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Old Feb 07, 2006, 08:39 PM // 20:39   #1
Desert Nomad
 
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Post W/R Arena Build - Tiger Warrior

[Linking to Warrior Submission thread]

Warrior/Ranger
PvP: Random arenas, team arenas, 8v8
"Tiger Warrior"

Pure Offense

Attributes:
Axe mastery: 16 (+1 from helm, +3 from rune)
Beast Mastery: 9
Strength: 10 (+1 from rune)

Equipment:
Cruel PvP Axe of (rare)Fortitude
Pvp Tower Shield (stance shield)

Armor:
Executioner's Helm of Superior Axe Mastery
Gladiator's Hauberk of Superior Absorbtion
Gladiator's Leggings of Superior Absorbtion
Gladiator's Gauntlets of Minor Strength
Gladiator's Boots of Superior Vigor

-->results in 485 health and 27 energy

Skill set:
[1] Disrupting chop | 6 adn
[2] {elite}Eviscerate | 7 adn
[3] Axe rake | 7 adn
[4] Executioner's Strike | 8 adn
[5] Tiger's Fury | 10 energy
[6] "For Great Justice!" | 10 energy
[7] Sprint | 5 energy
[8] Resurrection Signet

This type warrior is build with only offense in mind. The objective is to dish out as much damage as possibile in the shortest amount of time. With Tiger's Fury marked at rank 9, it is possibile to have an almost continous activation of the skill, so attack speed is always increased. "For great justice!" cuts down on the time needed before the attack skills can be used. Sprint will catch any fleeing monks and mesmers.
In order to be most effective in the arena, the target should be selected with care to defensive capabilities and necessity to the opposing team. Generally, a Tiger Warrior should attack first healing monks, then boon-prot monks, then interrupting mesmers, then degen mesmers, then trappers. Necromancers and smiters should be avoided all together.
To make the skills most effective,the target should first be marked. When the time is right for the team to attack, begin pursuing the target. While approaching the target, activate the skills in this way:

"For Great Justice!"= as soon as you enter the enemy's area
Tiger's Fury= the instant you close to melee range of your target
If your enemy is standing still, then hit attack skills as quickly as possibile in this way:
1: Eviscerate. With for great justice, it will only take 4 hits for this skill to charge
2: Axe rake. This will cripple the enemy, making it hard to run away
3: Disrupting chop. This will interrupt the taret's action
4: Executioner's Strike. This deals damage in good amounts.
If your enemy is running then hit attack skills as quickly as possibile in this way:
1: Eviscerate
2: Axe rake
3: Sprint
4: Executioner's Strike
5: Disrupting chop
Repeat this until your target stops or you kill them, using sprint as soon as its ready. Try to use disrupting chop as often as possibile to prevent self-healing.

The limits are obvious: Blind makes you useless, Crippled makes you ineffective, and spiteful spirit hex will take your health down in a hurry. There are, by design, no healing powers in the build. Only experience with this type build will help you get around the downsides.

This is my favorite type of warrior, and probably my favorite type of character class in the game. With Eviscerate and Executioner's Strike, it is possibile to deal 2 consecutive 100+ damage attacks within a second to a monk, mesmer, ranger, and some elementalists. No other class has that type of power: I once dealt 232 damage to a ranger using healing signet with an eviscerate attack. I say, 'nuff said.

Credit: The many random arena veterans from whom i stole little bits and pieces of this build.
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Old Feb 07, 2006, 08:54 PM // 20:54   #2
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Hammer chain > Axe warrior in CA

'nuff said ^^


Now about your build: Absorption runes don't stack, so you will need 1 piece of Knights/Ascalon armor.
A zealous axe could also be nice for energy management.
And I would take Wild Blow instead of FGJ!, because you will be meeting alot of stance users (Rangers)
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Old Feb 07, 2006, 11:09 PM // 23:09   #3
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First of all, I'm pretty sure absorbtion runes stack (because there is no text in the inventory screen to prompt me otherwise)
But your correct that a hammer chain warrior will be more effective at taking down monks. Of course, 1v1, a smart Tiger Fury warrior will beat a smart hammer chain warrior.
I've toyed with zealous axes, and i gotta disagree. Most times, enemies will not stand still, so your chasing and hitting only every so often. So a energy degen minus is not a good idea.
As for wild blow, this would only work for rangers and warriors. Monks, elementals, and mesmers have those blasted enchantments warriors cant get around. And then, rangers never stand still, and warriors are damage hampers anway. But i agree that, in a team arena or 8v8, itd be good to have one warrior with wild blow.
In the end, I guess, its up to the indiviual player though.
Thanks for the feedback, champ.
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Old Feb 07, 2006, 11:50 PM // 23:50   #4
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no they dont stack
and id switch out the cruel for zealous
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Old Feb 08, 2006, 12:59 PM // 12:59   #5
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I use this in PvP Arena alot. With a pet by my side it can do a good load of damage. Especially when you unroll a chain of attacks on your target. Instead of sprint though I usually take I Will Avenge You or a pet which agaisnt casters is very nice. Or a healing signet. And if you want to spike them fast then Flurry or Frenzy is good. With frenzy you take double damage so be careful whe nyou use it. These are either damage or healing which I think is much better then a sprint as you usually work together in PvP.

Just my opinion

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Old Feb 08, 2006, 01:19 PM // 13:19   #6
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It's impossible to keep Tiger's Fury up 90% of the time (because it lasts 9 seconds and has 10 recharge) without a zealous weapon.

Antidote signet is also nice BTW
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Old Feb 08, 2006, 04:40 PM // 16:40   #7
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The antidote signet is an interesting option, since i find that more and more teams in both team arenas and GvG (even a few in HoH) are taking full-time blinding elementals. I guess this is the answer to IWAY builds, and it is pretty effective. Substituting antidote signet for sprint is, I consider, a viable option.
And zealous, as i said, is good when your opponent stands still. This is very rarely the case, especially in team arenas or GvG, so I still feel that an energy degen minus isn't in the best interest of a sensible build.
Otherwise, keep chaining those axe attacks. "For Great Justice!"
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Old Feb 08, 2006, 05:57 PM // 17:57   #8
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also with your arguement against zealous.... you only have to hit once every 9 seconds to break even, any more hits is bonus energy that you WILL need to keep tf going
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Old Feb 10, 2006, 05:28 AM // 05:28   #9
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I think ill take back the zealous aspect. It works well in arenas if your not blind or hexed. Problem is, you often are...
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Old Feb 10, 2006, 01:01 PM // 13:01   #10
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As everyone has stats, absorption runes don't stack. No need to get into that any futher.

If you're going to use this for random arena's, you need self heal, doesnt matter if it's minor, you quite simply need it. Other then that, I used to run about the same... I do use antidote signet however, as blind is a condition that can easily be reaplied (blinding flash/signet of midnight) antidote signet is important. And I bring healing signet aswell 9 tactics 9 bm 10 strength 14 axe/sword mastery for a 102 health heal.

In CA then.
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Old Feb 10, 2006, 01:19 PM // 13:19   #11
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This doesn't take advantage of the W/R... if you want a more well rounded build... invest in Wilderness Survival and get Troll Unguent and Apply Poison too. Apply Poison is especially good with cyclone axe in PVE, but in PVP, its still a nice add on. This way, you can switch sprint for Storm Chaser too..

Storm Chaser > Sprint | Troll Unguent > Healing Signet
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Old Feb 10, 2006, 01:30 PM // 13:30   #12
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Your build is more devoted to 8v8 battles than 4v4, since you've nothing to counter the numerous sources of warrior's damage mitigation.
You've nothing to heal yourself. Not a problem in TA where there will be probably a monk on your butt (if he's not already dealing with its own survival), but in CA with no monk any ennemy taking you into sight (degen for instance) will surely kill you in no time.
If you're running this build in CA, take Troll unguent and antidote signet at least. Maybe add Warrior's cunning/wild blow if you have space. I prefer warrior's cunning 'cause it go through any way to evade/block, enchants like guardian or stances. As enchant removals are kinda rare in CA, the prot monks here will constantly have it on them and wild blow is useless against it.
It will increase your survivability while preventing ennemy from mitigating your damage. In CA/TA.
In GvG or 8v8, other characters are here to get rid of conditions/hex/enchants which would prevent you to do your job, and heal your butt, so this build is correct.

Last edited by glountz; Feb 10, 2006 at 01:38 PM // 13:38..
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Old Feb 10, 2006, 04:11 PM // 16:11   #13
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Quote:
Originally Posted by ThePadawan
This doesn't take advantage of the W/R... if you want a more well rounded build... invest in Wilderness Survival and get Troll Unguent and Apply Poison too. Apply Poison is especially good with cyclone axe in PVE, but in PVP, its still a nice add on. This way, you can switch sprint for Storm Chaser too..

Storm Chaser > Sprint | Troll Unguent > Healing Signet
nah thats not true
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Old Feb 10, 2006, 06:42 PM // 18:42   #14
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Storm Chaser + Troll Unguent MIGHT > Sprint + Heal Signet because they are in the same attribute.

But I prefer healing signet over troll unguent to start with. Especially with the energy a warrior has. TF uses 10 (!!) energy and sprint another 5, spam those a few times and you're out of energy.

Unless, ofcourse, you would bring a zealous mod - but isnt a vamperic a lot better damage wise.
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Old Feb 10, 2006, 06:52 PM // 18:52   #15
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I've been playin with my PvE W/R tiger's fury build in CA for a while now, it rocks, though I have two skills different. Maybe I shouldn't use them, I hadn't seen other builds for it before.

Instead of 'For Great Justice' and Sprint I just have Healing Signet and Antidote Signet...Healing Signet obviously to heal. Antidote Signet I took because I noticed I was the target of much blinding, poisoning and diseasing. However, I do get interrupted and lose armour of course while using Healing Signet, so maybe I should use other skills instead of them.
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Old Apr 17, 2006, 06:18 PM // 18:18   #16
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I play Tf war all the time both in Ca, HoH (calling for balenced guild teams) and GvG.

Quote:
Originally Posted by Byron
I've toyed with zealous axes, and i gotta disagree. Most times, enemies will not stand still, so your chasing and hitting only every so often. So a energy degen minus is not a good idea.
In HoH cyclone axe is axesome for building adren etc and spamming dmg and with a zealous axe you often get more energy after doing it that you started with (esp vs iway with all the pets). I wouldnt take zealous as by 1st choice though - but that is why we have a second weapon slot - just remember to switch when your in close combat and about to do a cyclone etc.

Tf war is simple but very effective (if you have good monk support) and can deal a huge amount of dmg quickly. In Ca blinding is a problem - my air ele has almost never lost 1v1 to a w/r just because she can constantly spam blinding flash with both attunes up. Hexes and curses can also screw you up very badly. With many builds (esp in Ca) there is so much that they rely on (eg enchantments etc) but w/r is simple and safe. Just build adren then spike - most casters can be taken down in one combo of hits.

Healing sig is a definate no because u wont be getting much out of it unless you have wasted a lot of points in tactics - not sumthing i would recommend. My usual bar is Evis {E} / Rake / Twist / Executioners / Cyclone / Sprint (for relic runs and chasing down people running from you) / Tigers Fury / Rez Sig.

In my opinion unless you are running a very specialised HoH/GvG build it is never a bad idea to have a w/r. Its an awesome character for beginners and experienced players alike.

Last edited by Blow Up Doll; Apr 17, 2006 at 06:22 PM // 18:22..
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