Sep 08, 2007, 04:51 AM // 04:51
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#101
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Desert Nomad
Join Date: May 2005
Location: USA
Guild: [GSS][SoF][DIII]
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So far I've had occaision to use Cure Hex and Power Lock. 2 whole usable skills, not bad Anet...
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Sep 08, 2007, 08:39 AM // 08:39
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#102
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Forge Runner
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Quote:
Originally Posted by Zuranthium
You wouldn't want that combo for an Axe bar anyway. It's for a Hammer bar to create super-long KD chains.
~Z
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My point stays the same. A hammer bar is just about as packed.
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Sep 08, 2007, 04:27 PM // 16:27
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#103
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Quote:
Originally Posted by moriz
and what will you give up in your hammer bar? more importantly, why would you want to, when a single shock can do the job of grapple+IMTDT?
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The idea would be to stick a Ghostly Weapon Smiter on your Hammer Warrior and use Grapple + IMTDT to create situations where you Hammer Bash an opposing Monk, knock him down again with Grapple, knock him down again with Shock, and have Hammer Bash already recharged to KD him again before he can even get a .25 sec cast off. With one Monk almost entirely out of play for a considerable amount of time (he would only get the chance to cast a single, quick spell after the Grapple KD) and taking constant damage from the Hammer Attacks + Smite, you should be able to overwhelm the remainder of their defense.
The consistency of the whole thing is questionable but it's a possibility.
~Z
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Sep 08, 2007, 08:59 PM // 20:59
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#104
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Forge Runner
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Quote:
Originally Posted by Zuranthium
The idea would be to stick a Ghostly Weapon Smiter on your Hammer Warrior and use Grapple + IMTDT to create situations where you Hammer Bash an opposing Monk, knock him down again with Grapple, knock him down again with Shock, and have Hammer Bash already recharged to KD him again before he can even get a .25 sec cast off. With one Monk almost entirely out of play for a considerable amount of time (he would only get the chance to cast a single, quick spell after the Grapple KD) and taking constant damage from the Hammer Attacks + Smite, you should be able to overwhelm the remainder of their defense.
The consistency of the whole thing is questionable but it's a possibility.
~Z
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might as well go with dev hammer/earth shaker > hammer bash > shock. That would deny them the possibility to get off a spell in between KD's. And seriously, what would that bar look like?
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Sep 09, 2007, 01:41 AM // 01:41
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#105
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Pulverizing Smash, Hammer Bash, Grapple, "IMTDT!", Shock, Flail, Bull's Charge, Rez.
Hammer Bash someone, hit them again, pause a split second, use Grapple, use "IMTDT!", use Shock + Flail, hit them, Hammer Bash them, then use Bull's Charge if they start trying to kite when getting up from the Hammer Bash.
Pulverizing Smash is just used after a Bull's Charge knockdown when appropriate or after a Shock if you are already in Flail or don't need to go into Flail. Obviously Crushing Blow would be better but the energy isn't available.
I tried it out in RA just for kicks earlier and on my second team we ended up getting to 10 wins without a real healer.
It did take a few matches to get used to the timing of everything and you have to constantly be thinking about how to time your attacks and skills correctly. Pretty hard to play, but turned out to be effective when I became comfortable with the weird configuration. With the correct team build, it really might be a kind of unstoppable juggernaut.
I think Grapple is probably a little overpowered with the 12 second recharge anyway considering how it interacts with "Brace Yourself!". I don't believe that Steadfast Soul should become a requirement for backlines.
~Z
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Sep 09, 2007, 12:41 PM // 12:41
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#106
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Site Contributor
Join Date: Mar 2005
Location: Herts, UK
Guild: One Hitter Quitters [QQ]
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Ghostly Weapon Smiters are terrible.
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Sep 09, 2007, 01:13 PM // 13:13
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#107
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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O rly?
No, I sorta of figured they would be fragile (I've not tried it or seen anyone try it yet), hence me saying "The consistency of the whole thing is questionable". There's also Guided Weapon, though, which you could probably find a way to get into your build.
~Z
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Sep 10, 2007, 06:34 AM // 06:34
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#108
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by Zuranthium
O rly?
No, I sorta of figured they would be fragile (I've not tried it or seen anyone try it yet), hence me saying "The consistency of the whole thing is questionable". There's also Guided Weapon, though, which you could probably find a way to get into your build.
~Z
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Tried it, its interrupt bait. You are better off using ghostly with weilder's zeal.
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Sep 10, 2007, 02:44 PM // 14:44
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#109
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Quote:
Originally Posted by twicky_kid
Tried it, its interrupt bait.
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Try it with Glyph of Concentration or Mantra of Concentration?
~Z
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Sep 10, 2007, 04:59 PM // 16:59
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#110
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Site Contributor
Join Date: Mar 2005
Location: Herts, UK
Guild: One Hitter Quitters [QQ]
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Quote:
Originally Posted by Zuranthium
O rly?
No, I sorta of figured they would be fragile (I've not tried it or seen anyone try it yet), hence me saying "The consistency of the whole thing is questionable". There's also Guided Weapon, though, which you could probably find a way to get into your build.
~Z
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Yes. If you want to buff Warriors there are far better options than running a Build catered exclusively to keeping a single melee character happy and having little-no support for the rest of the team.
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Sep 10, 2007, 05:48 PM // 17:48
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#111
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by Zuranthium
Try it with Glyph of Concentration or Mantra of Concentration?
~Z
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Then how are you going to pay for it? You can't exactly spam a 15e skill with a rit. GoC means you have to replace Gole which is never a good idea. Mantra of concentration will cost you even more energy and an attribute investment.
Neither of those options are viable for Weapon of Guidance to be viable. Ghostly + Wielder's Zeal on the other hand is completely spammable and not easily interrupted.
Last edited by twicky_kid; Sep 11, 2007 at 02:52 AM // 02:52..
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Sep 11, 2007, 01:12 PM // 13:12
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#112
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Jungle Guide
Join Date: Jan 2006
Profession: Me/
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I don't play the game atm but just curious - what GWEN skills are used in GvG these days? Or TA? Or Fort Aspenwood?
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Sep 11, 2007, 04:06 PM // 16:06
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#113
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by Servant of Kali
I don't play the game atm but just curious - what GWEN skills are used in GvG these days? Or TA? Or Fort Aspenwood?
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Cure hex
Haven't seen anything else show up. Knee cutter would if they didn't give it a 1r on an adrenaline skill.
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Sep 11, 2007, 04:23 PM // 16:23
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#114
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Grotto Attendant
Join Date: Jan 2007
Location: Niflheim
Profession: R/
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Dunno if was said, but Signet of Illusions + Arcane Echo + Vanguard Assassin Support on 16 illusion FTW.
Backbreaker/Devastating Hammer + Pulverizing Smash + Fierce Blow + Overbearing Smash/Protector's Strike. Pure pwnage, too bad it takes a little long to charge up.
Or a lot of Assassin skills - Vampiric Assault + Moebius Strike + DB + MS + VA + MS + VA... Geez, a real killer. Or Leaping Mantis + Temple Strike + Twisting Fangs + Signet of Deadly Corruption.
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Sep 11, 2007, 07:45 PM // 19:45
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#115
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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Quote:
Originally Posted by Vanquisher
Yes. If you want to buff Warriors there are far better options than running a Build catered exclusively to keeping a single melee character happy and having little-no support for the rest of the team.
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It's not keeping a single melee "happy", though, it's making them unstoppable (plus the Smite damage).
But, I'd probably agree. I do still want to see a team try and coordinate it well.
~Z
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Sep 11, 2007, 08:53 PM // 20:53
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#116
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Forge Runner
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Quote:
Originally Posted by Zuranthium
It's not keeping a single melee "happy", though, it's making them unstoppable (plus the Smite damage).
But, I'd probably agree. I do still want to see a team try and coordinate it well.
~Z
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For which you need to spend 5e every 2 seconds. If you really want a buffed unstoppable melee that bad, take a real smiter with SoH and JI and go W/D guiding hands.
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Sep 12, 2007, 05:42 AM // 05:42
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#117
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Jungle Guide
Join Date: May 2006
Location: Los Angeles
Guild: Black Rose Gaming [BR]
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No, on the character in question, you GAIN 1 net energy (after the -1 from Zealots Fire) every time you cast Ghostly Weapon (every 1.25 seconds).
The character relying too much on enchantments is what makes me very wary.
~Z
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Sep 16, 2007, 02:25 PM // 14:25
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#118
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Krytan Explorer
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Using W/P, I find that the combo "for great justice" + "sig of aggression" makes backbreaker a god, or at least close to it.
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Sep 16, 2007, 02:47 PM // 14:47
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#119
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Furnace Stoker
Join Date: Jun 2005
Guild: Quite Vulgar [FUN]
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Quote:
Originally Posted by red orc
Using W/P, I find that the combo "for great justice" + "sig of aggression" makes backbreaker a god, or at least close to it.
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Neither of those are GWEN skills.
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Sep 21, 2007, 06:00 AM // 06:00
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#120
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Forge Runner
Join Date: Jul 2006
Guild: Guild Of Handicrafted Products [MaSS]
Profession: W/Mo
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Is it just me or are the new assassin skills pretty OK? I've been playing around with stuff like [skill]trampling ox[/skill] and [skill]lotus strike[/skill] and it didn't even turn out to be that bad. I like the free KD from trampling when combined with mantis thust or jungle strike, and Lotus strike is like black lotus strike but then with extra damage. The fact the latter doesn't require a hex only makes stuff easier imo.
Last edited by bungusmaximus; Sep 21, 2007 at 06:05 AM // 06:05..
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