Well, theres alot of threads about this, but oh well, I'll save you the search, this is mainly what most people run at top guilds w/ variations here and there depending on metagame and situation but here is the cookie cutter:
Sword:
Sever, gash, Final thrust, Gale or shock, frenzy, res sig(or atk like galrath, griffon sweep or savage slash or distract blow), heal sig, Charge!
Axe:
Eviscerate, Executioner, penetrating blow, gale or shock, rush or sprint, frenzy, res sig(or disrupt chop) heal sig
Hammer:
Back breaker, Crushing blow, Irressitable blow, shock, bulls strike/hammer bash, frenzy, heal sig, res sig or mighty blow
reason I say res sig Or is cause alot of people in guilds don't run w/ res on warr to increase their offense and have other chars bring all the res needs, again depends on your build, but mainly those are the cookie cutter ones, variations are here and there but not much too different. Also some people might change heal sig for endure pain, but IMO EP is effective when you know you'll run into a spike build and monk gets to you ontime, cause if you get spiked and survive, when EP wears off you die anyway.
Atts usually spread out like this:
16 weapon
8 - 10 tactics
8 - 10 str
rest is in 2ndary att like air magic
pending on your taste
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