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Old Jul 09, 2005, 06:12 AM // 06:12   #1
Lion's Arch Merchant
 
Join Date: Jun 2005
Guild: Infernal Legends [Doom]
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Default Most Aggressive = W/?

I'm a sword warrior that is trying to build a max damage dealing machine.

I don't have any points in tactics so I was wondering how I can do the most damage. More specifically, which profession and which attribute would allow me to do the most damage in a short period of time.

I want to do both PvP and PvE with him (for PvE, I'll just let the other warrior or two tank).

I'm hearing W/E but I don't know why.
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Old Jul 09, 2005, 06:39 AM // 06:39   #2
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Guild: Knight Vision [KnV]
Profession: Mo/
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It really depends. I have a W/E that uses Conjure Frost and spams Hundred Blades, because each hit with the Blades gets the conjure bonus, which means you get double your regular damage + double your conjure damage on every foe in front of you. You could use Conjure Flame, drop the shield for a flame artifact, and then get some high-damage fire skills like Phoenix, Inferno, or Flame Burst, and use those at will.

Another option to consider is W/R, using the /R to get Tiger's Fury. With enough points, you can keep Fury going almost all the time, and the 33% IAS means more adrenaline, which means more Galrath Slashes and etc...

Then there's W/N, and I love necromancers. Mark of Pain would be well-fitting. Order of the Vampire and Order of Pain are also good choices, not only because it benefits you, but it also benefits the rest of the party.

Finally there's the cliche W/Mo. Of course, you won't be healing; you'd go with smiting prayers. Balthazar's Spirit would be uber, but not for specifically dealing damage. Judge's Insight should be an elite skill if a warrior uses it. (That means it's good.) Strength of Honor is pretty cool, although the Conjure element line tacks on a bit more damage, and then there's Symbol of Wrath.

And most of all, don't forget Frenzy. Always pay attention, and if you aren't getting hit, you should be in a frenzy.
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Old Jul 09, 2005, 04:42 PM // 16:42   #3
Lion's Arch Merchant
 
Join Date: Jun 2005
Guild: Infernal Legends [Doom]
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I see.

I think I'll stick to W/E (water), or at least give it a try.

But I have been hearing *rumors* that cold damage does less than fire.

For example, someone said that against a warrior with gladiator's set and no enchants or stance, I'd do less damage with an icy hilt than a fire one.

This is completely false, no?

Also are monsters in UW/FoW generally weak against cold? If not, what are they weak against?
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Old Jul 09, 2005, 08:18 PM // 20:18   #4
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Quote:
Originally Posted by Heen
I see.

I think I'll stick to W/E (water), or at least give it a try.

But I have been hearing *rumors* that cold damage does less than fire.

For example, someone said that against a warrior with gladiator's set and no enchants or stance, I'd do less damage with an icy hilt than a fire one.

This is completely false, no?

Also are monsters in UW/FoW generally weak against cold? If not, what are they weak against?
That will depend on the monster your facing. If you were facing... lets say an Ancient Oakheart, Fire would do more damage than water. In some cases its the reverse against other creatures. In other cases its false for both cases so u need earth. By the way, i think that the most agressive would be a Pyro Hammer Tank or Illusion Hammer Tank. With a hammer, you do more damage than a sword, and since you dont put points into Tactics, you would be ignoring one of the swords greatest advantages: the Ability to use a shield. Using shields require points in tactics. Illusion Magic allows u to deal damage or add enchantments against them that does DoT or slows them down so u can punish them with the hammer. Fire Magic allows you to deal AoE spells so you can attack more than one person (or monster) at a time
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Old Jul 09, 2005, 08:38 PM // 20:38   #5
Krytan Explorer
 
 
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Quote:
Originally Posted by HOMIE_G64
Using shields require points in tactics.
Nope. There are strength req shields too. All you lose is shield stance effectiveness.
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Old Jul 10, 2005, 01:31 AM // 01:31   #6
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Try this out.. pretty fun for a dps based warrior. Base your build around Warrior's Endurance. Gives you 3 energy per melee hit. Mod your weapon to be Zealous for 4 energy recharge per hit.

Now either go W/E or W/N.

For W/E, I'd use axes since most axe skills are adrenaline based and you want to use your energy on ele nukes. You can't use eviscerate because your elite is wars endurance which sucks, but you can use dismember/axe rake/exec strike for pvp or exec strike/penetrating blow for dps in pve. Put in power attack in either build because you'll be raising str high to make wars endurance better and it has a 4 second cooldown. For Ele skills, raw dps would probably be fire, use inferno and flame burst since they're pbaoes that do massive damage, low cast time, solid energy cost. You'll be in prime position to fire them off at almost all times being a warrior. With 12 points in strength warriors endurance can bring your energy back up to 15 so you can spam flame burst every time you get back to that point. Extra slot(s) can be used for utility purposes for the most part like sprint/res sig/wild blow/interrupts/survival skills/etc. One thing to note is warrior's endurance is a stance so there's no real way of boosting your attack speed outside of I'll avenge you, which is really situational, but from my experiences the base attack speed is fine. In PVP you'll need to cripple if you want to make sure to stay on your target with Warriors endurance on unless someone on your team uses charge or windborn speed on you or something since sprint is a stance.

Problem with W/E is neither class really has good options with conditions/hexes/healing so to be truly effective you'll need support or you'll be garbage. W/N is much better at holding his own so if you're with random people, W/N will be much more effective almost all the time compared to W/E. The way I do my W/N build with warrior's endurance is go all out 12/12 in strength and swords, the only necro skill I use is plague touch and since it's not effected by points there's no need to raise any necro points. Reason for swords is it's loaded with energy based skills as opposed to axe's adrenaline based skills and since you're not using up energy spamming ele nukes you spam your sword attacks. The good thing about not worrying about adrenaline is you can really wild blow whenever you want without worrying about screwing up your other abilities by killing all of your adrenaline. The only adrenaline based skill I use in the build is final blow. Skills I use go along the lines of Power Attack/Savage Slash/Hamstring/Pure Strike/Distracting Blow/Wild Blow and sometimes bull's charge for dps, pick and choose what you think you need from the group. With warrior's endurance going you can spam these skills and since they're attack skills, when you attack you're getting your energy back at the same time as opposed to just using up your energy with nukes. Works really well if you're on your own, your only problem is hexes really, they still shut you down so you'll need help to endure/get rid of them. Since you're W/N you can modify the build a little bit and fit rigor mortis in there for situational use like.. against wards against melee and whatnot. I havent really tried using warrior's cunning myself.. seems too crappy with the 60 sec recast delay.

Anyway try those out if you wanna have some fun doing dps with a warrior spamming energy skills.
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Old Jul 10, 2005, 02:07 AM // 02:07   #7
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The most damage doesn't necessarily mean the most effective. One of my personal favorites is a W/Me focusing on Domination Magic (extra points in Inspiration Magic if you wanted to use Leech Signet). I like Leech Signet on this build, even if you don't put very many points into Inspiration Magic, because it will not only counter spells but anything.

For the Domination Magic side of things, you have to get it to 12 I believe in order to get the 6 second duration (buying you 1 second extra on your opponents). During that time, you will regen enough energy so that you can use Power Spike if they try to cast. If you have points into Inspiration Magic, Power Drain is a nice choice for Warriors with its 5 energy cost.

Overall, you use the Warrior aspect to deal damage and the Mesmer side to prevent them from healing if a Monk, or otherwise preventing you keeping damage on them.
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Old Jul 11, 2005, 04:57 AM // 04:57   #8
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What Jake says is true about the W/N... but the point of a PvP match isn't to be self-sufficient--it's to win.

I suppose it can be used well as a good deep behind-lines distraction, but usually warriors are ignored at first anyway in favor of "kill-the-monk(s)".


He makes some good points about a W/E as well. A different play style you might want to consider though since what Jake is advocating is a tank.

You want offensive--and so does your team.

Forget tactics, at least unless you have a shield you really want that requires it, and then, only tactics up to that.


Fire is traditionally the most offensive element but it doesn't have to be the only one. Personally, I would suggest looking at the war/ele builds in the builds directory. It has some pretty good ones that you can go off of (in fact, one of them was very similar to one of my builds--which I thought was unique and clever of me to think up of before seeing it practically exactly alike in the directory *chuckle*). But just toss out all defensive (in PvP) in favor of offensive skills like immolate, gale, etc.

In fact, and some would vehemently disagree/disapprove of this--I do the same for PvE. My tactic isn't to tank-a-lot, it's to kill the enemy so they stop doing damage, which sounds like what you are going for.


Why W/E have the highest damage potential is because warriors already have the steadiest (and highest in melee) damage and elementalists give excellent burst damage. Combine that with the conjures for all elements except earth, and you have a lot of damage just going by your weapon swing. Combine that with said burst damage and you'll be dropping people in about 10 swings (slower than an elementalist, but less prone to disruptions as you'll always have something, your melee attack, to fall back upon--and savage slash/interrupts to keep yourself in the game even with weakness). Earth, of course, has nice hammer warriors that use aftershock, though you'll have to ask another about how to play those well as I don't play hammer warriors.


That was a bit long-winded but I hope you got what you wanted out of it.
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Old Jul 11, 2005, 07:20 PM // 19:20   #9
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I'm not really seeing how you interpretted my post as advocating a tank heh. Never mentioned one tactics skill either.
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Old Jul 11, 2005, 07:53 PM // 19:53   #10
Mak
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Well I play a monk and the most damaging warrior I had ever attacking me was a W/E weilding an axe. Ii was in a GvG battle and the team was mainly defensive so I believe there was probaly a monk keeping the warrior buffed with Judges insight/ strength of honor.

Anyway the axe warrior was hitting for like 100+ .
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Old Aug 03, 2005, 12:19 PM // 12:19   #11
Ascalonian Squire
 
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Even with pure warrior skills your critical hits with skills like Executioner's Strike or Eviscerate will do around 100 damage to soft targets (6-28 axe +15%, axe 16, strength 13).
Condition remover and something to bypass evade/block is strongly recommended, though
Sword and hammer can do similar damage with the the right skills.

Last edited by wonderworm; Aug 03, 2005 at 12:22 PM // 12:22..
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Old Aug 03, 2005, 09:29 PM // 21:29   #12
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Correct, most damage doesn't mean most efficient. In fact, stuff like Ensigns high damage tombs build is obsolete by the fact that it's so narrowly built, and is easily shut down. But as far as most aggressive goes, War/Monk self smiter is the most damaging warrior that runs by itself. It's easily shut down, and has numberous weaknesses that make it really pointless in anywhere other then tombs, but it does most likely the highest amount of damage over time if given the chance.

Of course, this is assuming things go your way, which it won't. Ever.
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Old Aug 03, 2005, 09:41 PM // 21:41   #13
Lion's Arch Merchant
 
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Im not sure if this is the best self-smiter build, but this is what I run with:

11 smiting
10 + minor + hat swordsmanship
10 + sup tactics

For Great Justice
Frenzy
Fear Me
Riposte
Hundred Blades [E]
Shields Up
Healsig/Rezsig/Purge sig
Zealot's Fire

At 13 tactics "fear me" drains 4 energy, the zealot's fire will do decent damage to replace the damage lost from no attack skills. If the ZF gets shut down you still have normal attacks and hundred blades, as well as "fear me" spam to drain their energy. For a PvE build, assuming you don't have hundred blades, I would run gladiator's defense and shield stance over hundred blades and shields up, and run purge as your signet. Also, flurry should be run over frenzy in pve too. In PvE the goal is to tank and then unleash your Zealot's Fire AoE
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