May 09, 2008, 11:04 PM // 23:04
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#21
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Forge Runner
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I'd say that the conjure and sun and moon are the two skills that aren't essential to the build and could be replaced/swapped out depending on what your build needs. You could also make an argument for dropping the res depending on your team build.
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May 09, 2008, 11:29 PM // 23:29
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#22
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Jungle Guide
Join Date: Jun 2006
Guild: Winter Wonderland [brrr]
Profession: W/E
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If you drop conjure, it opens up the ability to bring Death Pact Signet.
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May 09, 2008, 11:43 PM // 23:43
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#23
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Academy Page
Join Date: Mar 2007
Guild: Get Pwnd [イるるチ]
Profession: Mo/A
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Thx, so playing W/Rt
- Frenzy
- Cripslash
- Gash
- OPTIONAL
- Disarm
- Bulls Strike
- Rush
- Death Pact
OPTIONAL:
-> FgJ?
-> Shields Up (for VoD)?
-> Sun and Moon?
-> Any other ideas?
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May 13, 2008, 01:43 AM // 01:43
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#24
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Wilds Pathfinder
Join Date: Sep 2007
Location: In a donut hole
Profession: Rt/A
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S&M is good.
I've seen Knee Cutter used too.
It depends if you want a damage attack or more cripple spamminess.
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May 13, 2008, 07:49 AM // 07:49
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#25
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Wilds Pathfinder
Join Date: Aug 2006
Location: North Carolina, US
Guild: The Arctic Marauders [TAM]
Profession: W/
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Saw someone running something like this today...can't remember all the skills though :/
[Magehunter's Smash][Crushing Blow][Sun and Moon Slash][Steelfang Slash][Enraging Charge]
Crazy adrenaline gain and constant knockdowns. This has probably been around for a bit, or someone has already posted it somewhere, but I just thought it was crazy (Took a year break, and come back to see someone with an almost constant K/D bar ).
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May 13, 2008, 02:59 PM // 14:59
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#26
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Academy Page
Join Date: Mar 2007
Guild: Get Pwnd [イるるチ]
Profession: Mo/A
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Know this bar with Backbreaker+Steelfang+Fgj...
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