May 17, 2006, 01:17 AM // 01:17
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#1
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Frost Gate Guardian
Join Date: Apr 2006
Profession: Mo/
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Shock builds
I need a shock/axe and a shock/hammer build for Hero's ascent and couldn't seem to find any listed on in the build directory. Can anyone help me out?
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May 17, 2006, 02:44 AM // 02:44
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#2
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Wilds Pathfinder
Join Date: Oct 2005
Location: A long time ago, in a galaxy far far away...
Guild: Frank Ought To Monk [FotM]
Profession: W/
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Hehe. Normal ones are as follows:
16 Axe
9+1 Strength
9+1 Tactics
Frenzy, Eviscerate, Executioners, Bull's Strike, Shock, Sprint, Heal Sig, Res Sig.
Also, always bring stonefist gloves. No need to explain why.
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May 17, 2006, 04:30 AM // 04:30
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#3
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Frost Gate Guardian
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Quote:
Originally Posted by sh4ft3d
Hehe. Normal ones are as follows:
16 Axe
9+1 Strength
9+1 Tactics
Frenzy, Eviscerate, Executioners, Bull's Strike, Shock, Sprint, Heal Sig, Res Sig.
Also, always bring stonefist gloves. No need to explain why.
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if its HA, remove heal sig or bull strike and get axe rake and conjure lighting. Your DPS as well as spiking will be high. drop tactics and put them into air. That measy heal sig won't make much of a difference
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May 17, 2006, 08:35 AM // 08:35
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#4
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Krytan Explorer
Join Date: Mar 2006
Location: U.K
Guild: Intensive Care Unit [ICU]
Profession: Me/A
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Are you sure Hunter ?? Bull strike is great for HA, being able to knock down kiting monks although I prefer sprint + rake, healing signet is a life saver if monks are over pressured and I don't think its worth investing in conjure lightning firstly because it can be removed easily secondly it does improve DPS but axe does pretty sweet DPS by itself so its best to perhaps have some group preservation , Watch Yourself or something similar. Also if you are using shock properly you should only have like 10 max energy (with exhaustion) which is for frenzy and sprint so you will often find you don't have enough energy for conjure - wasted skill slot. I use something like this
1. Eviscerate {E} -- a must for any axe shocker !!
2. Executioners
3. Rake -- causes cripple and stops fleeing foes from gettin' away.
4. Sprint - sprint is good to catch up with fleeing foes and also to turn off frenzy should you be getting hit for a lot.
5. Frenzy
6. Watch Yourself/Healing Signet
7. Shock
8. Res Signet
Watch Yourself is arguably good but healing signet can prolong you from dying just long enough to res falled team mate, which is vital !!
Last edited by fatboyslimerr; May 17, 2006 at 08:42 AM // 08:42..
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May 17, 2006, 03:55 PM // 15:55
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#5
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Jungle Guide
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for shock you need 9 air or you will exhaust pretty quickly
rake is pretty dumb for HA considering evis->exec should be to kill, if it doesnt that means the monks have already responded putting buffs on that target so theres no need to pin him down and continue to wack on him
however rake is ok for 4v4
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May 17, 2006, 04:36 PM // 16:36
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#6
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Wilds Pathfinder
Join Date: Oct 2005
Location: A long time ago, in a galaxy far far away...
Guild: Frank Ought To Monk [FotM]
Profession: W/
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I think a 115 heal sig is decent, just for splits etc. Thats when its important to keep as little pressure on the monks as possible.
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May 17, 2006, 05:12 PM // 17:12
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#7
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Lion's Arch Merchant
Join Date: Dec 2005
Profession: Mo/W
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16 axe
8+1 strength
10+1 tactics
1. Eviscerate
2. Executioners
3. Penetrating. Axe rake sucks big time.
4. Sprint
5. Frenzy
6. Watch Yourself/Healing Signet
7. Shock
8. Res Signet
You don't need to spec into Air with anymore then your remaining points. Should be able to get 2 into air iirc. Always keep about 5 mana for Frenzy or sprint. Don't shock just to be a jerk either, make it count.
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May 17, 2006, 07:29 PM // 19:29
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#8
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Frost Gate Guardian
Join Date: Apr 2006
Profession: Mo/
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Thanks for the axe builds guys, that's kinda what I've been using but I just wanted to see if I was totally off my rocker.
How bout a hammer build? I kinda enjoy thumping around with those things and, as a monk, I really hate being on the ground most of the time.
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May 17, 2006, 07:33 PM // 19:33
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#9
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Wilds Pathfinder
Join Date: Oct 2005
Location: A long time ago, in a galaxy far far away...
Guild: Frank Ought To Monk [FotM]
Profession: W/
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16 Hammer Mastery
9+1 Strength
9+1 Tactics
Frenzy
Backbreaker
Crushing Blow
Irresistible Blow
Hammer Bash
Shock
Sprint
Res Sig
Notice no self heal. This build assumes you have decent monks.
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May 17, 2006, 07:53 PM // 19:53
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#10
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Krytan Explorer
Join Date: Mar 2006
Location: U.K
Guild: Intensive Care Unit [ICU]
Profession: Me/A
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1. Eviscerate
2. Executioners
3. Penetrating. Axe rake sucks big time. ---- Disruptive Chop ??
4. Sprint
5. Frenzy
6. Watch Yourself/Healing Signet
7. Shock
8. Res Signet
Disruptive Chop is an option. Great for interrupting res signet (+20 second disable) as well as other skills/spells. Although Penetrating is good for damage if you'd prefer.
Last edited by fatboyslimerr; May 17, 2006 at 07:56 PM // 19:56..
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May 17, 2006, 08:34 PM // 20:34
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#11
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Frost Gate Guardian
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16 Hammer Mastery
9+1 Strength
9+1 Tactics
remaining in Air
Frenzy
Sprint
Irresistible Blow
Crushing Blow
Devastating Blow
Heavy Blow
Shock
Res Sig
For 4v4 swap out Frenzy for Heal Sig. Similar build to above, but different elite thus different combo. Once charged, I use Devastating(KD) -> Irresistible -> Heavy(KD) -> Crushing -> Shock(KD) -> Irresistible.
Provided that they all hit, that combo takes a caster from full health to none.
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May 17, 2006, 10:07 PM // 22:07
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#12
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Lion's Arch Merchant
Join Date: Dec 2005
Profession: Mo/W
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Shock, on a hammer? You guys make me lol.
16 hammer
10+1 tactics
8+1 strength
Backbreaker
Irresistable blow
Crushing blow
Protectors strike/hammer bash
Healing signet
Frenzy
Rush <-- No sprint, all your mana should be in Irr blow and Crushing.
Res sig.
Forceful blow
Fierce blow
Irresistable blow
Heavy Blow
Healing signet
Frenzy
Rush
Res sig
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