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Old Aug 02, 2006, 08:35 PM // 20:35   #1
Ascalonian Squire
 
Join Date: Jun 2006
Location: New York City, New York
Guild: The Neo Unholy Trio
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Default Warrior Energy Denial Build

Hello all. This is my first time submitting a build for review and commenting, so i hope I'm in the right section and doing this right way. I'm still a bit of a new player to the game, but I like to try my luck here.

Anyhow, to the point. I love to experiment with builds. I tend to hate going with what people expect a class to do, and instead opt to experiment. I like surprises.

The following build was designed to help suck the energy from a target while doing a fair amount of damage. It has met with varied results, often depending on the make-up of the teams.

As far as I know, no one uses a warrior for Energy Denial, at least not in this way. Correct me if I'm wrong, and I'm sorry if this is a huge waste of time.

The strength of this build is that no one expects a Warrior to suck their energy dry, especially a Warrior with no secondary. I've had some decent success in Random Arenas against Boon Prot and other types of monks; their team ignores me as I head after the Monk. Haven't had enough battles in Team Arenas to say with anymore certainty how well the build with function. I'm my guild's Ritualist and Necromancer, so I haven't had a cahnce to try it in GvG either.

The Monk, or most other professions, don't expect their energy to be in danger when under attack from a Warrior. I try to lay down damage and drain energy at the same time; often, the monk doesn't realize what's going on and heals his/her self without concern until they're too dry of energy to react anymore. Smarter monks are in constant motion and can prove more difficult, but I've still taken them down (though not as quickly as the rookies).

The build has also worked well against Warriors (who rely on Energy for defensive stances), Assassins, Rangers, and Touch Rangers (when not using Whirling Defense).

PROFESSIONS
Primary Profession: Warrior
Seconday Profession: Any

ATTRIBUTES
Strength: 10 (8+1+1) -or- 11 (10+1) -or- 9 (8+1)
Swordsmanship: 12 (11+1)
Tactics: 12 (11+1) -or- 12 (10+1+1)

* The attributes will vary depending on whether you choose to take a Lieutenant's Helm, a Gladiator's Helm, or a Dragon Helm.

ARMOR

Head: Dragon's Helm -or- Gladiator's Helm -or- Lieutenant's Helm
Body: Gladiator's Cuirass
Leggings: Gladiator's Leggings
Gauntlets: Berserker's Gauntlets -or- Gladiator's Gauntlets
Boots: Knight's Boots

* This comes down to preference, though it affects your strength attribute as well. I don't utilize Strength in my build, so you can opt for Gladiator's for the extra +1 Energy, or go with Lieutenant's for the lowered Hex duration (but strength will be at 9). I usually go with Lieutenant's.

** Likewise, Gauntlets come down to preference. +5 health isn't great, but this build goes for the most health possible. If you want to go with energy, that is up to you.

RUNES
Minor Tactics, Superior Absorption, Superior Vigor, Minor Swordsmanship, Minor Strength

*The build leaves the Warrior with as much health as can be spared.

WEAPON SET 1
Weapon: Zealous Sword (Energy +5) of Fortitude
Shield: +30/-5 -or- Stance Shield +45/-2

* I suggest taking a sword that gives you +5 Energy. Alternatively you can take the Stance Sword, but I feel with safer with at least 30 energy.

** The Zealous mod is required for the build to function correctly. The Fortitude modi s there for the extra health, and may be replaced according to taste.

*** The shield is also a matter of taste. You spend much of your time in stances, so you may opt for the Stance shirld over the +30/-5 variant.

Weapon Set 2

Weapon: Vampiric Sword (Hex +20%) of Fortitude
Shield: Hex Shield +60/-3

* I chose to go with this set-up as a way of countering hexes. The idea is to switch to this if the hexes become too much.

** The Vampiric mod can be replaced with the Furious mod or any other mod if you wish. I suggest not equipping another Zealous mod, since you can switch to this Weapon set to get back your +2 energy regeneration if need be.

SKILLS

Sun and Moon Strike
Hundred Blades
Flurry/Free Slot
"Fear Me"
Bonnetti's Defense/Free Slot
Healing Signet
Rush/Free Slot
Res Signet/Resurrection Spell

* Sun and Moon Strike and hundred Blades provide extra attacks that mesh well with the Zealous mod. Likewise, Flurry provides a decent boost in attack speed, allowing even quicker energy theft.

** Fear Me is a low adrenal skill that is quickly charged with Sun and Moon Strike, Hundred Blades, and Flurry. Spam this as often as you can spare, as it will take three energy from all nearby foes.

*** Healing Signet and Res Signet/Spell are self-explanatory. Obviously you need a Monk or Ritualist secondary if you want a spell.

**** The last three skills (Rush, Bonnetti's Defense, and Flurry) are given free slots because they can be a matter of preference.
- Flurry can be replaced with any skill that speeds up your attack rate (such as Frenzy); I prefer Flurry because 1) its not a linked atribute 2) it recharges as soon as it ends, and 3) your attacks suffer but your defense isn't affected.
- Bonnetti's Defense can be replaced with any defensive skill; I prefer Bonnetti's because it is 1) adrenal based, 2) easily charged with the other skills I've chosen, 3) lasts 10 seconds, and 4) provides 75% block against physical attacks making the healing signet more useful and providing energy in emergencies.
- Rush can be replaced with Sprint. I prefer Rush because 1) it is a low cost adrenal skill, 2) it lasts 15 seconds with only 9 strength, and 3) it is easily recharged with Hundred Blades, Sun and Moon Strike, and Flurry.

STRATEGY

The basic strategy isn't too different from any other Warrior build. Pick your target and run over to them. Begin with using Hundred Blades, immediately followed by Flurry. When charged, use Sun and Moon Strike followed immediately by "Fear Me". Reuse Hundred Blades when charged, and then follow it again with Flurry. Thus, it appears like the following:

Hundred Blades > Flurry > Sun and Moon Strike > "Fear Me" > REPEAT

Often, "Fear Me" will recharge before Sun and Moon Strike; go ahead and spam it whenever you can.

Flurry with the Zealous mod will keep your energy up; Sun and Moon Stike and Hundred Blades only help.

Use Bonetti's when your under attack or when you need to use your healing signet.

If the target starts running, use Rush; use Rush whenever you need to as you chase your target, and rely more on Sun and Moon Strike and Hundred Blades. Don't spam "Fear Me" as much when you're chasing a target, since you'll want to make sure Rush is always on. Refrain from using Flurry and Bonetti's Defense while using Rush since each of those are Stances.

If under Hex, switch immediately to your second weapons set, use Bonetti's and Heal Signet if need be, and (if using the Vampiric Mod) hack away with Sun and Moon Strike, and Hundred Blades or Flurry. If you need to, use Rush, run away, heal, and return.

FINAL THOUGHTS

Its in the experimental stage, so how effective it will be remains to be seen. Still, for a change of pace and as a surprise tactic against foes, its more fun than many standard warrior builds. Most people don't expect a Warrior to 'cause energy problems for them, so its a nice way to get the drop on the Monk with poor energy management. I've also had some success against touch Rangers who suddenlydon't have the 5 energy they need to spam their skills.

Comments, questions, thoughts, criticisms, sepculation, etc., if you would.

(And an apology in advance if I posted this in the wrong section.)
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Old Aug 02, 2006, 08:52 PM // 20:52   #2
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Moving this to Team Arena builds, as it seems to be the closest thing.

As far as the build itself - Fear Me spam can be alright for draining some energy, though I think you'll find that a warrior is at his best when dealing heavy damage in addition to providing that kind of utility. A lot of skills on this bar could be changed to allow you to do more damage without losing out the Fear Me.

First off, run 16 Sword. The extra damage is worth the health loss.

Secondly, Frenzy is going to be a more effective skill for you than Flurry. It will allow you to deal full damage at IAS, and if anything attacks you you need only switch into Rush and avoid the double damage.

Defensive stances on warriors aren't that great either. Most good players attack the squishies first, and if the rest of your team is already dead having a defensive stance isn't going to win you the match. You're better off with another offensive skill, since this will give you a better shot at winning the match before your defense breaks.

Here's a build that keeps the Fear Me spam but also does a lot more damage:

16 Swordsmanship (12 + 3 + 1)
10 Tactics (9 + 1)
10 Strength (9 + 1)
-Sever Artery
-Gash
-Final Thrust
-Fear Me
-Healing Signet
-Frenzy
-Bull's Charge {E}
-Res Sig

This will allow you to deal a lot of damage. If you turn on Bull's Charge you can quickly build adrenaline because anything that tries to run from you will be knocked down. It also serves as a cancel stance for your Frenzy.
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Old Aug 08, 2006, 03:50 AM // 03:50   #3
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This was an Axe version I came up with awhile ago.

E Drain Axe War

This is an Axe War with an Energy Drain twist. He is designed to be forward, building adrenaline and popping Fear Me pretty much as soon as it becomes available. His forward position also takes maximim advantage of both Fear Me and To the Limits' larger area of effect. The warrior is capable of -8 energy spike to "nearby" targets.

Warrior/xxx
Level: 20

Strength: 4 (3+1)
Axe Mastery: 16 (12+4)
Tactics: 13 (12+1)

Sprint (Strength)
For 10 seconds, you move 25% faster.
Energy:5 Cast:0 Recharge:20

Frenzy (Warrior other)
For 8 seconds, you attack 33% faster but take double damage.
Energy:5 Cast:0 Recharge:4

Eviscerate [Elite] (Axe Mastery)
If Eviscerate hits, you strike for +42 damage and inflict a Deep Wound, lowering your target's maximum Health by 20% for 21 seconds.
Adrenaline:8

Axe Rake (Axe Mastery)
If this attack hits a foe suffering from a Deep Wound, you strike for +11 damage, and that foe becomes Crippled for 15 seconds.
Adrenaline:7

"Fear Me!" (Tactics)
All nearby foes lose 4 Energy.
Adrenaline:4

"To The Limit!" (Tactics)
For each foe in the area (maximum 5), you gain one strike of adrenaline.
Energy:5 Cast:0 Recharge:20

Healing Signet (Tactics)
You gain 137 Health. You have -40 armor while using this skill.
Energy:0 Cast:2 Recharge:4

Resurrection Signet ()
Resurrect target party member. That party member is returned to life with 100% Health and 25% Energy. You may use this Signet only once per mission.
Energy:0 Cast:3 Recharge:0

What I like about this character is that I think it would fit into many pressure builds and that timed right the -8 energy AE spike could be a real killer. These are shouts after all so it would be hard to anticipate/avoid.

13 tactics is a must. Thats where you get the -4 e-drain. To the Limit recharges it instantly if there are at least 4 enemies "in the area."

I like sprint over rush just because you want every point of adrenaline converted into "Fear Me"s (save the Evicerate/Axe Rake).
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Old Aug 08, 2006, 04:01 AM // 04:01   #4
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I like the idea, but I think the warrior should concentrate on harassing the casters, and just that. If you have more points into strength, you can add bull's strike (a favorite of mine in PvP).

Good work on the build, but I simply think E-Denial should be left to mesmers.
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Old Aug 08, 2006, 04:51 AM // 04:51   #5
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there's a fear me a/w build i like but haven't really used:
14 dagger
13 crit
8 tac

locust's fury
leaping mantis sting
jungle strike
twisting fangs
flurry/frenzy
fear me!
rush
rez signet

you build adrenaline MUCH MUCH faster than with a warrior primary. but of course you're squishier.
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Old Aug 08, 2006, 09:08 PM // 21:08   #6
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Profession: R/
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In Ra/Ta if there is a resonable amount of pressure the standard boon is going to be resonably tight on energy anyway and just slipping "fear me" onto a shock warrior's bar i find is enough to push them over the edge. Why make a build designed to spam "fear me" that extra little bit more when you can still spam it quite a bit and still have all of the pressure and spike potential that a shock warrior has?
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