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Old Feb 26, 2010, 09:21 PM // 21:21   #2281
Krytan Explorer
 
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I just threw this together and its fun:

Barbed Sig
Life Transfer
Mark of Fury
Oppressive Gaze
Vial Miasma
Epidemic (eek)
SoLS
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Old Mar 02, 2010, 03:42 PM // 15:42   #2282
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My 2 New favorite RA Bars:

W/Any

Backbreaker
Bodyblow
Dismember
Agonizing Chop
Bulls Strike
Frenzy
Rush
Res
12+1 Axe, 12+1+1 Str, 3 Hammer

Annnnd:

W/A
Backbreaker
Flail
Falling Spider
Deathblossom
Falling Lotus
Enraging Charge
Blades of Steel
Res
((Zealous is a must)Can QuarterKnock if you use enraging charge during Blades of steel)
12+1+1 Str, 12 Dagger, 3 Hammer
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Old Mar 02, 2010, 06:12 PM // 18:12   #2283
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Quote:
Originally Posted by 91ntucker View Post
my 2 new favorite ra bars:

W/any

backbreaker
bodyblow
dismember
agonizing chop
bulls strike
frenzy
rush
res
12+1 axe, 12+1+1 str, 3 hammer

annnnd:

W/a
backbreaker
flail
falling spider
deathblossom
falling lotus
enraging charge
blades of steel
res
((zealous is a must)can quarterknock if you use enraging charge during blades of steel)
12+1+1 str, 12 dagger, 3 hammer

must try backbreaker warrior
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Old Mar 02, 2010, 10:39 PM // 22:39   #2284
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@..Everyone!
Run the BB war bar, its a ton of fun. Makes me glad that they nerfed BB sins and opened up this new option. (sins didn't deserve backbreaker anyway.. too squishy)

Some tips for those trying it:

It is most effective when coupled with another person's Knockdown. Wait until they are just about to get up... when the hope shines on their face is when you KD... in other words, use BB right before they get up.

Camp zealous set when charging up between spikes

Use furious spear on Definsive set to charge up adrenaline if stuck in flail.

Since you're a warrior, people are gonna hit you with elemental damage most of the time, so use +7 armor vs elemental on daggers.

If you'd like to attempt a Quarter Knock, simply use enraging charge during blades of steel while swaping to your hammer.

And for you brave players who will only attack monks, do so later in the match. A sneaky BB on a monk is like blackout and will increase your team's pressure substantially. Just BB monks when your team's pressure is taking hold and you will be guaranteed a kill by doing so.

Finally, to complete my wall of text, here is the BB war build for unobservant people who missed it:

W/A
backbreaker
flail
falling spider
deathblossom
falling lotus
enraging charge
blades of steel
Res
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Old Mar 02, 2010, 10:39 PM // 22:39   #2285
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A/X

Death Blossom
Critical strike
Golden Fang strike
Jagged strike
Seeping Wound
-Enchantment of your choice-
-2nd enchantment or skill of your choice-
res


Pretty simple assassin chain that provides good pressure. Low recharge on Fang and jagged lets you alter between Jagged->Golden->Blossom->Jagged->Golden->CS*repeat* with SW kept on them. Unprotted targets go down fast, and it doesn't carry the weakness of the standard A/W SW build were you are useless for 12 seconds if your chain fails.
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Old Mar 02, 2010, 11:15 PM // 23:15   #2286
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Quote:
Originally Posted by 91ntucker View Post
W/A
backbreaker
flail
falling spider
deathblossom
falling lotus
enraging charge
blades of steel
Res
I think you'd be much better off bringing Twisting Fangs instead of Death Blossom, Deep Wound is good. This adds an extra 5e to the chain, and lengthens the recharge, but the extra ~120 damage and healing effects make it work it. Even at 0 spec, it's still nice. Or you can drop Flail for Crushing Blow, and replace Death Blossom as you have it with Horns of the Ox. Your spike is less compressed, but you net more damage.
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Old Mar 03, 2010, 01:36 AM // 01:36   #2287
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Quote:
Originally Posted by 91ntucker View Post

W/A
backbreaker
I've found no deep wound kinda sucks on the BB war but twisting fangs can be too expensive and not long enough. The best combination seems to be BB > crushing blow > falling spider > falling lotus > BoS with 12 hammer, 9 strength and 12 dagger.
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Old Mar 03, 2010, 10:09 AM // 10:09   #2288
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I've been playing this bar a lot in RA since the update (and even before, since I LOVE SV) and because tab-hex is basically all I can play right now because my graphics card is messed up:

N/X

Blood Magic 12+1+1
Soul Reaping 12+1
Curses 3+1

Barbed Signet
Oppressive Gaze
Life Siphon
Spoil Victor (E)
Strip Enchantment
Plague Sending
Foul Feast
Rez
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Old Mar 03, 2010, 06:00 PM // 18:00   #2289
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I find this build complete awesomeness, and am shocked not to see more of it in RA since the update. "My" version

W/R
Tactics 12+1+1
Hammer 12+1
Str 3+1

Steady Stance *
Drunken Blow
Grapple
Crushing Blow
Hammer Bash
Flail
Antidote Signet
Rez

Other variants possible as seen in link.

One awesome thing is that grapple actually has no aftercast, so when you stop the knockdown, you keep on swinging; its better than shock in that respect. The pressure output is amazing, and it's nice not to have to worry too much about building adren vs blindbots/blockway, can even grapple when the blind/block is almost done and then put on the hurt/knocklock. Swapping into flail is a little tricky, it's sometimes worth doing so even when grapple isn't up, but you run the risk there of your opp running out of range before hammer bash gets off.
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Old Mar 04, 2010, 10:46 PM // 22:46   #2290
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Quote:
Originally Posted by Krill View Post
I've found no deep wound kinda sucks on the BB war but twisting fangs can be too expensive and not long enough. The best combination seems to be BB > crushing blow > falling spider > falling lotus > BoS with 12 hammer, 9 strength and 12 dagger.
^This Pumps. Best part is you make full use of the Hammer.
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Old Mar 04, 2010, 10:59 PM // 22:59   #2291
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Marksmanship 12+1+2
Expertise 11+1
Wilderness Survival 5+1
Protection Prayers 4

Distracting Shot
Savage Shot
Burning Arrow
Point Blank Shot
Rapid Fire
Mending Touch
Natural Stride
Resurrection Signet

Energy is a bit tight, and Natural Stride is only 4 seconds.

Expertise 12+1+1
Marksmanship 9+1
Wilderness Survival 9+1
Protection Prayers 3

Distracting Shot
Savage Shot
Point Blank Shot
Apply Poison
Melandru's Resilience
Draw Conditions
Optional/Holy Veil
Resurrection Signet

If you get The Crag map, stand near the edges of the lava pools.
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Old Mar 10, 2010, 07:08 AM // 07:08   #2292
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Guild: Mistral Kittens [Posh]
Profession: R/
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Shove Axe Warrior

Axe Mastery 12+1+1
Strength 12+1
Tactics 3

Armor all health runes along with a stonefist insignia.
Weapons Axes with Vamp/Ebon/Zealous/Furious 15^50 and +30.
Shields against blind/cripple/different damage.
Defensive spear and same shield set with furious mod spear.

Shove
Body Blow
Dismember
Disrupting/Agonizing Chop
Bullstrike
Frenzy
Rush
Rez signet
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Old Mar 10, 2010, 04:30 PM // 16:30   #2293
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Better to go 14 str, 13 axe, sentinels armor, especially if using dchop over ago.
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Old Mar 10, 2010, 11:58 PM // 23:58   #2294
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Hey all, it's me again. It's been a while since I created the Spirit's Strength Rt/A: http://guildwars.incgamers.com/forum...d.php?t=434179

However, I still enjoy using Spirit's Strength even though you all may consider it old hat... After all, I posted it about 3.5 years ago now haha.

I didn't make my customary video for the build this time because I'm in college now and have less time :P. However, I really think you should try it out for yourself to see it in action.

Thanks to the new update of warrior skills, I've created my new favorite Spirit's Strength build that I feel is more effective than any I've made previously.

==================================================
Rt/W Spirit Thumper

Hammer Mastery: 12
Channeling: 6+1
Spawning Power: 11+3+1

Vampiric Hammer of Enchanting
Ghost Forge Insignias on all the armor

Skills: OAGjMxiG5SoFSNnFCWIbZgKbCAA
Equipment: PkpRhOxTl2o4n5Q908n5QDLpo5QzV3n5QDr7n5QNFA

Staggering Blow
Fierce Blow
Heavy Blow
Overbearing Smash
Weapon of Aggression
Sight Beyond Sight
Spirit's Strength
Rez Sig
==================================================

Use Staggering Blow->Fierce Blow->Heavy Blow->Overbearing Smash

So, this build can still kill most anyone in one spike, just like my original version. However, the knockdown in this one isn't as conditional as the Rt/A using Horns of the Ox. In this, all that needs to happen for the knockdown to occur is that the foe's Weakness isn't removed between your use of Staggering Blow and Heavy Blow. Also, what I like about this build is that even if they survive the spike, they'll be dazed after it thanks to Overbearing Smash. Thus, at the end of the spike they'll have Weakness, Deep Wound, and Daze and they'll have been knocked down during it as well... Believe me when I say this build destroys casters. If a monk gets up to try to heal after this spike you just interrupt their Dazed casting with a firm "Sit!" They subsequently die.

So, this build gives Weakness and Daze, making it effective against both melee users and casters. And once again, the fact that most of the damage in this build comes from added damage, the opponents armor doesn't affect damage much.

As for strategy in RA, I recommend building up your adrenaline on some melee user that has run near you until you have full adrenaline. Then, run up to the opposing team's healer and release your chain!

Granted, this build still has the fragility of the original Rt/A. But it is so much fun .

PS - I get the most pleasure out of using Fierce Blow, which can do about 110 damage straight out, then another 95 damage from its Deep Wound.
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Old Mar 12, 2010, 11:07 AM // 11:07   #2295
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Guild: The Legion of the Blue Blade
Profession: R/Mo
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Update on my previous build:

D/W - Sandy Thumper

Myst: 9+1
Earth: 9+1+1
Hammer: 12

Earthshaker [E]
Twin Moon Sweep
Yeti Smash
Crushing Blow
Sand Shards
Aura of Thorns
Flurry
Resurrection Signet

Maintain SS and AoT (preferably cover SS with AoT) Maintain flurry, wail on people. Its best to charge adren with your spear because you don't have a IMS and so keeping up with kiting opponents is hard. When you're ready hit ES (removing SS), then Twin Moon (removing AoT), then Yeti, then Crushing.

You keep them nice and knocklocked in range of sandshards, make them bleed, and inflict a tonne of damage and deepwound. Further to this, energy is fine cus you are using adrenaline and removing enchants to activate Mysticism (plus, all skills are 5e).

If you want you can use AoT as a snare, but it does require you to get within range of your opponent and requires you to have SS uncovered for a time.

I admit this build is raped by Me/Ns with Strip Enchantment, and if you have a monk which spams Vig Spirit on you the enchantment management can get a little bit clunky. But if the circumstances are right then this build is damn fun. Particularly when you catch 2/3 people in your radius.
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Old Mar 14, 2010, 01:47 AM // 01:47   #2296
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Temple Strike is underrated.

A/x

Silencing Daggers

12+1 Dagger
11+2 Critical
6+1 Shadow

Jagged Strike
Wild Strike
Temple Strike (E)
Critical Strike
Optional
Optional
Dash
Res

I keep coming back to this simple build because it just works better than the other Assassin stuff. Easily-applied 12 second daze, and the blindness is good for linebacking. If there's condition removal you can cover TS with another Jagged rather than going straight into CS. It's not spike damage but most spells will be shut down while you're dealing respectable damage to the target. You'll even catch a lot of 1/4 second casts. If you get hexed with empathy, etc. you can still be useful. Just spend 2 attacks applying daze (if you haven't already) then follow the target and use Jagged as an interrupt. 25e is plenty to run this build.

My preferred optionals:
Sight Beyond Sight
Feigned Neutrality

I prefer SBS to a second dual attack (CS recharges fairly quickly anyway). It pretty much shuts down blindbots. I prefer it to Antidote Sig because it's faster and is immune to re-apply. If you are attacking the blindbot he won't get another blind spell through your daze. By the time daze is gone your SBS is recharged.

I also like Feigned because it offsets your squishiness. Shadow Refuge can't take you through a spike but Feigned can, and it's much faster to apply. Feigned also syncs much better with monks, IMO. You can even use Feigned right after a daze, then do the follow/interrupt thing I mentioned above.
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Old Mar 14, 2010, 03:50 PM // 15:50   #2297
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12+1+1 Hammer
12+1 Str

Enraging Charge
Flail
Dev Hammer
Crushing Blow
Mighty Blow
Yeti Smash
Lions Comfort
Res Sig

auto-qknock
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Old Mar 14, 2010, 10:58 PM // 22:58   #2298
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Quote:
Originally Posted by Mad Lord of Milk View Post
12+1+1 Hammer
12+1 Str
....


/12chars
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Old Mar 15, 2010, 08:41 AM // 08:41   #2299
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Quote:
Originally Posted by Mad Lord of Milk View Post
12+1+1 Hammer
12+1 Str
run 14 str 13 hammer for the 4 adren enraging break-point.
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Old Mar 15, 2010, 11:36 PM // 23:36   #2300
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Join Date: Mar 2010
Profession: D/W
Default Earthquake

A build for entertainment for the bored RA dervish.

Faithful Intervention/Replace with Mystic Sweep
Sand Shards (30 secs)
Vital Boon (20 secs)
Heart of Fury (17 secs)
Mirage Cloak ( 10 secs)
Mystic Sandstorm
Reaper's Sweep

Scythe Mastery 10+3
Earth Prayers 10+2
Mysticism 11+1

Armour: Full radiant
Weapon: Zealous or sundering/Enchanting or vigor

This works...sometimes lol. Makes things more interesting than just slicing away anyway even if you don't win. With a full radiant set a derv will have about 33 energy, enough to prep all the enchantments and head in and release it all with Mystic Sandstorm. Note that all the effects are all for NEARBY FOES which means that its a pretty nice sized AoE. You'll be surprised at how well a derv can maintain such a energy intensive build...if there arent pesky Mesmers around in which well, you're screwed yay.

Mystic Sandstorm has a cap of 130, which makes Faithful Intervention seem like a waste, but its there in case you lose an enchantment or you get spiked before you get close. Its probably a good idea to cast Heart of Fury after Mirage Cloak so that it gets removed first in case of an enchantment removal used against you, or cast Mirage Cloak at the last minute, OR pick a cheap energy enchantment to use as a buffer.

Method

Don't rush blindly in and preferably, not first. People will definitely use enchantment removals on Dervs if you charge straight in. Position well and look for who your teammates are targeting and try to get at least 2 opponents in the AoE, you're playing as a tactical caster not a straight up fighter. Follow up with reaper's sweep for a heavy spike with deep wound. If you see soft targets with less than half of their health bar go nuke them.

Pros:
Adrenaline rush from using such a dumb build
Instant spike on multiple opponents
Confuses opponents on whether to move due to Sand Shards
Sand Shards has a sexy animation
Constant buff and heal from Vital Boon
You can lol to yourself as people wonder what you're doing trying to stand in between opponents instead of attacking

Cons:
Mystic Sandstorm getting targeted by Mesmers will be a severe problem
Long setup time
Heavily reliant on removable enchantments
You have only pure damage and nothing else
Useless against a team with kickass healers
Your teammates will call you a noob (which hopefully you aren't and are really just bored)
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