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Old Mar 28, 2005, 11:33 PM // 23:33   #1
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Default Questions My warrior build v.1

Look at this and tell me what you think.?


Attribute Calculator Character Dump


Class: Warrior / Elementalist

Assumed items:
+3 to Strength
+3 to Tactics

Attributes: (cost)
Strength: 10+3 (61)
Swordsmanship: 12 (97)
Tactics: 8+3 (37)

Total attribute points used: 195/200


Skills:
1) Endure Pain - (10,0,30) For 12 seconds you gain an additional 272 health.
2) Warrior's Cunning - (10,0,60) For 10 seconds, your melee attacks cannot be blocked or evaded.
3) Hundred Blades (elite) - (5,0,8) Swing twice at target foe and foes adjacent to your target. This is an elite skill.
4) Sever Artery - (4a,0,0) If this attack hits, the opponent begins bleeding for 21 seconds, losing health over time.
5) Gash - (7a,0,0) If this attack hits a bleeding foe, you strike for 9 more damage and that foe suffers a deep wound, lowering that foe's maximum health by 20% for 17 seconds.
6) Galrath Slash - (8a,0,0) This attack strikes for +32 damage if it hits.
7) Riposte - (4a,0,0) For 8 seconds, while you have a sword equipped, you block the next attack against you, and your attacker takes 29 damage.
8) Healing Signet - (0,2,4) You gain 123 health. You take double damage while using this skill.
Attached Images
File Type: jpg cliffwarriorv1.jpg (108.4 KB, 168 views)

Last edited by Mss Drizzt; Mar 29, 2005 at 12:35 AM // 00:35..
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Old Mar 28, 2005, 11:35 PM // 23:35   #2
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icons don't really mean much to me. could you post the calculator output?
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Old Mar 28, 2005, 11:42 PM // 23:42   #3
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What do you mean by the output. Dam. of each skill.?
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Old Mar 29, 2005, 05:19 AM // 05:19   #4
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Quote:
Originally Posted by Mss Drizzt
Attributes: (cost)
Strength: 10+3 (61)
Swordsmanship: 12 (97)
Tactics: 8+3 (37)
If you go 11/10/10, you can use less runes but achieve the same result.

Also, warrior's cunning is really bad right now, I wouldn't use it.

I don't think having both strength and tactics is optimal, you can rely on strength for a shield, and go secondary monk. There are some nifty offensive options there as well, consider strength of honor.
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Old Mar 29, 2005, 05:47 AM // 05:47   #5
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Thank You for the input. I am trying to max my damage. While staying alive.
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Old Mar 29, 2005, 08:22 PM // 20:22   #6
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Only in PvE do you have to worry about staying alive warriors are the last targets in PvP and if they happen to attack you your healers should be more than capable of keeping you alive because of your armor. Although you do take some healing load off of the healers by carrying a signet of healing i dont think its worth it because when you really need it is when it will hurt you the most.

Pick up some way to interupts like distracting blow its usefull when trying to kill monks. You shoul also find some skills from your secondary to buff your damage.
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Old Mar 30, 2005, 12:53 AM // 00:53   #7
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I suggest that people don't say

Quote:
warriors are the last targets in PvP
This is GW. Any class can make a build that can be made to specifically target a warrior and kill him.

Anyways, nice build Drizzt. And I suggest what you do what Zrave said. The only suggestion I have, is take out Warriors Cunning for Watch Yourself, Frenzy, or Power Attack.
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Old Mar 30, 2005, 04:18 AM // 04:18   #8
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Why? does it not make sure that all my sword skill's will land. That way I will always have the adren. for each skill and that I get the max for each attack.

Not trying to be scarcastic. I would just like to understand your reasoning a little better.
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Old Mar 30, 2005, 04:34 AM // 04:34   #9
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Warrior's Cunning lasts 10 seconds and has 60 second recharge. In my opinion that's way too long of a recharge to make it effective for a warrior. 5/6 of the time that skill is just sitting in your skill bar taking up space. And it's a skill you want to be using as much as you can, not one you will need to use occasionally to protect yourself like a defensive stance.

And warriors do tend to be one of the last targets in PvP, especially if their secondary isn't Monk. It's not that people can't make builds to take warriors down, it's just usually more beneficial to take down healers and casters first.
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Old Mar 30, 2005, 06:30 AM // 06:30   #10
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Ah it was my bad I didn't explain it. Here is the description for healing signet I’ve bolded the dangerous part. what this means is that you will have a very hard time using it in combat because when you want to use it your generaly taking a lot of damage and it will require a defensive skill to increase your evasion or some luck to use it and not get hit for some serious damage. This skill gets worse the more people targeting you.

You gain 40-130 health. You take double damage while using this skill.

I also agree with Kha the downtime for warriors cunning makes it so you can only use it twice in a battle since they last around 2 minutes. Blocking and evading skills are also not that prominent if someone wants to disable a warrior they blind, weaken or cast a hex that causes them to miss. This is because most of the evasion or blocking skills are self only skills and thus not that helpful to a team. Where as no matter what target a warrior switches to blind will screw him up.

No skill is set in stone though they may change warriors cunning to make it useful

Last edited by Draken; Mar 30, 2005 at 07:02 AM // 07:02..
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Old Mar 30, 2005, 06:35 AM // 06:35   #11
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Don't use Warrior's Cunning. It's just plain awful now. 17% efficiency and an awful effect makes for frowntown. Take something like Griffon's Sweep or Seeking Blade if you're that worried about your attacks getting avoided.

Also, why are you a Warrior/Elementalist? You're not using anything from your secondary and that's a bit of a glaring oversight. You can't find anything on any other profession that might help you out here?
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Old Apr 02, 2005, 06:26 PM // 18:26   #12
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here check this one out and see if it is any good.

Class: Warrior / Elementalist

Assumed items:
+2 to Strength
+2 to Swordsmanship

Attributes: (cost)
Strength: 10+2 (61)
Swordsmanship: 10+2 (61)
Tactics: 9 (48)
Water Magic: 7 (28)

Total attribute points used: 198/200


Skills:
1) Endure Pain - (10,0,30) For 12 seconds you gain an additional 258 health.

2) Ice Spikes - (15,2,15) Target and nearby foes are struck for 45 cold damage and are slowed for 4 seconds.

3) Hundred Blades (elite) - (5,0,8) Swing twice at target foe and foes adjacent to your target. This is an elite skill.

4) Sever Artery - (4a,0,0) If this attack hits, the opponent begins bleeding for 21 seconds, losing health over time.

5) Gash - (7a,0,0) If this attack hits a bleeding foe, you strike for 9 more damage and that foe suffers a deep wound, lowering that foe's maximum health by 20% for 17 seconds.

6) Galrath Slash - (8a,0,0) This attack strikes for +32 damage if it hits.

7) Armor of Frost - (5,1,45) For 21 seconds, you gain +40 armor against physical damage, but -24 armor against fire damage. Armor of Frost ends if you use any Fire Magic.

8) Healing Signet - (0,2,4) You gain 108 health. You take double damage while using this skill.
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Old Apr 02, 2005, 06:50 PM // 18:50   #13
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I'd get rid of Ice Spikes. 15 energy is a big chunk that could be used better in your build, like keeping Endure Pain/enchantments/stances up as much as possible and using Hundred Blades. If you do want something like Ice Spikes, I think Frozen Burst works better with a warrior (quicker caster, longer slowing, but longer recharge.)

I'm questioning the use of Armor of Frost in your build. If you are using it for PvE, then it seems like a great spell to add in there, but if it is for PvP or GvG then it seems there could be something better. From my experience, warriors tend to be the target of magic first before physical attacks. Swirling Aura would be nice if it had a quicker recharge and you had more in your Water Magic. A stance from Tactics might be good to cover the downtime of Endure Pain.

And if you are going with /E, then you might want to get Conjure of Frost to help with your damage output. Great with Hundred Blades.
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Old Apr 03, 2005, 02:43 AM // 02:43   #14
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Ever try looking at the earth elemental pool? i created a Warr/Elem last beta using earth spells and ive gotta say for PvE he does increadibly well using adrenaline skills for offense and earth def buffs, earth spells slow you down, but most have almost no casting time so you can cast them in the midst of battle, and generally they are short enough to have worn off by the time you have to do any serious running. I can see where this would be a massive disadvanatge in PvP tho... Look into the wards, these have an AoE which could help other allies around you as well, without the reduction in speed you get from armor of earth. Tho it is at abit hefty price... 10 energy per ward is alot for a warrior to consider.
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Old Apr 03, 2005, 03:07 AM // 03:07   #15
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Quote:
Originally Posted by Tanik
Though it is at abit hefty price... 10 energy per ward is alot for a warrior to consider.
As long as your attacks are mostly adrenaline based, 10 energy for a ward spell is worth it.
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Old Apr 03, 2005, 03:15 AM // 03:15   #16
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ok how about this.

Attribute Calculator Character Dump


Class: Warrior / Elementalist

Assumed items:
+2 to Strength
+2 to Swordsmanship

Attributes: (cost)
Strength: 10+2 (61)
Swordsmanship: 11+2 (77)
Tactics: 10 (61)

Total attribute points used: 199/200


Skills:
1) Endure Pain - (10,0,30) For 12 seconds you gain an additional 258 health.
2) Hundred Blades (elite) - (5,0,8) Swing twice at target foe and foes adjacent to your target. This is an elite skill.
3) Sever Artery - (4a,0,0) If this attack hits, the opponent begins bleeding for 22 seconds, losing health over time.
4) Gash - (7a,0,0) If this attack hits a bleeding foe, you strike for 9 more damage and that foe suffers a deep wound, lowering that foe's maximum health by 20% for 18 seconds.
5) Galrath Slash - (8a,0,0) This attack strikes for +35 damage if it hits.
6) Riposte - (4a,0,0) For 8 seconds, while you have a sword equipped, you block the next attack against you, and your attacker takes 27 damage.
7) "Shields Up!" - (10,0,30) For 16 seconds, you and nearby allies gain 50 armor against piercing damage and 30% chance to block incoming projectile attacks.
8) Healing Signet - (0,2,4) You gain 115 health. You take double damage while using this skill.
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Old Apr 03, 2005, 04:17 AM // 04:17   #17
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I think "Watch Yourself!" would be better than "Shields Up!"

Riposte is good for PvE, but for PvP you might want to go with Sprint or Rush for when they start to run, or even Berserker's Stance for more damage and adrenaline.
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Old Apr 03, 2005, 04:26 AM // 04:26   #18
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Hey were can i find that program?

Looks handy.
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