Apr 21, 2008, 04:00 PM // 16:00
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#1061
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Krytan Explorer
Join Date: Jun 2006
Guild: None
Profession: Rt/
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So, I'm guessing you'd run a build like this:
[skill]Blurred Vision[/skill][skill]Shatterstone[/skill][skill]Steam[/skill][skill]Slippery Ground[/skill][skill]Glyph of Immolation[/skill][skill]Freezing Gust[/skill][skill]Water Attunement[/skill][skill]Resurrection Signet[/skill]
?
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Apr 21, 2008, 04:15 PM // 16:15
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#1062
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Re:tired
Join Date: Nov 2005
Profession: W/
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Either Slippery Ground or Glowing Ice, depending on how the energy played out.
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Apr 22, 2008, 05:20 AM // 05:20
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#1063
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Krytan Explorer
Join Date: Jul 2006
Location: F͊̕҉̡͍̘͍̜̬̲̪u͒͗̍̽ͭ&
Guild: F͊̕҉̡͍̘͍̜̬̲̪u͒͗̍̽ͭ&
Profession: W/Mo
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Quote:
Originally Posted by Turbobusa
With glowing ice and attunment, energy is fine. glyph of lesser otherwise, but it isnot that needed. I used to play that and it is a real b*tch against physicals :P
ho ok. Takes 2.5 seconds to KD, KDs an already shutdown target, has no other effect if target is not blind.
But obviously as someone known on this forum said it may be viable it must be good. Or not.
Does higher level thinking mean licking someone's butt?
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You can use the KD effect to, you know, interrupt?
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Apr 22, 2008, 06:40 PM // 18:40
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#1064
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Forge Runner
Join Date: Jan 2006
Location: By the Luxon Scavenger
Guild: The Mentalists [THPK]
Profession: N/
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I know that Knockdowns can be used as interrupts.
I also know that you can't interrupt much when you have to blind your target first. On the bar we're discussing that implies, casting steam first, and casting glyph of immolation before! So apart from meteor shower, I doubt you will interrupt much things!
And I doubt you blinded the caster you're targeting before!
I know a 5/1/10 KD sounds interesting, but when the condition is redundant, it is not.
And thanks to the mod for the cleaning the mess.
EDIT: here we go again...
Quote:
Seriously, the entire point is that you can steam a caster and follow with slippery for a KD. I can't believe you couldn't figure that out for yourself.
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I do know that, and if you can't read and understand that I wrote that twice already I can't help you.
I just find that casting a blind skill with 8 secs recharge on a caster is a waste, seeing as you could take gale, which is a hundred times more versatile, and doesn't need blind to trigger.
I know JR posted why he thought that it aint much a problem, but I'm not convinced.
Last edited by Turbobusa; Apr 22, 2008 at 08:15 PM // 20:15..
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Apr 22, 2008, 07:00 PM // 19:00
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#1065
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Wilds Pathfinder
Join Date: Mar 2007
Guild: two
Profession: W/N
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Quote:
Originally Posted by Turbobusa
I know that Knockdowns can be used as interrupts.
I also know that you can't interrupt much when you have to blind your target first. On the bar we're discussing that implies, casting steam first, and casting glyph of immolation before! So apart from meteor shower, I doubt you will interrupt much things!
And I doubt you blinded the caster you're targeting before!
I know a 5/1/10 KD sounds interesting, but when the condition is redundant, it is not.
And thanks to the mod for the cleaning the mess.
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Seriously, the entire point is that you can steam a caster and follow with slippery for a KD. I can't believe you couldn't figure that out for yourself.
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Apr 23, 2008, 07:36 PM // 19:36
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#1066
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Lion's Arch Merchant
Join Date: Feb 2007
Location: US
Guild: Diversionary Tactics [DT]
Profession: Mo/
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[build prof=warrior/elementalist axe=12+1+1 strength=12+1 air=3][dismember][body blow][shock][rush][frenzy][skull crack][bull's strike][resurrection signet][/build]
Build speaks for self.
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Apr 25, 2008, 06:01 AM // 06:01
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#1067
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Krytan Explorer
Join Date: Apr 2007
Guild: [Disc]
Profession: W/
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Battle Rage anyone?
Axe: 12+1+1
Strength: 10
Tactics: 8
[Dismember]
[Executioner's Strike]
[Distracting Blow]
[Protector's Strike]
[Bull's Strike]
[Healing Signet] <- (EDIT: Forgot...)
[Battle Rage]
[Resurrection Signet]
Battle Rage gives you 33% speed boost and double adrenaline. The 33% speed boost is great for replacing rush. Double adrenaline supposedly gives you better adrenaline than an IAS, however the decreased damage is a Bleh. Use bull's strike when necessary. Dismember is for deep wound and Executioner's Strike for their FATALITY. Distracting blow... I put there because of interruption, but it still gives you adrenaline .
Last edited by Jam Jar; Apr 25, 2008 at 07:41 AM // 07:41..
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Apr 26, 2008, 07:12 PM // 19:12
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#1068
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Wilds Pathfinder
Join Date: Jan 2006
Location: Dublin, Ireland
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Take D-Strike or Disarm instead of D-Blow.
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Apr 26, 2008, 08:30 PM // 20:30
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#1069
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Jungle Guide
Join Date: Apr 2005
Guild: aFk
Profession: Me/Rt
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Never played a battle rage warrior or anything, but wouldn't you want more than 2 adren attacks with something like battle rage?
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Apr 26, 2008, 10:05 PM // 22:05
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#1070
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by The Real Roy Keane
Take D-Strike or Disarm instead of D-Blow.
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Disarm is a Sword attack.
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Apr 26, 2008, 10:46 PM // 22:46
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#1071
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Wilds Pathfinder
Join Date: Jul 2006
Guild: Your Personal Savior [gsus]
Profession: W/E
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Battle Rage doesn't kill.
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Apr 28, 2008, 11:45 AM // 11:45
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#1072
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Ascalonian Squire
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Can someone tell me a fun, decent Warrior build, with the use of the Elite skill Dragon Slash?
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Apr 28, 2008, 01:07 PM // 13:07
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#1073
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by RigelVii
Can someone tell me a fun, decent Warrior build, with the use of the Elite skill Dragon Slash?
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[skill]Frenzy[/skill][skill]Rush[/skill][skill]Sever Artery[/skill][skill]Gash[/skill][skill]Sun and Moon Slash[/skill][skill]Dragon Slash[/skill][skill]Bull's Strike[/skill][skill]Resurrection Signet[/skill]
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Apr 28, 2008, 03:28 PM // 15:28
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#1074
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Legendary Korean
Join Date: Aug 2006
Guild: The Benecia Renovatio [RenO]
Profession: W/
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Cmon, [Protectors Strike] over [Bulls Strike]. Unleash the terror :P
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Apr 28, 2008, 03:37 PM // 15:37
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#1075
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by RhanoctJocosa
Cmon, [Protectors Strike] over [Bulls Strike]. Unleash the terror :P
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In a GvG build with snares/another Warrior that can work, but in a skirmish/RA knockdowns are just too powerful to go without. The bar I run at the moment is:
[Frenzy][Rush][Shock][Coward][Sever][Gash][Steelfang Slash][Resurrection Signet]
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Apr 28, 2008, 08:49 PM // 20:49
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#1076
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Yeah I like that bar.
~Z
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Apr 29, 2008, 05:33 PM // 17:33
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#1077
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Jungle Guide
Join Date: Dec 2005
Guild: Rebel Rising [rawr]
Profession: A/W
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Backbreaker sin.
Make sure you have a hammer and a dagger, and practice swapping fast. You should be able to get off the first 3 dagger attacks while the're knocked down. Blades of steel will hit just as the're standing up. This is my #1 build on isle of the nameless haha, you can solo every npc with this. Using a spear is also helpful to frenzy+spear to get adrenaline up so you don't get hit for damage. The cool thing about this is by the time you finish your combo, you're already 6/10th of the way to your next backbreaker.
[build name="X Ekelon X" desc="Sundering Hammer of Fortitude<br>Vampiric Daggers of Fortitude" prof=A/W dagger=11+1+1 hammer=9 shadow=4 critical=10+1][Backbreaker][Frenzy][Falling Spider][Twisting Fangs][Falling Lotus Strike][Blades of Steel][Dash][Rez Sig][/build]or[death's charge]
This w/p build is pretty cool too.
[flail][for great justice][barbed spear][blazing spear][maiming spear][merciless spear][stunning strike][enraging charge]or[rez sig]
Last edited by Ekelon; Apr 29, 2008 at 05:41 PM // 17:41..
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Apr 29, 2008, 07:25 PM // 19:25
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#1078
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Krytan Explorer
Join Date: Sep 2005
Location: Druery Lane
Profession: W/
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Quote:
Originally Posted by tehshadowninjar
I needs a gerd build. Gimmaw.
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Unless you are talking with a mouth full of marbles its; gud and gimmi.
W/A
13 strength
14 hammer
full survivor and stone fists derrrr
sundering hammer and elemental
dash
flail
dev hammer
crushing blow
mighty blow
heavy blow/hammer bash
distracting strike/bulls strike
rez
Last edited by The Muffen Man; Apr 29, 2008 at 07:34 PM // 19:34..
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Apr 29, 2008, 07:53 PM // 19:53
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#1079
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by The Muffen Man
W/A
13 strength
14 hammer
full survivor and stone fists derrrr
sundering hammer and elemental
dash
flail
dev hammer
crushing blow
mighty blow
heavy blow/hammer bash
distracting strike/bulls strike
rez
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I'd take Sentinels over Survivor on a Hammer Warrior, seeing as you don't get the +AL from a shield.
Enraging is better than Dash. You definately don't have the energy to sustain using Dash regularly, and the adren bonus of Enraging is great for a slow swinging hammer warrior.
With Enraging 14 Strength is more important than 14 hammer. Run 14 Strength, 13 Hammer.
Magebane is strictly better than Dev Hammer in every situation outside of running a dedicated linebacker (where the weakness is actually usefull). It KDs through block enchants, and Guardian is every good monks best friend in RA.
Without weakness, Hammer Bash is defiantely more useful than Heavy. I would argue its better even with a source of weakness, because you can bash other targets or still KD if the condition is removed, but that's a different subject.
Mighty is mediocre, if you want to increase your DPS it would be more usefull to take an adrenaline based cancel stance so you can frenzy more often and train kiting foes. Mighty -> Rush.
I wouldn't run a Warrior bar (other than a Coward bar) without Bull's Strike, it's just too good. With two unconditional KDs on your bar interrupts really aren't that necessary either.
So what you end up with is...
[enraging charge][rush][flail][magehunter's smash][crushing blow][hammer bash][bull's strike][resurrection signet]
...an absolutely run of the mill (good) triple stance hammer warrior.
Last edited by JR; Apr 29, 2008 at 07:55 PM // 19:55..
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Apr 30, 2008, 04:42 AM // 04:42
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#1080
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Wilds Pathfinder
Join Date: Aug 2006
Location: Melbourne
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Quote:
Originally Posted by JR
I'd take Sentinels over Survivor on a Hammer Warrior, seeing as you don't get the +AL from a shield.
Enraging is better than Dash. You definately don't have the energy to sustain using Dash regularly, and the adren bonus of Enraging is great for a slow swinging hammer warrior.
With Enraging 14 Strength is more important than 14 hammer. Run 14 Strength, 13 Hammer.
Magebane is strictly better than Dev Hammer in every situation outside of running a dedicated linebacker (where the weakness is actually usefull). It KDs through block enchants, and Guardian is every good monks best friend in RA.
Without weakness, Hammer Bash is defiantely more useful than Heavy. I would argue its better even with a source of weakness, because you can bash other targets or still KD if the condition is removed, but that's a different subject.
Mighty is mediocre, if you want to increase your DPS it would be more usefull to take an adrenaline based cancel stance so you can frenzy more often and train kiting foes. Mighty -> Rush.
I wouldn't run a Warrior bar (other than a Coward bar) without Bull's Strike, it's just too good. With two unconditional KDs on your bar interrupts really aren't that necessary either.
So what you end up with is...
[enraging charge][rush][flail][magehunter's smash][crushing blow][hammer bash][bull's strike][resurrection signet]
...an absolutely run of the mill (good) triple stance hammer warrior.
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I've never really been a fan of Rush and Hammer Bash on the same bar. If you normally hit flail when you land a KD, you'll end up losing the adren for Rush when you hit Hammer Bash, and accidentally getting stuck in Flail when your KD's miss tends not to occur too much with Magehunter's Smash.
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