Apr 21, 2005, 05:51 PM // 17:51
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#1
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Lion's Arch Merchant
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War/Mes axe
11 AXE 8 Str 9 Insp 8 Dom
blackout || Cleave || Disrupting chop || leech sig || power drain || power spike || inspire hex || sprint
Armor: Gladiator
Weap: Best Axe
Off Hand: Best Focus for Insp.
uhh yeah. Blackout spam as much as possible and inbetween use cleave + interupt skills and inspire hex as much as you can. Pretty straight forward. Any questions, comment, or flames on how this sucks? Oh look I fit my whole build in 2 lines too.
EDIT: added armor
Last edited by tektonik; Apr 21, 2005 at 06:00 PM // 18:00..
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Apr 21, 2005, 06:40 PM // 18:40
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#2
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Lion's Arch Merchant
Join Date: Mar 2005
Guild: Elysium Protectorate [EP]
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I would personally get rid of Inspired Hex and take Shatter/Inspired Enchantment instead. Very good to get rid of pesky shielding hands or healing seeds that Monks love to have.
But in general, I believe disruption is something you should rely on primary Me or R. They have much better caster-hate skills and can do so from a safe distance away.
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Apr 21, 2005, 06:42 PM // 18:42
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#3
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Lion's Arch Merchant
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Yeah thats what I want to do drop a 5 en skill for a 15 or 10? No thanks. This is for GvG and meant for locking down so everyone else int he group can kill.
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Apr 21, 2005, 06:57 PM // 18:57
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#4
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Academy Page
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Disrupting Chop
Description: If it hits, this attack interrupts the target's current action. If that action was a skill, that skill is disabled for an additional 20 seconds.
Not sure if this is recent info but if u are going after casters whats the point of disabling skills? or is skills same as spells?
Last edited by Talizar; Apr 21, 2005 at 07:26 PM // 19:26..
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Apr 21, 2005, 07:40 PM // 19:40
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#5
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Lion's Arch Merchant
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Quote:
Originally Posted by Talizar
Not sure if this is recent info but if u are going after casters whats the point of disabling skills? or is skills same as spells?
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yes
adding text because it was a yes or no answer
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Apr 21, 2005, 07:54 PM // 19:54
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#6
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Academy Page
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i still dont understand how this build works, if u blackout someone u are blackingout yourself too, so this is only to shut down one person? and why do u need any other skills at all if all u are doing is spamming blackouts, or u plan on using other skills in the 5 secs u get while blackout still recharges? Also u have a lot of skills that must be cast while someone else is casting...and blacked out person wont be doing much casting will u be switching targets while person is blacked out to perform other skills on people who are able to cast? not saying this is bad build just trying to figure out how u are planning on playing it.
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Apr 21, 2005, 07:58 PM // 19:58
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#7
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Wilds Pathfinder
Join Date: Mar 2005
Location: Sweden
Guild: The Cornerstone
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I don't know where to start with this build...
Back to the drawing board.
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Apr 21, 2005, 08:05 PM // 20:05
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#8
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Lion's Arch Merchant
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You play this build as though you lockdown on one target to prevent him from doing anything. You have 4 interupts + blackout and around 40 energy. 2 interupts give you back energy and 2 dont use energy. cleave is there as an elite and because it is only 4 adren. which is about what I will get right before the next blackout.
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Apr 21, 2005, 09:10 PM // 21:10
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#9
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Academy Page
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I was looking at a similar build. I assume a +1 strength and +3 axe rune, and a +1 axe helmet.
Class: Warrior / Mesmer
Attributes: (cost) '+' indicates Rune attributes
Strength: 10+1 (61)
Axe Mastery: 11+4 (77)
Domination Magic: 10 (61)
Total attribute points used: 199/200
Skills: [Attribute] (Energy, Cast Time, Recharge TIme)
1) Cleave [Axe Mastery] (0,0,4) Axe Attack: If this attack hits, you strike for +25 damage. This is an elite skill.
2) Penetrating Blow [Axe Mastery] (0,0,5) Axe Attack: This axe attack has 50% armor penetration.
3) Executioner's Strike [Axe Mastery] (0,0,8) Axe Attack: If this attack hits, you strike for +40 damage.
4) Disrupting Chop [none] (0,0,6) Axe Attack: If it hits, this attack interrupts the target's current action. If that action was a skill, that skill is disabled for an additional 20 seconds.
5) Blackout [Domination Magic] (10,1,10) Skill: For 5 seconds, all of target foe's skills are disabled, and all of your skills are disabled for 5 seconds.
6) Frenzy [none] (5,0,4) Stance: For 8 seconds, you attack 33% faster but take double damage.
7) Sprint [Strength] (5,0,20) Stance: For 13 seconds, you move 25% faster.
8) Bull's Strike [Strength] (5,0,8) : If this attack hits a fleeing foe, you strike for +23 damage, and your target is knocked down.
Basically, you attack, hit frenzy, hit blackout. By the time black out ends, you have enough adrenaline to swing with your 3 adrenaline attack spells.
After that, frenzy + blackout again. You can skip frenzy if you expect to pull a crowd of unhappy people away from whatever they're doing to save their monk.
You can also use sprint before blackout rather than frenzy if you think you'll need it. Sprint is mainly for Sprint + Bull's Strike to stop a runner from escaping. You could replace Bull's Strike with hex/enchant removal if you want, though.
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Apr 21, 2005, 09:14 PM // 21:14
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#10
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Lion's Arch Merchant
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Yeah I would perfer soemthing like that, in attrib, but look 8 Dom is the same as 10 Dom for blackout, 5 seconds. Also I have a feeling I would run into energy issues if I was asked to lock down a target for a long period of time so I lost some DPS in favor of longevity.
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Apr 21, 2005, 09:29 PM // 21:29
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#11
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Academy Page
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Yeah. I considered taking 6 in inspiration for a gain of 13 (net gain of 8) energy with power drain. That may actually be the way to go.
This would make the combo cost exactly 20 energy, but gain me 13 energy and 10 seconds of regeneration before I need to cast blackout again.
Attack - Frenzy - Blackout. (15 energy spent)
5 seconds of blackout pass (5 seconds of energy regeneration plus 5 seconds to build adrenaline.)
Cleave - Power Drain - Penetrating Blow - Disrupting Chop (cost in order, 4 adrenalin, 5 energy, 5 adrenaline, 6 adrenaline)
I gain 13 energy from drain, easily leaving me with enough to frenzy + blackout again. If they don't cast a spell for me to power drain, I just change the order of the skills and save the power drain for when they do, followed with blackout.
If they are low on health, I try to finish them with executioner's strike rather than going for blackout again.
Sounds good on paper, at least. This is something I am seriously considering trying now...
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Apr 21, 2005, 09:30 PM // 21:30
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#12
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Lion's Arch Merchant
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Hate to burst your bubble but the reasons I only have 4 adren skills is that Blackout erases ALL adren and you dont gain any while under effects of.
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Apr 21, 2005, 09:50 PM // 21:50
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#13
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Academy Page
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Really? Where is this information? I don't find that listed on any sites. We can't be the first people to think of this type of build, so it should be marked somewhere.
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Apr 21, 2005, 09:54 PM // 21:54
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#14
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Lion's Arch Merchant
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I didn't think of this I played this last BWE and I know from experience.
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Apr 21, 2005, 11:18 PM // 23:18
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#15
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Academy Page
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Given that, I see no point in using blackout with an axe user. I'd rather use more interrupt + energy gain spells and just spam away with my axe skills.
I will probably go with several spell disruption + energy gain skills and just fire away with adrenaline axe skills as fast as I can. Ether feast is interesting, too. Maybe something like Cleave, penetrating blow, disrupting blow, frenzy, sprint, ether feast, leech signet, power drain. 10+1 strength 11+4 axe and 10 inspiration
Maybe replace frenzy or sprint with Mantra of Signets to be able to use leech signet twice quickly... I dunno.
Edit: this also gives me inspired enchantment and simpathetic visage as options.
Last edited by Aranarth; Apr 21, 2005 at 11:24 PM // 23:24..
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Apr 23, 2005, 06:11 PM // 18:11
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#16
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Frost Gate Guardian
Join Date: Apr 2005
Location: England
Guild: Dynasty Warriors
Profession: Mo/E
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btw, it's very worthwhile to get domination magic up to lvl 12 (using runes and whatever) if u are using blackout - you disable their skills for 6 secs, so you get a second of skill-usage that they don-t - hence your character is doing more things than they are - a good option is to shutdown a caster with a blackout followed by a backfire - you cast the backfire as soon as skills are available , and because you have a second's cast time over them, you can generally get the backfire in before they cast, further locking them down. However, i tried blackout once or twice, you can only really get it to work in GvG, as your team needs to know that fairly often you can't use any skills.
EDIT:
hmm, i didn't really say what i meant. I find that blackout is only useful on a primary mesmer character, as if you run an IW build, you would find that you can still do things effectively. However, i find that blackout is a bit finicky and generally its just better to conundrum someone and throw down some interrupts - you still shut them down, using guilt/shame/power <xxx>, and get to fuel some of your other skills, so when you have guilt or shame on a char, you know the next skill they cast is going to screw up so you then chuck out an eruption, or conjure phantasm, or something that will make them panic even more - cue rest of the team ripping meaty chunks out of the headless chicken that was your target
Last edited by Jia Xu; Apr 23, 2005 at 08:04 PM // 20:04..
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Apr 23, 2005, 06:16 PM // 18:16
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#17
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Lion's Arch Merchant
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right because 4 attrib is worth 1 second......
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Apr 23, 2005, 06:18 PM // 18:18
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#18
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Academy Page
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This is a primary warrior build, so we have no option for mesmer runes.
We've been talking outside of the boards for a bit, and I've decided to drop black out and just go with power block + disrupting chop for long term spell disabling, backed with leech signet and power drain to make sure I have the energy to allow this.
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Apr 23, 2005, 06:27 PM // 18:27
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#19
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Frost Gate Guardian
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way too much energy. let a mesmer bring blackout. no use doing this
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Apr 23, 2005, 06:38 PM // 18:38
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#20
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Lion's Arch Merchant
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what is the logic of a caster using blackout? A war can at least do moderate damage.
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