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Old Jul 06, 2007, 11:44 PM // 23:44   #101
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I have been running this warrior build in RA/AB recently :

Axe : 12+1+1
Strength : 10+1
Tactics : 8(rune optional)
[skill]Dismember[/skill][skill]Agonizing Chop[/skill][skill]Magehunter Strike[/skill][skill]Bull's Strike[/skill][skill]Healing Signet[/skill][skill]Frenzy[/skill][skill]Rush[/skill][skill]Resurrection Signet[/skill]

At first I wasn't really confident with running Magehunter Strike, but the build ended up being much better than I though it would. The spike is not as strong as the Evis->Agonizing->Exec combo, but you can spike almost twice as often(you only need 5a if you finish with Agonizing) and the spike is also delivered much faster(two 1/2sec attack skills). It is a bit heavy on the energy, so I recommend using a zealous axe.

Summary:

Pros
- It does Deep wound
- It has an interrupt
- Bull's strike.
- Cheap spike .. 5a or 6a only depending on the skill order
- Fast spike .. Good for catching people off guard
- Good spike finisher .. That last second guardian will not save your target
- Frenzy / Rush / Heal Sig / Rez ....

Cons
- Doesn't have the strongest spike .. It's not bad though
- No "snare" aside from Bull's strike
- Cannot do crap about hexes and conditions by itself


Comments and suggestions are welcome.
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Old Jul 08, 2007, 02:11 AM // 02:11   #102
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Stolen build:

N/R

Soul Reaping: 10 (or 10+1)
Curses: 12+1+3
Wilderness Survival: 8

[skill]Reaper's Mark[/skill][skill]Faintheartedness[/skill][skill]Price of Failure[/skill][skill]Reckless Haste[/skill][skill]Parasitic Bond[/skill][skill]Natural Stride[/skill][skill]Distracting Shot[/skill][skill]Resurrection Signet[/skill]

+5e +30HP Recurve Bow
+5e +30HP Axe / +30HP Focus swap

Troll can be swapped for p-bond. The original version of this was an AB template that used Troll instead of Res Signet.

Pros:
- Ridiculous amounts of degen.
- D-shot is not only leet, but it works through anti-caster hexes and daze.
- Makes physicals suck severely.
- Survivable

Cons:
- Um.... lol?

Last edited by Riotgear; Jul 08, 2007 at 02:27 AM // 02:27..
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Old Jul 08, 2007, 06:25 AM // 06:25   #103
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Quote:
Originally Posted by Shendaar
At first I wasn't really confident with running Magehunter Strike, but the build ended up being much better than I though it would. The spike is not as strong as the Evis->Agonizing->Exec combo, but you can spike almost twice as often(you only need 5a if you finish with Agonizing) and the spike is also delivered much faster(two 1/2sec attack skills). It is a bit heavy on the energy, so I recommend using a zealous axe.
I thought using adrenaline skills take up one adrenaline, so you'd actually need six to begin with since dismember will use up an adrenaline and you only get one from attacking. Plus I thought there was a delay time after a 1/2 second attack like that...not sure for warriors but I know there's one for rangers.
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Old Jul 08, 2007, 08:14 AM // 08:14   #104
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Quote:
Originally Posted by holymasamune
Plus I thought there was a delay time after a 1/2 second attack like that...not sure for warriors but I know there's one for rangers.
There is a 3/4 sec aftercast on attack skills that interrupt. Needling Shot and Quick Shot, for example, are not subject to that limitation. Distracting Blow is. Agonizing Chop and Critical Chop are not, because they're not always-interrupt-if-hit-lands.
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Old Jul 08, 2007, 09:27 AM // 09:27   #105
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Quote:
I thought using adrenaline skills take up one adrenaline, so you'd actually need six to begin with since dismember will use up an adrenaline and you only get one from attacking.
Dismember -> magehunter's strike -> agonizing chop?
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Old Jul 08, 2007, 02:01 PM // 14:01   #106
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Quote:
Originally Posted by Lord Natural
Without glowing sig you just won't have the energy to maintain ebon dust, not to mention if your aggressive refrain ends for whatever reason, the only way you're getting it back in a hurry is with glowing sig. The only alternative would be maybe a zealous spear, but that's not an option with ebon.

I've tried some variations of the build in the past, but pretty much everything fails in maintaining ebon and aggressive, other than glowing sig. Considering the crappiness of leadership in arenas, anthem of flame and gfte can't be considered reliable e-management. Even with a well speced leadership, you'll only be getting a +2 return most of the time.
erm, no? everyone runs GftE and never has any problems with it..the build is so old, and so many have been running it for months without ever running into energy problems, GftE is kinda godmode, but yeah. S:

also, you can still have a staff for a quick eda cast, you'll be blinding less with in those 20 seconds and spam gfte more for energy, but it surely works.
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Old Jul 08, 2007, 02:50 PM // 14:50   #107
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Spiteful Spirit Necromancer:

Soul Reaping 12+1
Curses 12+2+1

[skill]Enfeeble[/skill][skill]Parasitic Bond[/skill][skill]Spiteful Spirit[/skill][skill]Reckless Haste[/skill][skill]Price Of Failure[/skill][skill]Insidious Parasite[/skill][skill]Glyph Of Lesser Energy[/skill][skill]Resurrection Signet[/skill]

Runes:
Head-Radiant, Major Curses
Chest-Survivor, Minor Soul Reaping
Hands-Radiant, Superior Vigor
Leggings-Radiant, Attunement
Feet-Radiant, Attunement

Weapon Set 1: Curses Req wand: 1/2's recharge of Curses 20%, "Hale and Hearty" +5 energy while Health above 50%
Offhand: Curse Req Icon- 1/2's recharge of Curses 20%, Health +30

Pros: Anti melee/caster, hex stack creates pressure on target
Cons: No real self heal aside from Parasitic, spell casting time subject to interruption, can seem energy heavy (I have no problems with it)

Last edited by God Apprentice; Jul 08, 2007 at 02:53 PM // 14:53..
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Old Jul 08, 2007, 06:01 PM // 18:01   #108
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Quote:
Originally Posted by Riotgear
Stolen build:

N/R

Soul Reaping: 10 (or 10+1)
Curses: 12+1+3
Wilderness Survival: 8

[skill]Reaper's Mark[/skill][skill]Faintheartedness[/skill][skill]Price of Failure[/skill][skill]Reckless Haste[/skill][skill]Parasitic Bond[/skill][skill]Natural Stride[/skill][skill]Distracting Shot[/skill][skill]Resurrection Signet[/skill]
SR 11+2+1
Curses 11+1
Wild 8

would be much better attributes imo. Max Reaper's degen ftw. Losing 4% miss on Reckless won't change anything.
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Old Jul 08, 2007, 08:24 PM // 20:24   #109
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Quote:
Originally Posted by Patccmoi
SR 11+2+1
Curses 11+1
Wild 8

would be much better attributes imo. Max Reaper's degen ftw. Losing 4% miss on Reckless won't change anything.
More and faster degen at the cost of less shutdown. Faint will last 23 seconds instead of 30, Reckless will last 17 seconds instead of 21.

Depends what you expect to get out of it I suppose.
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Old Jul 08, 2007, 08:56 PM // 20:56   #110
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Quote:
Originally Posted by holymasamune
I thought using adrenaline skills take up one adrenaline, so you'd actually need six to begin with since dismember will use up an adrenaline and you only get one from attacking. Plus I thought there was a delay time after a 1/2 second attack like that...not sure for warriors but I know there's one for rangers.
Magehunter Strike uses Energy, hence why you can use it to fuel adrenaline for Agonizing. Warriors do not have a delay for 1/2 second attack skills.
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Old Jul 08, 2007, 09:01 PM // 21:01   #111
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Quote:
Originally Posted by suiraCLAW
Dismember -> magehunter's strike -> agonizing chop?
I'd just question whether or not it's a great idea to use your elite slot for Magehunter's when it's only marginally better for RA than Protector's Strike.

Last edited by Riotgear; Jul 08, 2007 at 09:46 PM // 21:46..
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Old Jul 09, 2007, 12:07 AM // 00:07   #112
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Quote:
Originally Posted by Riotgear
I'd just question whether or not it's a great idea to use your elite slot for Magehunter's when it's only marginally better for RA than Protector's Strike.
With 1/2 the monks going /w for frenzied/ disciplined the always hit clause of magehunter's is what makes it much better than protectors. The unblockable aspect makes it worthwhile for finishing spikes imo.
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Old Jul 09, 2007, 12:51 AM // 00:51   #113
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I dont feel like getting on gw atm so ill just type it.

Frenzy
Charge[E]
Sever Artery
Gash
Sun And Moon Slash
Hex Breaker
Healing Signet
Resurrection Signet

8+1 Str
12+1+3 Swords
11+1 Tactics
3 Domination

Hex Breaker is best without going double speed buffs or a defensive stance.

Frenzy
Shadow Prison
Dismember
Agonizing Chop
Executioners Strike
"To The Limit!"
Dash
Resurrection Signet

10+1 Str
12+2+1 Axe Mastery
7+1 Tactics
4 Deadly

I run glads with this although i prefer +hp.Frenzy->Shadow Prison->To the Limit->Gain rest of adrenaline and spike.

Frenzy
Bulls Strike
Sever Artery
Gash
Magehunters Strike
Sun And Moon Slash/Final
Rush/Dash(rush if snm dash if final)
Resurrection Signet

9+1 Str
12+3+1 Swords
9+1 Tactics

Try to get the bulls strike kd before combo. If its monk and they dont kite there probably retarded and u can just spike them without bulls.

Edit-Btw... U dont have to attack inbetween attacks in a combo because when u activate the skill u lose the 1 adrenaline and when u hit u gain 1 adrenaline back. Magehunters is good for triggering deep wound for effects like final that reguire certain health.

Last edited by I Brother Bloood I; Jul 09, 2007 at 12:57 AM // 00:57..
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Old Jul 09, 2007, 03:11 AM // 03:11   #114
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Lack of RA mesmer builds = fail

Domination:

12+1+1 Dom
9+1 Fast Casting
9+1 Inspiration

Diversion
Blackout
Power Leak
Power Drain
Drain Enchantment
Ether Feast
Mantra of Recovery
Res Sig or Chant

Blackout is awesome for shutting up melee and everything else. It lasts longer than shadow prison so use it to interrupt sin combos, steal adrenaline, etc. MoR + Diversion and interrupts is godly. Watch for holy veil, drain it the first time, power leak it on recast because no one ever expects it.

14 Dom
8+1 Fast Casting
10 Inspiration

Auspicious Incantation
Panic
Diversion
Power Drain
Shatter Enchantment
Energy Burn
Ether Feast
Res Sig

I frequently replace energy burn with power leak so I can make targets feel the burn faster. This only gets people in long matches when Panic is able to get a hold on people’s energy. Panic is great E-management with AI and hurts any class. Monks will freak out when you hit them with this and then power leak holy veil/deny hexes, they then do stupid stuff that gets them killed. Getting power leaked under Panic is brutal and watching whole teams do nothing is fun.

Illusion:

12+1+1 Illusion
8+1 Fast Casting
9+1 Inspiration

Auspicious Incantation
Conjure Nightmare
Conjure Phantasm
Accumulated Pain
Clumsiness
Glyph of Lesser Energy
Ether Feast
Res Sig

Spam illusion spells, torture weapon users with clumsiness, run around, apply AP for a deep wound kill, nothing special here. Just don’t focus all your hexes on one person and keep the whole team degening and teams without monks will fold in no time. Teams with monks will just take a bit longer.

I don’t have to use ether feast very often with any of these builds because I can usually shut down attackers before they can hurt me. Just play smart and stay alert and you’ll be fine.
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Old Jul 09, 2007, 03:42 AM // 03:42   #115
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I think that illusion build is missing something... PSST U NEED AN ELITE
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Old Jul 09, 2007, 05:14 AM // 05:14   #116
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What elite would you use for the Illusion build? I can't think of any elite that would assist in spamming or energy management better than the skills I'm already using.
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Old Jul 09, 2007, 06:54 AM // 06:54   #117
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Quote:
Originally Posted by Mokone
Mo/R - OwIT8SIjzZ4MTurlkbCL57xRAA

Prot: 10+1
Divine: 12+1+1
Wilderness: 9

+HP or +AL enchanted armor for all

[skill]Melandru's Resilience[/skill][skill]Reversal of Fortune[/skill][skill]Shield of Absorption[/skill][skill]Signet of Devotion[/skill][skill]Draw Conditions[/skill][skill]Contemplation of Purity[/skill][skill]Deny Hexes[/skill][skill]Divine Boon[/skill]

very fun build to run. can run guardian/ps/sb/shielding hands for soa. :>

The prot is 9+1 not 10 +1. Like this build, Saw it put it on my skillbar went in RA and first team got a glad point, Didnt use CoP once, and really no need to, so I think im going to throw in divine spirit and see how it goes with energy when facing no cond teams or heavy hex.
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Old Jul 09, 2007, 07:13 AM // 07:13   #118
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Try Spirit Bond instead of CoP
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Old Jul 09, 2007, 07:57 AM // 07:57   #119
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[skill]Melandru's Resilience[/skill][skill]Reversal of Fortune[/skill][skill]Guardian[/skill][skill]Shielding Hands[/skill][skill]Signet of devotion[/skill][skill]Draw Conditions[/skill][skill]Mending Touch[/skill][skill]Deny Hexes[/skill]
Changed it again and found some sucess. Any suggestions would help.
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Old Jul 09, 2007, 08:08 AM // 08:08   #120
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My all time number one boon build since the death of mor booners.
1)melandrus resilience (elite) - put it up before engaging into battle.
2)reversal of fortune
3)protective spirit
4)draw conds
5)sig of devotion
6)divine boon
7)divine spirit
8)deny hexes

I dont think there is a better non elite hex removal in-game from this imba deny hexes that can remove up to 4 hexes at once (with divine spirit, divine boon and sig of devotion all on recharge) - more than even Divert hexes :] and if you pack in a nice little 40/40 set for df spells...quite godly, not to mention there's no reason to be afraid of some nasty humility sig disabling ur only hex removal ^^.

Also, I decided to take divine spirit over cop mainly because of deny hexes buff and because spirit is really good for handling initial pressure when hexes or conds are not yet fully applied on your team...and when you face teams using little to no hexes/conds.

Last edited by urania; Jul 09, 2007 at 12:39 PM // 12:39..
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