Jan 06, 2006, 07:48 PM // 19:48
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#1
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Wilds Pathfinder
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W/Me Super Interupter
This is my Super Interupter build.
I have used this for a while in PvE and a little in CA.
It has tested positive for effectiveness against Casters of all types, but is particulaly effective against Monks, Necros, and Elems. It is moderately effective against Rangers and Mesmers. The build is not extremely powerful against other Warriors, but when used wisely can get the job done.
I looked around for any builds that were similar to this and couldn't find any, maybe that's a sign...
Use glads armor and hammer of choice
Hammer Mastery 16 (12+3+1)
Strength 13 (12+1)*
Inspiration Magic 3*
*if using either Ether Feast or Phys Resistance it is better to go with Str. 12 and Insp. 6 for the added boost to those skills (also helps for Mantra of Sig)
Mighty Blow
Irresistible Blow
Power Attack (can substitute Heavy blow if wanting to add a KD)
Dwarven Battle Stance
Leech Signet
Power Drain
(FREE)
(FREE)
Depending on the situation I put two of these in the free slots:
Rez Sig (when out with a group of ppl vs a group of henchies)
Inspired Hex (for emergency energy/hex removal)
Physical Resistance (only if I am not going to encounter much elem magic)
Mantra of Signets (to make Leech much more effective)
Purge Conditions (against a condition heavy opponent)
Sprint (for those just in case moments)
Ether Feast (you can also use Heal Sig but that requires a different attribute setup)
One of the main problems with the build is trying to sense when a major string of skills will be used, AND timing the Dwarven Battle Stance so that it interupts an action on each hit rather than interupting down time. You also need a monk to watch your back (Alesia and Mehnlo usually do well enough).
To use the build just run in and start swinging. Use IB and PA whenever you want, but save enough energy for DBS. Every time MB is charged, use it unless by doing so you would end DBS. Use PD if you see a nasty spell coming, and LS to stop a non spell skill (Troll's or Heal Sig). Try to use MB as closely before DBS as you can so that Adrenaline is not wasted. Start DBS to stop a single skill or when you sense a chain coming. In PvP it is best to start it and then switch targets. Also use DBS to shutdown a monk's healing on a spike target.
I think the optional skills are all self explanatory except, maybe, Inspired Hex. Use it if you want to help you monk a little with hex removal, but only when you are running low on energy or when you have a bad hex on you AND you need extra energy.
I came up with this build because I love playing my Mes primary and I wanted a warrior. I thought about what really kills my mesmer is when I am being interupted and beat on by a warrior.
Any suggestions on making it more effective are welcome.
(I hoope I didn't forget/miss anything, but if I did I aplogize and will add stuff in as I notice it)
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