Jan 02, 2007, 01:40 AM // 01:40
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#1
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Ascalonian Squire
Join Date: Jan 2007
Profession: W/E
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W/E Advice please.
Hello, I'm sort of new to GW (Prophecies only). I've complete the missions (all 26) with the standard Whammo. However, what I really want to do is make a W/E build.
I've looked at Wiki and so far most of the W/E builds are unfavoured or do not use a sword >_>
I was wondering if anyone has a build for a PvE W/E that uses swords, works henchmen/solo.
Rodgort's knight looked interesting, however it was voted unfavoured and I have no idea why.
Thanks if anyone can help me out.
Last edited by XingLoong; Jan 02, 2007 at 01:51 AM // 01:51..
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Jan 02, 2007, 04:54 AM // 04:54
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#2
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Academy Page
Join Date: Feb 2006
Guild: Forever Knights
Profession: Me/
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I suggest fitting Armor Of Earth into your build, a great armor buff. I personally do not think there is much potential for a damge boost because of the warriors low energy efficiency.
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Jan 02, 2007, 06:02 AM // 06:02
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#3
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Lion's Arch Merchant
Join Date: Jun 2006
Location: Hong Kong
Guild: Romantically Lethal [RoLe]
Profession: R/Mo
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Why are you even using a sword? Or /E for that matter?
PvE or PvP?
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Jan 02, 2007, 06:09 AM // 06:09
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#4
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Banned
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Quote:
Originally Posted by Silk Weaver
Why are you even using a sword? Or /E for that matter?
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Because he can?
Quote:
Originally Posted by Silk Weaver
PvE or PvP?
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Quote:
Originally Posted by XingLoong
I was wondering if anyone has a build for a PvE W/E that uses swords, works henchmen/solo.
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Jan 02, 2007, 06:10 AM // 06:10
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#5
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Ascalonian Squire
Join Date: Jan 2007
Profession: W/E
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Nevermind, xD.
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Jan 02, 2007, 06:11 AM // 06:11
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#6
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Furnace Stoker
Join Date: Nov 2006
Profession: D/W
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try Whirlwind(dont need any air magic just the knockdown)=>"On Your Knees!"=>Gladiator's Defense=>Bonetti's Defense=>Riposte=>Deadly Riposte
just make sure to sword enemys that try to run away
could also try shock for a more reliable Kd, (but with exhaustion)
and if you are new to the game i suggest try another class to. how about necros? just dont wander into MMing thinking "oo an army"... curses is the way to go.
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Jan 02, 2007, 06:19 AM // 06:19
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#7
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Ascalonian Squire
Join Date: Jan 2007
Profession: W/E
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>_> Already made a MM <_<
But I'm trying to make my W more fun.
Cause I'm kind of bored of server artery, gash, Galthra Slash and Finishing Strike >_> and Hundred Blades. With the last 3 Sprint, Vigorous Spirit and Res >_>
If I went W/N all I know would be something like, Sever, Gash, Slash, Finish, Blades, Plague touch possibly a res and something that I don't know what to put.
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Jan 02, 2007, 06:28 AM // 06:28
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#8
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Furnace Stoker
Join Date: Nov 2006
Profession: D/W
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/N also gets greneth's balance, which is amazing
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Jan 02, 2007, 07:01 AM // 07:01
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#9
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Lion's Arch Merchant
Join Date: Jun 2006
Location: Hong Kong
Guild: Romantically Lethal [RoLe]
Profession: R/Mo
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Rodgort idea is usable, and I'd rather go armor of mist, personally, or frigid armor if you're facing burning.
Uhm, in any cae Triple Chop and Cyclone axe is too good to lose for me. Shock/Whirlwind for On Your Knees is also usable, but eh.
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Jan 02, 2007, 07:08 AM // 07:08
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#10
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Desert Nomad
Join Date: Oct 2006
Location: USA
Guild: LOVE
Profession: Me/E
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AoE on Warrior is crap because Warriors have +100 against physical anyway
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Jan 02, 2007, 09:50 AM // 09:50
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#11
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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The OP did specify Prophecies-only...
One spot I'd start looking at is getting hold of an elemental sword (or some other weapon type, if you don't mind turning away from swords) of some kind (except Ebon). The Conjure enchantments are a nice boost if you have a spare space in your skillbar.
I'm a fan of the principle of letting people come up with their own builds, but here's some advice:
General: Most PvE W/E builds I've seen are generally looking towards the point blank area-of-effect spells, relying on the Warrior's higher armour to survive where a primary Elementalist might not (or where the latter would at least need to expend more effort on defense. This role is made somewhat obsolete by the Dervish, but I think the W/E does still have some advantage in versatility - they can mix PBAOEs with single-target can-opener attacks in a way that the Dervish can't really achieve.
The alternate usage is essentially the super-tank - using those skills intended to make the Elementalist a little bit more survivable to make yourself an even harder nut to crack.
One thing to keep in mind with W/E builds are the often-high energy demands of the Elementalist side. In my experience, the Energy Glyphs (the only real energy management on the Elementalist side available to a W/E) generally take up valueble time you could be swinging a weapon. However, the Warrior energy management skills like Bonetti's Defense and Warrior's Endurance are worth experimenting with. In a similar vein, it's worth taking mostly adrenal skills on the Warrior side to save energy for Elementalist skills.
Working through the individual elements:
Air: Mostly used for knockdowns - most infamously, through Shock (and, formerly, Gale), but more commonly in PvE around Whirlwind. As suggested above, use this with skills that key off your enemy being knocked down (admittedly, these are mostly in Hammer Mastery). Alternatively, you could try using Glimmering Mark to keep your enemy blinded in concert with a shocking weapon - generally most effective against small numbers of single opponents or enemies that can be relied on to cluster. It's generally not worth the effort if the enemy scatters.
Earth: The most common element for an uber-tank build, employing defensive skills such as Armour of Earth (but note the speed reduction can be a problem) and the various Wards. You don't have a Conjure spell for this element, but on the offensive side you have Aftershock (generally combined with hammer knockdowns or, although this is costly in attribute points, Whirlwind) and Crystal Wave (good against opponents with high armour, but make sure no-one in your party is making heavy use of conditions).
Fire: Purely offensive, here. You appear to have already found Mark of Rodgort, which I experimented with back when it was single-target and cost 25 energy. In it's current form, I'd probably look closely at combining it with Hundred Blades and a fire sword. On the other side of things, or possibly combining with this, you have the fire-based PBAOEs - Inferno is probably the best for a warrior out of the Prophecies choices, although there are ways to make the other choices (Flame Strike, Phoenix, and Lava Font) work. Just keep in mind the disadvantages in each (Flame Strike will drain your energy very quickly if you try to spam it without some impressive energy management, Phoenix has the long casting time (although the big damage when it does hit can be worth it) and Lava Font has the general problem with DoT effects).
Water: Not my favourite element, but I think most of the notes for Earth apply here, with different skills: Armour of Frost and Armour of Mist give some extra armour in a pinch (note that, unlike Armour of Earth, you're not going to be able to keep them up permanently, but on the other hand they don't have the downside - Armour of Mist even gives you a speed boost) Offensively, Water Magic skills are more inclined towards hampering your opponents, and aren't really energy-efficient means of doing damage - with mobs being more inclined to kite nowadays, however, Water slowdowns may may be more useful than back when I was trying it out.
There we go, I hope that helps you in thinking up some evil builds of your own...
One more thing, however: It's worth checking the discussion page of any build on the wiki you're thinking about using, especially the unfavoured ones: They can often give you insight as to why they were unfavoured that could be used to improve the build. Or, in this case, reveal that the build has been extensively overhauled and is up for reevaluation.
Good luck! I've personally been having a lot of fun with the W/E combination - there are just so many options for creative mischief, even if you are restricted to Prophecies skills.
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Jan 02, 2007, 12:10 PM // 12:10
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#12
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Ascalonian Squire
Join Date: Jan 2007
Profession: W/E
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Thanks for the tip, I did find a Fiery Dragon Sword, +14%, 15-21 dmg >_>
That might make things interesting >_>
I was wondering if this was a good setup:
Conjure Flames, Mark of Rodgort, Hundred Blades, Sever Artery, Gash, with a Res.
For the last two, I'm not sure what to take, not familiar with E skills >_>
I might choose Bonetti's defense as suggested for energy >_>
So the fight MIGHT go like, Conjure Flames, Mark, HB, combo with Sever and Gash whenever and finish with Bonetti's defense and repeating the mark of rodgort once more before conjure flames again?
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Jan 03, 2007, 02:06 AM // 02:06
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#13
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Furnace Stoker
Join Date: Nov 2006
Profession: D/W
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well, i dont think telling him to use conjure enchantments is that great of advice. they really dont add that much damage. there are better things to invest energy and attribute points in than conjures.
also on a sword warrior, dont ever, ever, ever forget riposte and deadly riposte. 2 of the best skills in the game. imho
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Jan 03, 2007, 03:00 AM // 03:00
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#14
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Krytan Explorer
Join Date: Jan 2006
Location: NJ
Profession: W/E
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This is my W/E setup (I've played all 3 campaigns--PVE; I'm sure a lot of the PVP vets might not like this build too much):
Armor: Glad's
Runes: Superior Absorption, Superior Vigor, Superior Swordsmanship, Minor Stength, Minor Tactics
Weapon: Fiery Dragon Sword of Fortitude
Shield: the best one you can get (I use an Exalted Aegis, from Factions, which gives me extra damage absorption and health. I dont know what shield you might get in Prophecies that might be an equivalent of this).
Here's a build I've used for a while (when I'm using Fire skills, which I like the most)--it's a pretty good one, IMO:
-Res Sig (because everyone should have this in their build)
-Endure Pain (takes some pressure off your monk)
-Warrior's Endurance (let's you build up your energy while fighting)
-Mark of Rodgort (I like this one when using an FDS)
-Inferno (nice for inflicting some damage on surrounding foes)
- attack skill
-attack skill
-attack skill
Lately, I've been using 3 adrenaline skills (sever artey, gash, final thrust); I don't really like an all energy build for a warrior. These you can experiment with; there are some good combinations (Riposte/deadly Riposte was mentioned before, or, if you're going up against some casters, possibly an interrupt skill like Savage Slash will do OK).
I carry a few different swords, because I like to experiment with the other elemental skills--I have a shocking sword when I feel like using the Air skills, and I have a few "Cold" (Icy) swords for folling around with the Water skills.
This is NOT a solo build; it's a good build with a balanced party. I do think, in PVE, you have a lot of flexibility with creating some builds. I used to use the "Untested Builds" on guildwiki as a basis for some ideas, but they've removed a majority of the more intersting ones.
I'm in Prophecies every now and then, whisper me if you want to run through a few ideas...
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Jan 03, 2007, 04:46 AM // 04:46
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#15
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Ascalonian Squire
Join Date: Jan 2007
Profession: W/E
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Okay thanks alot ^_^.
I was wondering if I wanted an Air version how that would go about.
Cause currently my best weapon believe it or not is a Lightning mod sword, 15-22 +15% dmg while enchanted >_>.
Also I was wondering about that Solo Fest 2005 Warrior/Necro build, does that still work?
Cause I need gold for some skills ._. 1 Platinum is too expensive T_T.
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Jan 03, 2007, 05:13 AM // 05:13
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#16
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Furnace Stoker
Join Date: Nov 2006
Profession: D/W
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well just because you have a lightning mod sword dosnt mean you need to use air magic, conjures arent really nessicary
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Jan 03, 2007, 05:28 AM // 05:28
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#17
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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Quote:
Originally Posted by Coloneh
well, i dont think telling him to use conjure enchantments is that great of advice. they really dont add that much damage. there are better things to invest energy and attribute points in than conjures.
also on a sword warrior, dont ever, ever, ever forget riposte and deadly riposte. 2 of the best skills in the game. imho
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I did specify 'if you have space in your skillbar'. And I also wouldn't make it the sole skill of a given attribute, either - it isn't worth putting points in the attribute for Conjure alone, but it can be if you have some other skill from that attribute, especially if you combine it with skills like Hundred Blades and Flurry that increases the number of times you attack in a given time. The energy I don't think is too onerous - it has a long enough duration that it can be precast, and if it wears off in combat you can judge whether it's worth the time and energy to recast on a case-by-case basis.
Sword/air seems to be a combination rather lacking with Prophecies only skills - apart from the classic Shock build and Glimmering Mark, there's not really much a W/E using Air can do that one with another element can't do better without using skills that synergise with knockdowns - and with Prophecies, that means hammers (I just noticed On Your Knees was a Factions skill, which scuttled two paragraphs worth of suggestions. If it makes you feel any better, it did result in a build I'm likely to try out myself). Unless you want to try out the Whirlwind/Aftershock combination - but the general consensus on the latter is that it's too expensive in attributes and energy to really be useful on a Warrior primary.
Last edited by draxynnic; Jan 03, 2007 at 05:33 AM // 05:33..
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Jan 03, 2007, 07:43 AM // 07:43
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#18
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Ascalonian Squire
Join Date: Jan 2007
Profession: W/E
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Thanks draxynnic for all the input ^_^
I'll try out when I have time and try the variations.
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Jan 03, 2007, 07:56 AM // 07:56
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#19
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Forge Runner
Join Date: Jul 2006
Guild: Grenth's Rejects [GR]
Profession: R/Mo
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I used Shock Axe for all of the Elonian Storyline with little to no problems; the only problem came in Gate of Pain when I had a random Ranger bitch on how I am not the elite Wamo tank of awesomeness despite fighting caster-heavy classes.
Drynaxxic covered it but I might as well add my input as well.
Air Magic: Shock ftw, Gale got the nerf that killed it. Also Conjure Lightning if you invest in enough air and have a shocking weapon.
Earth Magic: Stoneflesh Aura, Armor of Earth, Magnetic Aura, and alot of other spells dictate that you won't die through physical methods.
Fire Magic: Only good skills i can see is the Conjure spell or Burning Speed/Flame Djinn's Haste. Mark of Rogdort may be good if a Fire Axe = Fire damage but I am unsure about this.
Water Magic: Frigid Armor owns Searing Flame spike. No Burning = No chance. A guildie of mine experimented with Mirror of Ice and had some good results, but I don't like the one-use only stipulation.
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Jan 03, 2007, 09:02 AM // 09:02
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#20
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Wilds Pathfinder
Join Date: Aug 2005
Guild: Natis Ignigena
Profession: Me/
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I think that Mark of Rodgort's energy cost of 15 takes it out of the equation for most warrior builds to be honest.
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