Nov 07, 2005, 08:58 PM // 20:58
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#1
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Ascalonian Squire
Join Date: Oct 2005
Guild: Immortal Souls Forever
Profession: W/Mo
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W/Mo, Hammer Build?
Can't really find a good W/Mo build with hammer, i have vamp on my hammer so i degen and i have mending on my bar, should i take off mending? and just stick to fighting skills?
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Nov 07, 2005, 09:55 PM // 21:55
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#3
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Wilds Pathfinder
Join Date: Sep 2005
Location: my house
Guild: The Cutting Edge [TCE]
Profession: N/
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i've never been a warrior, so this may be BS...
but i think you should take holy strike and go KD/HS. that's a good, if not better alternative to a W/E KD/AS...
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Nov 07, 2005, 10:10 PM // 22:10
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#4
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Desert Nomad
Join Date: Mar 2005
Location: UK
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The added damage isnt really worth it over a utility skill like rend, ji, soh and so on. A normal hammer kd chain knocks out a lot of damage, and combined with another warrior/s its plenty.
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Nov 07, 2005, 10:22 PM // 22:22
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#5
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Wilds Pathfinder
Join Date: Jun 2005
Profession: N/W
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Am I I the only one who prefers earthshaker over devastating . i always use earthshaker since its only 1 more hit yet aoe knockdown
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Nov 07, 2005, 11:33 PM // 23:33
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#6
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Krytan Explorer
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Meh, devastating leads into heavy blow so nicely it's hard to resist.
It's like people using eviscerate because of all the deep wound combos.
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Nov 07, 2005, 11:51 PM // 23:51
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#7
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Jungle Guide
Join Date: May 2005
Location: New Jersey
Guild: Idiot Savants
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Quote:
Originally Posted by Everous
16 hammer
Rest in strength for pure hammerer. If you want to take advantage of your secondary for enchant removal, buff etc, then you split either 8 or 10 points into that. 8 points if its enchant removal etc which doesn't require a lot of points and 10 for damage buff or direct damage where more=better.
Template:
Devastating Hammer
[Crushing Blow / Utility Slot]
Mighty Blow
Hammer Bash
Irresistable Blow
Frenzy
Sprint
Rez sig
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That's just about perfect, except I'd label the utility slot as mighty blow. You want the deep wound that Crushing blow will be giving you.
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Nov 08, 2005, 12:05 AM // 00:05
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#8
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Krytan Explorer
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The problem isn't only that the deep wound may come from other sources in your team making Crushing less useful depending on what you're running with. I figure also that the energy cost is going to be high. Not sure I'm comfortable with 4 skills at 5 energy a piece and then maybe one 10 energy util on top of that.
Last edited by JYX; Nov 08, 2005 at 12:09 AM // 00:09..
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Nov 08, 2005, 02:41 AM // 02:41
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#9
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Krytan Explorer
Join Date: Jul 2005
Location: Illinois
Guild: None
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Earthshaker is bad since its not actually a "targetable attack", that is, if the target is running away from you he/she will gain some distance from you in the time it takes to do the animation for the attack. With Devestating its not a problem but Earthshaker it is. If they aren't running then you could probably kill them with Backbreaker if you wanted.
Deep Wound is just super good. In my opinion you can never have too many deep wound producing skills, (provided of course, the deep wound is not the whole skill, like Dismember). Deep Wound is suicidal to leave on and even if its removed its eating up time and energy on the other team as a pressure tool. The energy cost is a reasonable concern but I think the Deep Wound is too good to pass on.
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