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Old Dec 05, 2005, 09:53 AM // 09:53   #1
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Default Typical Sword Build That Works Like A Charm

Profession: War/Mo
Name: Ur Typical Sword Build That Works Like A Charm
Type: PvP
Category: Damage
Attributes" SwordMastery 16(12 +1 from helm + 3 from rune)
Stregnth 11(10+1 rune)
Tactic 9(8+1 rune)
Skills Set: Sever Artery (Sword mastery)
Gash (Sword mastery)
Savage Slash (sword mastery)
Final Thrust (sword mastery)
Healing Signet (tactics)
Hamstring (sword mastery)
Gladiator's Defence{Elite} (tactics)
Vengence (none)
Summary: The sword build is tend to be more balanced then the axe and hammer build, with good constant damage as well as spiking damages.
Sever Artery and Gash provide a good 40-50% damage output, combo with final thrust and savage slash when they try to healing through or to interrupt important skills. Hamstring over sprint because of the higher slowed percentage, making you able to chase down opponent with sprint on, or if you get crippled yourself. Gladiator's Defence is a great one on one with another war or ranger as well as a great priest killing tactic, able to kill priest within 4 secs during those last few secs before res timer. Vengence over res signet because of the usable ability as well as the full energy.
Notes & Concerns: Lacks condition and hex removal, I tried a build to include those, but have to sac killing abilities. This build seems to lack ability to kill prot monks one on one, but actually does wonders agaist taht build, poke them once when they reversal, and sever gash, savage a healing spell, and fianl thrust should finish them off easy. This is more of a offensive build, just rush monks and dont be expect to be a huge tank.
Credit:* Me, and the Paladin premade build, I worked off that they first time I started this game and build.
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Old Dec 05, 2005, 10:11 AM // 10:11   #2
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i have a question. would u suggest savage slash or distracting blow for your build? savage has the advantage of adding a rather large amount of damage to it when something is interupted, however, because it doesnt have the 1/2 2nd caste time of distracting blow it isnt always easy to catch some thign with a quick caste. also, feintheartedness and things like that effect the speed in which savage hits.
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Old Dec 05, 2005, 10:17 AM // 10:17   #3
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Hamstring may slow more than Sprint increases your speed, however Mend Ailment and your target is fine. Sprint has one counter; Wild Blow. Personally I wouldn't use Savage Slash without an IAS stance unless you're focussing on taking out a target using skills that have more than 1 second of casting time. Precognition is not a viable strategy that I would bank on.

Now you say don't expect to be a huge tank, however you've used Gladiator's Defense as your elite. Yes it works wonders against a warrior, but I would highly advise using that skill in organized PvP. Also, I'm quite confused by your statement that Sever Artery + Gash is 40-50% of your damage output?
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Old Dec 05, 2005, 10:21 AM // 10:21   #4
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MY Sword build is something different:

Shimus DarkRaven <W/Mo> When he goes sword warrior, this is what I use:

Attribute line: 10 Swords, 14 tactic <sup runed>, 10 healing <or smiting depend ing on if I want balth's spirit.>

Skill set:

1> Frenzy: Yes, I know you take double damage, but stances don't let damage come to you. Therefore, Frenzy+Stance out of the extra damage = Better sword adren regain.

2> Hundred Blades [Elite]: Awesome to build adren to drop into sever/gash/whatever else floats your boat. Also nice with my 3:1 Vamp sword <not higher there yet>

3> Sever Artery: Bleeding. Condition. Need I say more? Also runs off adren, which is quickly charged using 1+2+balths spirit.

4> Gash: Deep wound. God, I love deep wound. Anytime I can inflict it, I take it along ^_^ Also adren, so no adrenaline problems happen here!

5> Bonettis Defense: Rebuilds energy, and for however much tactics it lasts <x seconds> and blocks 75% of the time. Not too shabby, as it also runs off adren <still not problems, you should have max adren to cast everything with 1+2+balths spirit.

6> Defensive Stance: Another stance to negate damage. Don't use skills or you break it, but it's nice to have a brief lull if you're being pounded on to regen

7>Healing Breeze: with 10, It's sitting comfortable at a +8 I believe.

8>Here's the tossup. Depending on where you are, I either take Balth's spirit <continual enchant, -1 energy> because when you're hit, depending on rank in smiting, considering you put something into smiting, you recieve energy/adren on hit. Or, I take some form of rez if people ask me.

I've never died once from this. Cast balth at the beginning, run into the fray, quickly build adren, do what you need to for status effects, and then just spam Hundred Blades. occasionally, if you notice the monk is not up to par, since I have energy out the ass, I HB myself/those who need it.

Enjoy!

--The Shim
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Old Dec 05, 2005, 02:31 PM // 14:31   #5
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Quote:
Originally Posted by Shimus DarkRaven
1> Frenzy: Yes, I know you take double damage, but stances don't let damage come to you. Therefore, Frenzy+Stance out of the extra damage = Better sword adren regain.
you do know you cant use 2 stances at the same time?

Quote:
Also nice with my 3:1 Vamp sword <not higher there yet>
i may have understood you wrong, but you do know that 3:1 is the max for swords, right?



my main concern about this build you've listed is the total lack of strength and a high lack in power-hit attack skills. for example, i think galrath slash should be worked into here somewhere and ZERO strength is just not a good idea.
also, why frenzy? flurry is better.
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Old Dec 05, 2005, 02:34 PM // 14:34   #6
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In PvP, I would say Frenzy is much better suited. I could see you using Flurry if you were tactics heavy using skills such as Fear Me! and Watch Yourself! providing more of a support role rather than offense.
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Old Dec 05, 2005, 02:50 PM // 14:50   #7
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Quote:
Originally Posted by Racthoh
In PvP, I would say Frenzy is much better suited. I could see you using Flurry if you were tactics heavy using skills such as Fear Me! and Watch Yourself! providing more of a support role rather than offense.
why do you say that? sure you're attacks arent reduced in damage, but as long as you're using it to charge your attack skills, rather than use your normal damage as your main damage output (which you should NOT be doing), flurry works just fine. that and if they decide to come after you for taking down thier casters, you're going to get hurt very quickly.
the main reason i like flurry as an attack skill is the duration and cooldown are the same, so if you suddenly decide you no longer want the reduced dmg, just dont use it anymore. frenzy extends past the cooldown which can be a bad thing (can also be a good thing in that it requires less mana).
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Old Dec 05, 2005, 03:58 PM // 15:58   #8
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I hate to be the bringer of bad news but in terms of efficiency, the way the metagame works...

"A warrior without Sprint and Frenzy on their skillbar will be little more than considered a pest rather than a threat..."

This is the general thought of what 'every warrior' should bring and sad to say it, considering I'm always for innovation and new things, these 2 skills are warrior staples due to 3 known facts...

1. You're a warrior who hits things up close. Sprint keeps you there.
2. Warriors are usually ignored so Frenzy's drawback in pvp is minor [and you can switch to sprint to make the enemy waste precious time/resources]
3. Wild Blow is the only thing stopping sprint. Cripple can be removed by a friendly monk so it's not as good unless you bring BOTH a snare and a speed buff. This makes you with more options and also helps the team out.

But yeah, No frenzy, no sprint, no respect from most people who know how to play...
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Old Dec 05, 2005, 04:20 PM // 16:20   #9
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You can also try something totally different if you're set on damage dealing with swords (even though axe with conjure would be better for this)

Swordsmanship 10 plus helmet plus sup rune on 14
Tactics 10 plus minor on 11
Strength 11 plus minor on 12 (gives flourish 6 energy back per attack skill)

Frenzy
Flourish (E)
Savage slash
Pure strike or Thrill of victory
Hamstring
Free skill: I suggest Watch yourself or shields up (for your teammates)
Sprint
Res sig

Take a zealous mod if you want, not essential though, if you order it right, you can get 18 energy back from flourish. With this build you would have a cripple, an interrupt, decent damage, and no stances to keep yourself alive, because frankly, who attacks a warrior anyway? I have to stress this though, you'd probably be better off with a hammer or axe for damage. This is more your annoying type of warrior.

How about this:

Lightning on 10
Sword on 11 turns into 15 (helmet plus sup rune)
Strength on 10 turns into 11 or 12 depending on how much hp you want to lose
Use an artifact for energy +12 with the exhaustion, you'll need it

Bull's charge (E) (Sort of sprint and bull's strike in one, really nice)
conjure lighting
Frenzy
Hamstring
galraths
Final thrust
Gale or Shock to knockdown (and thus interrupt, but don't use it too often because of the exhaustion)
Res sig

This actually does decent damage. Please note that gash and sever aren't in here, that's because they suck. Bleeding isn't a big deal for monks, and if you need 2 skills to get a deep wound, you're better off with an axe.

Last edited by Lexar; Dec 05, 2005 at 04:23 PM // 16:23..
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Old Dec 05, 2005, 04:51 PM // 16:51   #10
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gladiators is a waste of an elite for PvP, anyone who isnt an idiot will simply stop attacking you, or wild blow you. me personally i use a hammer war and will irresistable blow you which will keep knocking you on your back making you less usefull during the duration of the stances you using
and i personally aim people who use frenzy, hard for a monk to keep healing someone taking twice the normal damage, either killing you quickly or making you use a backup stance where i will just move on to a new target leaving you with your low damage output
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Old Dec 05, 2005, 05:01 PM // 17:01   #11
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Quote:
Originally Posted by Akhilleus
why do you say that? sure you're attacks arent reduced in damage, but as long as you're using it to charge your attack skills, rather than use your normal damage as your main damage output (which you should NOT be doing), flurry works just fine. that and if they decide to come after you for taking down thier casters, you're going to get hurt very quickly.
the main reason i like flurry as an attack skill is the duration and cooldown are the same, so if you suddenly decide you no longer want the reduced dmg, just dont use it anymore. frenzy extends past the cooldown which can be a bad thing (can also be a good thing in that it requires less mana).
Don't get me wrong, I love Flurry as overall it does provide you with more adrenaline and damage output vs. a character with normal attack speed. However, in a PvP context I want to kill my target as quickly as possible. Frenzy when put in the capable hands of a warrior who knows what they're doing (IE. cancel it with Sprint or another stance) will simply be more effective in fulfilling their role.

As Yukito put it, the metagame demands it. Frenzy + Sprint (although I prefer Rush) is a staple amongst warriors. However, find a way to exploit this and you're laughing... probably.
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Old Dec 05, 2005, 08:16 PM // 20:16   #12
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Quote:
Originally Posted by Racthoh
As Yukito put it, the metagame demands it. Frenzy + Sprint (although I prefer Rush) is a staple amongst warriors. However, find a way to exploit this and you're laughing... probably.
i prefer the hamstring/brage combo myself. quite frankly, almost nothing can outrun you.
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Old Dec 05, 2005, 08:24 PM // 20:24   #13
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Looking for some feedback (keeping with the theme of this thead). What build's do you recommend for use with the vamp hilt sword combo? I've been playing with Grognars Sword...
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Old Dec 06, 2005, 01:45 AM // 01:45   #14
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savaging slash works great canceling resses and slow cast spells, providing the last few point of damage before or after final thrust. Becuase if final thrust doesnt kill, you are left with no andrenoline, a near death opponent will either heal, or pull off a despirate spell, savaging slash works great here. If the opponent is trying to run, with little HP left, just lock them with savage slash, the moment they stop, they are probably casting a spell, sinces thats pretty much the only reason why they would stop.
Sever Artery and Gash should do 4x on those eles mesmers and monks, combined with the 20% from deep wound, easily pulling off 40% or more of there max Hp, providing a great source of damage pre-Final thrust.
Hamstring is used as first thing when charged into battle, making the rest of your battle a lot easier. Other teams damage dealers tend to charge towards monk, if you cripple the other team's monk, they probably can't keep up with the attackers on the other team. Gladiators defence might not be too great here, but as a andrenoline based build, there isnt a much better choice, Victory is Mine can also be a possibility, but I prefer the defence and offensive touch gladiator's defence provides, since energy management should be fine in this build. I dont really like 100 blade of the burst damage sever gash and final thrust provides. Flurry and frenzy should only be used to boost andrenoline and not for overall damage, since most damage of the build come from the skills. I can't seem to find a space for those skills, as I value the others more, if I can fit one of those skills, flurry will get the nod over frenzy.

Last edited by mekillaman; Dec 06, 2005 at 01:47 AM // 01:47..
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Old Dec 06, 2005, 04:45 PM // 16:45   #15
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Thumbs down Drop Hundread Blades

how will you see when they use frenzy ? (if ur not fighting them) and if they take it probably take watch ur self sheilds up and doylak signt reducing the atacks from your hammer hehe.
I h8 hundred blades in my opionon a waste of an elite slot because axe has cyclone axe which is better as in it damages more targets and is non elite and hammer had i one ( i think crude swing) again non elite so do yourself a favour and get rid of hundread blades an dbut in a usefull elite (non spring to mind)
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Old Dec 06, 2005, 04:58 PM // 16:58   #16
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welll if u play the game a lot (me) u kinda memorize the little aura thing that frenzy comes of with. and usually they dont take dolayk or anything for defense, maybe a stance canceller like sprint. hundred blades is not that good unles u go half curse and take barbs and mark of pain.
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Old Dec 06, 2005, 06:49 PM // 18:49   #17
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also, if you have their name in the selection box you can see what skills they are using.
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Old Dec 06, 2005, 06:58 PM // 18:58   #18
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I honestly don't like frenzy at all. I play both a W/Mo and a Mo/anything. Sometimes I'll play a smiter and let me tell you, there's nothing easier to destroy than a warrior running frenzy. Signet of judgement+holy strike with 16 smiting and a warrior with frezy on you've just done a huge amount of damage for a total cost of 5 energy (and for those that say it'd be interrupted, I always cast a bunch of lesser smites and wait for the interrupt. either the lesser smites get interrupted or there's no interrupt coming).

I just find frenzy leaves you way too vulnerable. The amount of spike damage is very difficult for a monk to heal quickly, especially in 4 vs 4 arenas where there's usually only one monk.

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Old Dec 06, 2005, 07:25 PM // 19:25   #19
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In gvg and tombs, warriors will have to either kill on their own, when there's no spiking, or keep the pressure up, and frenzy just has the best damage output out of all the 'accelerators' like flurry, berserkers..

Nobody is going to target you, and if they do, and god forbid, if they kill you, well sorry to say it people, but they'd only lose a warrior, which isn't crucial, and the other team screwed themselves over since they could have tried to take down a more important character.

Also, if you're a good warrior, or player in general, you sort of know they're attacking you, and you just don't use frenzy. The little red numbers indicate you're taking damage, so take a hint. If you're going to run in out of reach of your monk, you'd just be foolish to use frenzy, but that's not how it's supposed to be used in the first place.
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Old Dec 06, 2005, 08:09 PM // 20:09   #20
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Quote:
Originally Posted by BBoy_Manchild
gladiators is a waste of an elite for PvP, anyone who isnt an idiot will simply stop attacking you, or wild blow you. me personally i use a hammer war and will irresistable blow you which will keep knocking you on your back making you less usefull during the duration of the stances you using
and i personally aim people who use frenzy, hard for a monk to keep healing someone taking twice the normal damage, either killing you quickly or making you use a backup stance where i will just move on to a new target leaving you with your low damage output
Frenzy recharges in 5 seconds. A good warrior won't leave frenzy on if they're being targeted, unless there's some kind of bigger team plan in mind.
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