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Old Sep 27, 2005, 04:35 PM // 16:35   #1
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Thumbs up The Battery Tank (W/Mo build)

IMPORTANT : For PvE only as it's abyssmal in PvP.

A party-friendly W/Mo for a change. I used this build with PUGs in many post-ascension missions with good results and got positive feedback from teammates.

Attributes
Strenght : 11 + runes + equipment
Axe : 10 + runes + equipment
Tactics : 10 + runes + equipment

Skills
1 - Executioner's Strike
2 - Penetrating Blow
3 - Battle Rage (E)
4 - Watch Yourself!
5 - Doylak Signet
6 - Healing Signet
7 - Succor
8 - Resurrection Signet

This build is very easy and relaxing to play. Cast succor on 2 teammates before the battle. I normaly cast succor on our monk(s), and sometimes on an Elementalist with bad energy management. As this build run with 0 energy most of the time, every other skills are either adrenaline based or signets.

The first two skills are the damage dealers. Battle Rage is very good at charging the two attack skills quickly. Watch Yourself! is quick to charge and transform nearby allies into tanks. Doylak Signet allows you to take more punishment and also lessen the armor penalty of the Healing signet. The Healing signet is a good heal to supplement your team monk.

So when engaging the ennemy, start by casting Doylak Signet, Watch Yourself!, then enter Battle Rage. Signets & "Watch Yourself!" cancel the battle rage stance so the best time to cast them is when Battle Rage is recharged and ready to recast. Use the resurrection signet if your monk dies in action.

What do you think ? What could be done to improve this build ? The main idea of this build is to have Succor on two allies so every other skill must be signet or adrenaline... Also remember this is aimed at PvE only.
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Old Sep 27, 2005, 05:08 PM // 17:08   #2
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I think that you are onto a very team freindly tank. From the looks of it you can deal out damage and take damage as well as increase the effectivness of your teams spell casters (having played a mes/nec pve i'll take all the kindness I can get). You don't get to use cyclone axe but i think the twin succors are worth it. With this build and a good monk and good offensive spell caster I think you could do some damage.
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Old Sep 27, 2005, 05:08 PM // 17:08   #3
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Good Idea, Dont think theres much more for me to say, because I dont really know the warrior attack skills. But as you have a monk watching you, get rid of Dolyak Signet, just slows you down too much. And try to get more adrenaline-based damage skills
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Old Sep 27, 2005, 05:10 PM // 17:10   #4
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I kind of like the Dolyak sig. for the anti knockdown and armor boost. I think if you are in a team with some rangers and mabey another warrior it is ok to use since they will make up for your hindered mobility.
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Old Sep 27, 2005, 05:34 PM // 17:34   #5
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What about stances? Shield stance at the least, it has a long duration.
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Old Sep 27, 2005, 05:39 PM // 17:39   #6
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Quote:
Originally Posted by Eskimo Bob
What about stances? Shield stance at the least, it has a long duration.
1 - Battle Rage is a stance.
2 - Shield Stance cost 5 energy. I don't have energy with 2 succors running.
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Old Sep 27, 2005, 05:43 PM // 17:43   #7
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why dont you use Bonetti's defence stance then? Its uses adrenaline and u gain energy with it..
I think its an interesting build and im gona try it for a while.. maybe change a thing or 2
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Old Sep 27, 2005, 05:44 PM // 17:44   #8
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you lose 1 energy when that allie withy succor casts so when it reaches 0 the enchants are gone..

aint it?
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Old Sep 27, 2005, 05:50 PM // 17:50   #9
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With Dolyak Signet and Watch Yourself, there is almost no need to have Bonetti's or Shield Stance. You won't be taking a lot of damage (at least you shouldn't be).
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Old Sep 27, 2005, 05:54 PM // 17:54   #10
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Quote:
Originally Posted by Spray
why dont you use Bonetti's defence stance then? Its uses adrenaline and u gain energy with it..
I think its an interesting build and im gona try it for a while.. maybe change a thing or 2
Bonetti's defence give me energy when I get attacked, however, everytime one of my 2 "Succored" allies cast a spell I loose 1 pts of energy, so in the heat of battle, it wouldn't be usable.
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Old Sep 27, 2005, 05:55 PM // 17:55   #11
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Quote:
Originally Posted by stefan16
you lose 1 energy when that allie withy succor casts so when it reaches 0 the enchants are gone..
I haven't done this double succor build yet, but I would guess that going down to zero energy would not cancel them out, since you are still regenerating 2 pips and those two take away 2 pips. I don't think going negative in energy doesn't cancel out that effect, but I'm not sure.
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Old Sep 27, 2005, 05:58 PM // 17:58   #12
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Quote:
Originally Posted by stefan16
you lose 1 energy when that allie withy succor casts so when it reaches 0 the enchants are gone..

aint it?
Nope, maintained enchantment remove 1 pip of energy regeneration and that's it. For example, if I cast succor on 3 party members, I will get 1 pip of energy degen. When I hit 0 energy, and can't maintain the third required pip so the last succor will go away. As a matter of fact, I'm at 0 energy most of the time.
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Old Sep 27, 2005, 06:12 PM // 18:12   #13
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Problem is, you most likely can't use a zealous axe/sword since that will only let you maintain 1 succor at a time. And without zealous, you can't replace succor when it's stripped off of the monk.
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Old Sep 27, 2005, 06:20 PM // 18:20   #14
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Quote:
Originally Posted by Red Locust
And without zealous, you can't replace succor when it's stripped off of the monk.
True, if the succor get stripped, the monk isn't getting it back until the end of the fight. However, an experienced monk can avoid getting its enchantment(s) stripped by not doing alesia-style tanking and staying in the back lines. (I know, I had a monk running Peace & Harmony and it was rarely dispeled)
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Old Sep 27, 2005, 06:31 PM // 18:31   #15
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Just carry a staff in your extra weapon slot so that if you need to replace the enchantment in a tight situation, you have the energy to do so atleast once.
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Old Sep 27, 2005, 06:40 PM // 18:40   #16
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Quote:
Originally Posted by Eonwe
Just carry a staff in your extra weapon slot so that if you need to replace the enchantment in a tight situation, you have the energy to do so atleast once.
This looks like a good idea, but I don't understand how switching to a staff is supposed to give me 10 energy ? I tough that when switching weapons, the current energy (0 in my case) doesn't change. Am I missing something ?
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Old Sep 27, 2005, 06:43 PM // 18:43   #17
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Heh. Staves give you +10 energy. So if you had 0 energy, then equipped the staff, you'd be at 10 energy. This is the basic concept behind focii swapping for monks as well.
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Old Sep 27, 2005, 06:43 PM // 18:43   #18
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...
its simpy, a staff normaly gives you +10energy without bonuses
so if you switch the weapons, you get that +10 to your pool and can recast succor,
thats how it works
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Old Sep 27, 2005, 06:44 PM // 18:44   #19
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Quote:
Originally Posted by Eonwe
Heh. Staves give you +10 energy. So if you had 0 energy, then equipped the staff, you'd be at 10 energy. This is the basic concept behind focii swapping for monks.
damn I hate my slow computer ... should have been faster :P
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Old Sep 27, 2005, 07:00 PM // 19:00   #20
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Quote:
Originally Posted by Eonwe
Heh. Staves give you +10 energy. So if you had 0 energy, then equipped the staff, you'd be at 10 energy. This is the basic concept behind focii swapping for monks as well.
Interesting, I didn't knew about this mechanic. Does this means, I could have 2 staves, cast a spell, switch to the second staff, cast a spell, switch back to the first staff, cast a spell, switch the the second staff, etc ?

If that's the case, it must be kind of weird from the game designers point of view. IMO, switching to a staff should only increase the max energy, not the current.
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