 10 seconds to build the adrenaline.
10x1s attacks.
It takes a standard IAS 4 seconds to deliver the spike.
BR Time: 15.96 seconds
IAS Time: 14 seconds
Thats just for time of delivery and adrenaline build up.
That has nothing to with the added damage from the faster and greater quantity of attacks.
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Oct 15, 2005, 02:51 AM // 02:51
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#12
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by pagansaint
Umm 399 damage from deep wound, galrath and final thrust?
First they wont be below half when you get them with final thrust without help. so a good bit of that damage goes away.
Ignoring that, how long does it take for any halfway decent healer to heal 250+ damage? 1 second maybe 3 if they use spammables.
Using BR you can't use IAS which means your attacks are coming at 1.33 seconds, a heal that casts in less than a quarter of the time one of your attacks gets off, negates half you damage.
And a second heal/protection is coming within the time it takes you to swing again.
Spike negated. Too slow.
Your adrenaline goes away every time you re use BR. So congratulations, you just got run away from your healers and anyone that can finish the job killing whoever you just chased. All that adrenaline you gained from hitting them in the back just disappeared due to you having to reuse BR. They use a stance or a self defense technique(snare/blind/sympathetic visage) and you become useless and run out of adrenaline and cannot re use BR.
No Savage Slash that can seal the spike and put your damage from annoying into dangerous on a caster.
2 mediocre hex removals and one is a long recharge combo hex/condition remover.
So yeah, Mending used on your monk or another caster on your team, and Healing hands to defend another of your casters for them to kill the target you are harrassing would work better than Purge Signet and Holy Veil. Also you can now use an IAS to speed your spike and up your DPS.
It takes you 10.64 seconds to build the adrenaline to charge the spike.
4x1.33s to activate BR, then an additional 4x1.33s(since the activation of BR drops you to 3 adrenaline each skill) for the 10 adrenaline needed to build for the full Final Thrust Spike.
It takes you another 5.32 seconds to deliver the spike.
It takes a standard IAS 10 seconds to build the adrenaline.
10x1s attacks.
It takes a standard IAS 4 seconds to deliver the spike.
BR Time: 15.96 seconds
IAS Time: 14 seconds
Thats just for time of delivery and adrenaline build up.
That has nothing to with the added damage from the faster and greater quantity of attacks.
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all your math is way off. 1.33*5 = 6.65 (round to 7 if you want) its takes me 7 seconds to gain 10 energy under BR. 3 hits after you activate it the first time all skills are charged. every 7 seconds you are fully charged. 5 sec to fire off full spike = 12 sec total. 10 sec to charge evis and excutioner's by your math and 4 sec to fire off. that's 14 seconds for full adrenaline gain and skill execution. only real difference is that my attack is slower but only a 1 sec difference between IAS and normal attacks to fire off spike.
IAS has an adrenaline curve. for each skill you use to take 1 adrenaline away from your other skills. BR doesn't suffer that curve and nets 1 adrenaline while you use your skills. its for consistancy. after you spike the first time it takes you 15 sec to spike again. after my first spike which is about 12 sec it takes me 7 sec to charge another one.
math on dmg is by real numbers. bleeding is 6 hp per sec. takes about 5 sec to fire off full spike. so here is its:
sever 30 + 30 (bleeding over 5 sec) + gash 60 + 100 (deep wound) + galrath 80 (300 dmg before final hits) + final 110 = 410 dmg every 7 sec
i have no problem losing all adrenaline seeing after i use final thrust its gone anyways and then takes 2 hits to charge BR up for renewal.
holy veil is one of the best removals on the game. non attribute so i need nothing to buff it. makes hexers cast 2x slower giving more time to bash and keeps them in place longer. most hexs have long cast times. making them 2x longer is much better than removing it most of the time. i only remove veil on monks with backfire.
since your argument of healing 250+ in 1 sec and your spike fires off in 4 sec then it can be countered just as mine can. while the monk runes away from you and cast more heals you have to decide to use a running stance or an IAS stance. running has a long recharge after you catch him hit ias and he runs again. now your sprint is recharging while he is taking no dmg.
best healing on the game is to never let the dmg happen. hands and mending isn't going to save you long. while my hex removal just drained energy from caster and slowed them down at the same time. 1/4 casting for a good cover enchantment if removed.
this isn't a 1 man team this is only 1 peice of it. its to complement the monk while not losing any dmg or attacking time casting spells.
Last edited by twicky_kid; Oct 15, 2005 at 02:53 AM // 02:53..
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Oct 15, 2005, 03:30 AM // 03:30
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#14
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by pagansaint
BR takes 4 adrenaline. thats 4 after 5.32 seconds. Use BR. down to 3 on all attacks. Gaining double adrenaline. Need 4 swings to connect to get the additional 7 adrenaline. thats ANOTHER 5.32 seconds.
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WRONG. 2 adrenaline a hit. after BR. you are right on 5.32 for 4 adren. activate BR down to 3. hit 5, hit 7, sever net 1 adrenaline 8, gash 9 adren, galrath 10 adren, final spike done. hit 2 more renew BR.
after your first spike ias losses steam, BR doesn't. since my BR is lasting 16 sec i can get a full spike + a sever and gash out before duration up and renewed.
the dmg and timing is about the same. only difference is the time it takes to execute full spike. 1 second difference between ias and BR.
1 attack/sec = 1 adrenaline/sec. ias 1 sec attacks will take 7 seconds to charge evis and executioner's to full w/o using any other adrenaline skills. 4 seconds to fire off full spike. that's 11 seconds.
BR 7 seconds to charge up 5 seconds to fire off spike. that's 12 seconds.
the dmg is comparable and the time it takes is comparable, but i have a constant 25% run w/o losing any steam. while you have to replace your ias stance with a running skill.
not saying its better buy huge amounts. not saying its better at all when you look compared to standard ias. its more for utility while not losing affectivness.
good post on figures for ias though. you have to use BR alot before you can get the numbers down right.
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Oct 15, 2005, 06:26 AM // 06:26
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#15
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Wilds Pathfinder
Join Date: Sep 2005
Profession: N/Me
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I tried battle rage with a sword ages ago, seemed to work nicely
Only trouble is you gota renew BR after your Final Thrust so you dont totally gimp yourself.
If you dumped sever and gash and used fear me and watch yourself, would be nice eh. Im thinkin tombs here where martyr and Restore condition is on most teams
Theory : (Im just guessing this)
Gain 4 adren for BR, now you got 0 left.
In 2 hits you can spam both tactics off reducing your adrenaline to 2 its not such a great spike but you can shoot off a Fear Me every 2 hits
So in theory atleast you should get fear me out every 3 Seconds? Just my theory crafting here lol
Last edited by tafy69; Oct 15, 2005 at 06:37 AM // 06:37..
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Oct 15, 2005, 01:47 PM // 13:47
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#16
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Krytan Explorer
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Battle Rage ends (emptying your adrenaline) if you use a non-attack skill, which includes "Fear Me!".
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Oct 15, 2005, 03:29 PM // 15:29
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#17
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Wilds Pathfinder
Join Date: Sep 2005
Profession: N/Me
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god damm it, how crap!
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Oct 15, 2005, 04:50 PM // 16:50
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#18
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Rawr.
Join Date: Apr 2005
Guild: Read or Die Stooge Forum
Profession: W/
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Quote:
Originally Posted by neoflame
Battle Rage ends (emptying your adrenaline) if you use a non-attack skill, which includes "Fear Me!".
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...and Purge Signet.
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Oct 15, 2005, 05:35 PM // 17:35
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#19
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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Quote:
Originally Posted by twicky_kid
yukito is known for his anti res sig war mentality, but he has a point.
if i was in 8v8 i would trade something out for IWAY. IAS with BR. that's just spells TROUBLE.
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It spells Rolaids...
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Oct 15, 2005, 11:00 PM // 23:00
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#20
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by Slade xTekno
...and Purge Signet.
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having conditions and hexes stacked on you makes you useless anyways. rather take the adren dump and gain it back in 5 sec than be shut down for 10+ seconds.
also helps out the crew to support monk. the monk cannot do everything. teams i make usually have 2nd monks removing conditions and hexes while the monks focus on healing and protection.
ya tried the fear me when i first made the build. after the first use i changed it. that would be a little toooo overpowered. i would have thought that energy drain would be considered an attack skill but i guess not.
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