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Old May 23, 2005, 04:01 PM // 16:01   #1
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Default Warrior/Monk Help with build.

ok so i am trying to build a great Tank for groups something that can keep agro and also not take alot of damage. i have been switching between builds alot and never really found one that is great for this. if anyone would mind posting there Warrior/Monk build it would really help me.

Thanks =)


Oh and i am lvl 20 with Platemail armor atm.
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Old May 23, 2005, 07:19 PM // 19:19   #2
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ARG!!!! i can't stand people like this...your a warrior/monk man come on, you dont need any help, your the cheapest build in the game..im sorry to flame ya like this but i mean come on, do something for yourself
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Old May 23, 2005, 07:49 PM // 19:49   #3
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Got to agree with Kado. Although this build is needed, many other player havehad enough of the Warrior HD (Hero's Disease). And quite frankly I'm tired of the poor WaMo play so often seen in the game.

If you want to run around and kill things go back to Call of Duty.
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Old May 23, 2005, 09:13 PM // 21:13   #4
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Join Date: May 2005
Location: Anywhere
Guild: [SL] Seraph Legion
Profession: W/Mo
Red face A Little Restraint

While many questions can be answered with a simple use of the search button, I am assuming our original poster has already done that.

That being said, while Wa/Mo's are very common throughout GW, attacking one person posting about their build isn't helpful nor conducive to that individual's growth in the game. Maybe helping Christy2703 with that build will enable her to finish with her character and encourage her to build another, less common but more satisfying build in the future.

The day I bought the game, I built a W/E at first, since I thought I wanted to do physical and elemental damage. I had never known about the guildwarsguru forum, nor any other forum about this game-and I was a frequent poster at the diabloii.net forums before this. Just think about people for whom this is their first game of this type (perhaps all other people played was Call of Duty)!

All I'm saying is try to be a little bit more patient. I'm sure you could ignore this thread if it really bothered you that much. It would save you the time and energy you spent (or wasted, depending on how upset you were at the topic) on replying.

Back to the original question, though, I am still learning about GW in general and Wa/Mo's in particular (since this is my first one as well) so I can't really bring that much knowledge to the table. But in arena games I have found that people like to leech your health to nullify your aggressiveness (forcing you to heal) and mind-wracking or otherwise draining your energy (rendering your skills and healing useless). So, I guess remove hex and other skills that allow you to remove these conditions might be helpful to your party, if not to yourself. I always try to determine if I am more useful as a tank or a supporting character and this decision is always made on a case-by-case basis. Every party is different, and requires different skills. Try to work with others to produce a balanced result. That is what this game is about, at least, that's what the box says

Good luck!
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Old May 24, 2005, 01:35 AM // 01:35   #5
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Fine ill answer your question
For the first part, keeing aggro is tricky in this game, i think mobs base thier attacks off of least amount of armor or theyre entirely random i dont know yet.

this can take a good amount of damage (while giving some back) and you can attack

Class: Warrior / Monk

Assumed items:
+1 to Swordsmanship or more if you want

Attributes: (cost)
Strength: 0 (0)
Swordsmanship: 10+1 (61)
Protection Prayers: 10 (61)
Smiting Prayers: 11 (77)

Total attribute points used: 199/200


Skills:
1) Retribution - (10+,2,0) While you maintain this enchantment, whenever target ally takes attack damage, this spell deals 33% of the damage back to the source (up to a max of 16).
2) Vital Blessing - (10+,2,0) While you maintain this enchantment, target ally has +147 maximum health.
3) Bane Signet - (0,2,25) Target foe takes 48 holy damage. If that foe was attacking, he is knocked down.
4) Sever Artery - (4a,0,0) If this attack hits, the opponent begins bleeding for 20 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 16 seconds.
6) Galrath Slash - (8a,0,0) This attack strikes for +29 damage if it hits.
7) Final Thrust - (10a,0,0) Lose all adrenaline. If Final Thrust hits, you deal 29 more damage. This damage is doubled if your target was below 50% health.
8) Rez Signet or anything you want but keep in mind the enchants dont let you have energy.


start with the first 2 skills then just hit stuff, it helps if you have that item that gives you armor and health while enchanted and the sword that does more damage while enchanted. bane signet i just put in cuz it makes me laugh to knock people down and it takes no energy, which you dont really have. With the good equipment ive boosted my hp up to like 700+ ish and it was nice. Or wyou could b a mo/w, but i didnt like that version, hell i dont like this one cuz its a pally and i hate em lol
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Old May 24, 2005, 04:28 AM // 04:28   #6
ntn
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Gah im sick of the pally trashing, ill tell you right now i play a w/mo
... i do notice a ton of w/mo's running around and it seems alot of them dont have a clue, but calling w/mo's in general cheap and basicly anyone who plays one dosent need help. *ARG!!!! i can't stand people like this...your a warrior/monk man come on, you dont need any help, your the cheapest build in the game..im sorry to flame ya like this but i mean come on, do something for yourself*-- is just ignorant

In pvp tombs, ignore warrior/monks until the end, they dont have the best dps output and usally just waste time... if you stick around your team will probably die along with you and the warrior will never drop 50% health. at the end focas fire they cant survive to long vs. more then 2 (unless you know what to do as a mesmer/necro/ele- these can kill w/mo fast)


Any mesmer/necro/ranger/possible elemental can shut down a warrior/monk, the reason why it is hard is because most people try to out dmg-them with melle alone *WronG*

mesmer/anything- shut down his enchants/heals drain his energy, after this he is nuthin but a gimped warrior that may have a signet and just adrenal skills

ranger/anything- i admit this one is harder possibly a stalemate of just healing, RUN you dont need to stick around... Use a remove condition spell *if you have one* to drop hamstring, troll ungent/stormchaser and get out of there... pindown and keep posion on him. he will either give up chase or let you go which he runs away shoot him in the spine. < may just end up a long arse match// traps pindown

element- huge advantage from ward against melle... totally screws up warriors set this up and any defence spells you have and go threw the highest dps you can, if ur water use snares if earth use earth armor... etc blind.. this is truthfully probably a 50/50 fight

necro/anything- Rend enchantments/ plague touch / life siphon / taste of death... all really helpfull skills vs. warriors use a snare from ur other proffesion and keep a DoT on him.. lord knows you have alot keep his enchants off as well.


... probably hopeless but all im saying is warrior/monks are not the wtfpwn, in truth they balanced this very well, we can do PvE well... and pvp as long as we are not target of a smart mesmer.

... lol off target heres my build (pally with my editing .)

Healing Prayers- 9
Strength- 10 +1 *rune
swordsman ship- 12 10 +1*rune +1*hat
points left-0

Ideal-Weapon- 15-22 zelouse sword of fort, ez energy regen
Ideal-Shield- 16 def / require strength
Ideal-Armor- Knights+vigor rune+absorb rune

Skillz-
galrath slash
sever artery
gash
final thrust
mending
healing hands
healing breeze
ressurect

cast mending at beginning *you will have NO energy regen, keep some icy 15-22 sword on switch, as well as a bow, to regen back to 20 once you start hitting should be no worrys. if you get in trouble can always switch* if you get in trouble use healing breeze, if you notice melle's beating on you use healing hands.

goal here is to take a few swings build adren use sever/gash until you can galrath slash couple more gash's then final thrust.

not perfect.. i cant see anything that needs help *plz if you have a comment go ahead*
anyhoo, just thought id help

Last edited by ntn; May 24, 2005 at 04:31 AM // 04:31..
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Old May 24, 2005, 07:47 AM // 07:47   #7
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Quote:
Originally Posted by ntn
Skillz-
galrath slash
sever artery
gash
final thrust
mending
healing hands
healing breeze
restore life
I agree completely with the post about Warrior/Monks being fair, and just overrated. People who can't beat them are either better suited killing or supporting something else, but if a team is any good, it should have someone who can shut down the W/Mo with ease. Mesmers are the very best for this, and I find rangers can be annoying with pin-down + poison arrows. Degen and stealing mana is the most annoying, blinding is annoying, knockdown is annoying... anything debilitating really pwns them.

Anyways, the build you have given is good, but will often lack mana (edit: you should take out resurrect for restore life). This is why I enjoy using the skill called "Bonetti's Defense". Adding 4 to tactics (only 4), you get 7 seconds out of Bonetti's, and it's awsom. Not only is it great defense (75% chance to block, as long as you don't cast a spell, which would end it), and whenever you block you gain +5 energy. What I do is I cast healing breeze to go down to minimal energy as soon as I see myself getting hit, then put on Bonetti's Defense and BAM!, energy full, full health, ready to repeat.

The only bad part about Bonetti's Defense is the fact that you need to remove a skill for it. This skill revolves around your other mana costing skills, or else it is just a 75% chance to block skill for 7 seconds (it is much more desirable when you use it to its fullest potential).

Here are two different builds, similar to that of the above :

#1 :
galrath slash
sever artery
gash
final thrust
mending
healing hands
healing breeze
bonetti's defense

#2
bonetti's defense
sever artery
gash
final thrust
mending
healing hands
healing breeze
restore life

---
The two builds use bonetti's defense, taking out different skills. The first takes out galrath's slash, the second takes out restore life. The first is based more defensively, whereas the second is more offensive. The original is all-around, but will often lack mana.

Note that all these builds do not have sprint, which is a vital piece to warriors for killing people who just want to run.

To sum it all up : It's hard to make a good W/Mo. You will never be able to get the build that you want, 100%. You will have to sacrifise one vital part to a combination. W/Mo's do better as team players, depending on good team players (although, you can just go all out solo player which works well, but not well when it gets down to having good teams).
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Old Mar 05, 2006, 05:35 PM // 17:35   #8
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My W/Mo Build

Skills:
Sever Artery
Gash
Galrath Slash
Healing Hands
Healing Breeze
Mending
Balthazars Spirit
Healing Signet

Attributes:
Swordsmanship:12+
Healing:9
Tactics:9
Rest is Smiting

Basically, You dont have any energy regeneration with the two enchantments, but if you are going to be taking all the aggro, your energy will go very fast. However, this build does not work for Aataxes because they do way to much damage for Healing Hands and Healing Breeze to stop. For Aataxes I use:

Skills:
Sever Artery
Gash
Final Thrust
Healing Signet
Disciplined Stance
Sheild Stance
Gladiators Defense
Bonetti's Defense

Attributes:
Swordsmanship:12+
Tactics:12+
Rest in Strenth for AP

Hope this helps
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Old Mar 05, 2006, 06:55 PM // 18:55   #9
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mending, and the rest empty..that should work...at least it works for 99% of the pally's out there
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Old Mar 05, 2006, 08:04 PM // 20:04   #10
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Mending
Signet of Capture x7
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Old Mar 06, 2006, 04:37 AM // 04:37   #11
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Quote:
Originally Posted by Murder In China
Mending
Signet of Capture x7
Well, I suppose it is possible to make your build 1 boss at a time.

o-o
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Old Mar 09, 2006, 04:47 AM // 04:47   #12
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Quote:
Originally Posted by Sturmjaeger
The day I bought the game, I built a W/E at first, since I thought I wanted to do physical and elemental damage. I had never known about the guildwarsguru forum, nor any other forum about this game-and I was a frequent poster at the diabloii.net forums before this. Just think about people for whom this is their first game of this type (perhaps all other people played was Call of Duty)!
Before I got GW, I had only played online shooters (SOCOM II), and yeh. First character I made was a W/Mo coz it seemed the best.. (and I didn't know what Mesmer and Necromancer meant ). I also made a Ranger, a profession I have grown to love.


But anyway, W/Mo's are there to be tankers, he just wants help to create the best tank. No need to flame him, if you are not going to post something constructive, then just go read another thread.
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Old Mar 09, 2006, 07:43 AM // 07:43   #13
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The Defense of PvE Warriors should really be built around reducing the damage they take rather that heals. Stances and Armor Buffs > Self-Heals.

Any self-healing that a warrior brings with him will be a pale imitation of what a monk can do for him. Instead of (poorly I might add) doing his job for him, take those defensive buffs which will make you take damage in at a more reasonable rate and give your monk a better chance to respond.

It's always puzzled me how many W/Mos in UW won't go within 20 feet of a Aataxe without being protted up to heck and back. They often want to take a bonder monk along whose sole purpose will be to defensively buff him, (becuase he'll be the only one who'll take aggro, fat chance ). That's 3 characters, Heal Monk, Bonder Monk, Warrior Monk, all devoted to keeping one guy alive. What the heck is going on? My (normal hp) boon/prot can keep himself alive against Aataxes indefinatly. Why not just have the protection monk tank and cut out the middleman?
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Old Mar 09, 2006, 09:23 PM // 21:23   #14
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Here goes....

I started off as W/R and liked having a pet but got tired of the conditions and hexes killing me off quickly. I soon changed a lot around and then ended up with W/Mo build to make a long story short lol.

Here's my build that seems to be working out the best "for me" so far.

All Droks Gladiator armor (infused of course)
Helm of Superior Absorption
Hauberk of Major Strength
Glad Gauntlets of Superior Axe Mastery
Leggings of Superior Vigor
Boots of Superior Strength

F1 weapon set: Customised Vamp Godly gold axe of Fort. +29/ Eternal Shield max gold Recieved -2 (enchanted) -2 (in stance)

F2 weapon set: Razorstone customised/ Magmas Shield max gold Health +48 (hexed) Recieved -2 (enchanted)

I like to switch to vamp set while fighting most of the time until I get done killing, then switch to negate the life loss while walking/running around. I also switch to F2 if I need some health from being hexed nearly to death as a last ditch effort which seems to work just fine.

Skills:
Rebirth, Purge Conditions, Balthazar's Spirit, Defy Pain, Berserker Stance, Bonetti's Defense, Penetrating Blow
(If you think this is a bad setup for skills i'm all ears for help) It seems to work great most of the time against an all around variety of mobs.


Skill Points:
Strength:15
Axe Mastery:15
Healing Prayrs:3
Tactics:1

I'm seriously wondering if I should be looking for another skill or two to switch out. I don't want another persons build, but I would like to know if i'm doing something a little wrong for my style. (Which is straight up attack with adrenaline and speed, while using defy pain/Balth's Spirit and vamp axe to keep my energy alive. The purge conditions is nice but hexes screw me up still. I use that to make the life drain efects go away asap.

Hope it helps, and hope someone might help me. peace
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