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Old Dec 05, 2010, 01:56 AM // 01:56   #1
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Default how to make kd warrior? (RA)

20 weakness, blind


are these runes?
--

Attributes:
14 strength, NOT 13
13 hammer, NOT 14

I have 13,12
where do i get the 14 13

Last edited by xxotic azn; Dec 05, 2010 at 09:56 AM // 09:56..
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Old Dec 05, 2010, 02:16 AM // 02:16   #2
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The only questions I can help with are

Conjure Fire - Any Conjure skill requires a weapon of that element. That means to use Conjure Fire you need a Fiery hammer not a Vampiric.

Your secondary profession depends on the optional skills you want to use.

Make sure you are using this address for the pvxwiki - http://www.gwpvx.com
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Old Dec 05, 2010, 02:43 AM // 02:43   #3
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Don't use a conjure, low attack speed of hammers make conjure almost useless. After removing 5 vamp damage, and 5% armor penetration from strength, the damage from conjure looks small. Not to mention you will lose 20 armor on your sentinel's insignia. And, it gets stripped off a lot.

And for OP:

Sundering is bad, this has been determined by the PvP community (don't question it, people have done the math).

The reason elemental damage works better on warriors is because warriors have an inherent 100 armor to physical but only 80 to elemental.

You should take this equipment:
Four sentinel's insignias, one stonefist.
Vamperic hammer of fortutude, 15 50
Elemental damage of your choice hammer of fortitude, 15 50
spear+strengthshields +30,+5energy, 10% double adrenaline, +30, +10 armor to each damage type, a -20% blind
+50 vigor
-20 weakness, blind

Attributes:
14 strength, NOT 13
13 hammer, NOT 14

This is so sentinel's will be active even through weakness (takes -1 from each attribute), Enraged charge will give +3 adrenaline instead of +2.

Your second profession is really a matter of choice. Some popular choices are: Iron palm (3 deadly arts) Wild throw (3 spear mastery) Sight Beyond Sight, Protectors Strike, Overbearing smashetc.
These skills will help you keep your target on the ground longer, or remove pesky stances like balanced stance or bonetties defense. Or make blind irrelevant. An insta-attack. Daze.

For your build:
An elite KD, magehunter's or devastating hammer are the best in RA, they have low adrenaline costs and nice effects.
Flail, use immediately after your elite hammer skill
Crushing blow, does not take adren, so you will be able to use after flail
Hammer bash, try to wait until the target gets up in order to KD them again (called a quarter knock aka qknock)
Enraged charge, fast adrenaline gain
Res signet, NEVER ENTER RA WITHOUT THIS.
The rest is your choice, I suggest iron palm, overbearing smash

My personal favorite build
Dev Hammer
Flail
Crushing Blow
Body Blow
Yeti Smash
Power Attack
Enraged Charge
Resurrection Signet

This bar gives me enough spike power to kill a target at 100% health, as long as they are not on their shield set. If you use crushing blow, body blow, yeti smash in immediate succession after dev hammer, then you can achieve a perfect qknock.

That's the "cookie cutter" build. Pretty much all other hammer bars are inferior to this one.

Just a tip for all KD in RA:
Time your KDs, know when to lay them down so they are most effective.
KDs which are timed perfectly win games, not qknocking random targets.

Note: If you need training wheels for your qknock, use yeti smash

Last edited by I Echo Dshot; Dec 05, 2010 at 03:38 AM // 03:38..
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Old Dec 05, 2010, 03:14 AM // 03:14   #4
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I'd just like to point out that if you use them all in succession it isn't a perfect qknock, for the easy man's qknock you need to use an attack with 1/2 activation (e.g. prot strike). Other than that the post is perfectly solid, 14strength 13hammer
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Old Dec 05, 2010, 04:29 AM // 04:29   #5
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Assuming we're looking at the build, recommended options for both optionals are pretty clearly listed.
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Old Dec 05, 2010, 03:10 PM // 15:10   #6
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Qknocking is only decent if you sure that:

-you are not being protted
-target does not have a stance or already triggered it.
-target has 1/4 skills

Otherwise its better to add in one more autoattack before hammer bash.
Also keep in mind that its not neccessary to flail right away after a dev hammer if you want to save your crushing blow and bash elsewhere.
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Old Dec 05, 2010, 03:50 PM // 15:50   #7
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I personally prefer survivor over sentinel since you will get so much hex hate. More health will let you attack through empathy more and such.

Last edited by Kydd; Dec 05, 2010 at 03:53 PM // 15:53..
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Old Dec 05, 2010, 10:34 PM // 22:34   #8
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Right now the 13/14 or 14/13 for hammer and strength is a bit up in the air.

When 14 strength gave 4 adren on enraged charge there was no question that 14 str was superior.

Now at 14 hammer you get high damage on hammers and (more importantly) high crit rate. Though if you do that you are subject to sentinel's armor being useless if you get weakness (happens a lot).
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Old Dec 06, 2010, 09:27 AM // 09:27   #9
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Quote:
Originally Posted by Hyozanryu Sanada View Post
Qknocking is only decent if you sure that:

-you are not being protted
-target does not have a stance or already triggered it.
-target has 1/4 skills

Otherwise its better to add in one more autoattack before hammer bash.
Also keep in mind that its not neccessary to flail right away after a dev hammer if you want to save your crushing blow and bash elsewhere.
sup yeti smash.

for the 14 in str is better if you play protectors strike or other str linked skill since you will have 2 linked str skill bulls + the other one and only crushing blow on hammer.
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Old Dec 06, 2010, 12:13 PM // 12:13   #10
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id probably stick with hammer bash over yeti, yeti still relies on a condition to be used, and there can be situations where u might need a fast hammer bash on ur target without the condition
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Old Dec 06, 2010, 02:27 PM // 14:27   #11
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Yeti is easymode qknock with extra damage, any idiot can run yetis and win. Bash has additional utility because its an unconditional KD so u don't have to use it on the same target you used dev hammer on. It has less damage that yetis though, and requires practice to use. I would always promote use of bash since its better for play imo but its obvious why people run yeti.
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Old Dec 06, 2010, 04:30 PM // 16:30   #12
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Quote:
Originally Posted by Tyris Requiem View Post
Yeti is easymode qknock with extra damage, any idiot can run yetis and win. Bash has additional utility because its an unconditional KD so u don't have to use it on the same target you used dev hammer on. It has less damage that yetis though, and requires practice to use. I would always promote use of bash since its better for play imo but its obvious why people run yeti.
Hammerbash does have the advantage of being able to knock anyone, aswell as kiting foes (Yeti can't knock kiting foes), but using hammerbash out of the blue usually means you'll sacrifice a 80% build dev hammer.

Even in other occasions where you dev hammer a monk, you see him balanced stance and decide to swap target, you'll still loose flail (As running up with flail to Hammerbash someone is assuming your target is stupid and doesn't kite and thus falls out of this equation) and you have a slow casting shock which makes you loose all your adrenaline.

It definatly has advantages, but it has just as many disadvantages and therefor it can't really be concidered an advantage over yeti smash.

Yeti smash is the better skill. The fact that it requires 7 adrenaline makes it just as usable as hammer bash, and the extra hit you get on top of an auto QK is just the icecreaming on the cake. Ow yeah, it also does AoE damage, which I've seen on multiple occasions (mainly when you're pushing a team into their base) KD more than 2 people.

It's also one of those minor things adding to triple melee's overpoweredness.

Last edited by Killed u man; Dec 06, 2010 at 04:32 PM // 16:32..
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Old Dec 07, 2010, 01:57 AM // 01:57   #13
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Quote:
Originally Posted by Killed u man View Post
...you'll still loose flail...
Why would you want to flail in this situation?
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