Aug 24, 2006, 04:29 PM // 16:29
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#21
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Jungle Guide
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Quote:
Originally Posted by Jahuta
Maybe switch out Shock for Aftershock?
I know someone that used to run with Devestating Hammer, which if I remember correctly, knocks down the target and adjacent targets. Aftershock will then hit twice and no exhaustion like Shock causes.
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aftershock is horrible on warriors
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Aug 26, 2006, 06:00 PM // 18:00
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#22
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Pre-Searing Cadet
Join Date: Jul 2006
Guild: Onslaught of Xen
Profession: W/Mo
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I use what something pretty similar to these set ups, with a few variations, I take ranger secondary and make use of their speed stances
Attributes:
Hammer Mastery: 16 (12+1+3)
Strength: 9 (8+1)
Tactics: 9 (8+1)
Beast Mastery: 7
Skills:
Bestial Fury
Devastating Hammer
Fierce Blow
Heavy Blow
Crushing Blow
Irrestistable Blow
Heal Sig
Res Sig
It works fairly well for me though I do want to put a speed boost in, however you can kill most opponents with one combo through. Just beware of kiting. Works best if you can get a cripshot on your team
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Aug 26, 2006, 06:13 PM // 18:13
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#23
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Lion's Arch Merchant
Join Date: Aug 2006
Guild: Crimson Skullfuks
Profession: A/R
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This is my slightly tweaked version for 1V1's.
Backbreaker {E} (can swap for devastating when vs wars)
Crushing Blow (can swap for belly smash when vs wars)
Counter Blow
Hammer Bash
Shock
Aftershock
Bulls Strike (for runners)
Tiger Stance
Atrribs:
16 hammer
10 strength
8 earth magic
You basically knock them down with counter blow whenever the chance arises, hammer bash if you want to interupt. Backbreaker leaves them extremely vulnerable for a good 4 seconds. Keep tiger up all the time, use shock+aftershock for punishing those annoying heals you were too slow to interupt
The only downside is that you'll have no healing for yourself...
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Sep 01, 2006, 06:53 AM // 06:53
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#24
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Jungle Guide
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Quote:
Originally Posted by Adimus
I use what something pretty similar to these set ups, with a few variations, I take ranger secondary and make use of their speed stances
Attributes:
Hammer Mastery: 16 (12+1+3)
Strength: 9 (8+1)
Tactics: 9 (8+1)
Beast Mastery: 7
Skills:
Bestial Fury
Devastating Hammer
Fierce Blow
Heavy Blow
Crushing Blow
Irrestistable Blow
Heal Sig
Res Sig
It works fairly well for me though I do want to put a speed boost in, however you can kill most opponents with one combo through. Just beware of kiting. Works best if you can get a cripshot on your team
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thats way too energy demanding
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Oct 01, 2006, 01:39 AM // 01:39
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#25
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Desert Nomad
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for a kd/spike warrior I'd go with something like this:
Backbreaker{E}
Crushing Blow
Mighty Blow
Tiger Stance
Sprint
Warrior's Cunning
For Great Justice
Res Sig
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Oct 09, 2006, 09:48 PM // 21:48
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#26
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Lion's Arch Merchant
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Most succesful build for me goes something like
Devastating Hammer
Crushing Blow
Fierce Blow
Irresistable
Death's charge
Frenzy
Rush
Rez Sig
Prefer vamp mod, +5 unconditional adds up.
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Oct 09, 2006, 10:39 PM // 22:39
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#27
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Ascalonian Squire
Join Date: May 2006
Guild: Rally Opposing Fears [ROFL]
Profession: Me/E
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Man...I thought most war builds were pretty standard, and hard to mess up so badly like I've seen some here. You dont want after shock on any war, you dont want belly smash or counter blow (counter blow only if you are playing a "linebacker" war in GvG) and say no to any speed attack stance besides frenzy, one guardian miss or blind miss or anything miss with tiger and you're SOL, its only use is in purely adrenal spike builds that trade the threat of frenzy kills for a lot less pressure.
For a hammer war you NEED crushing, rush IMO is way better than sprint for hammers becuase they are more energy intensive, thats the same reason why I dont use shock on my hammer wars much also. Here is the bar I prefer:
Dev hammer
Fierce Blow
Irresistable Blow
Hammer Bash
Crushing blow
Rush
Frenzy
Rez sig
The "swing skill" that changes every now and then is I blow, if you want heal sig or shock or deaths charge or plauge touch or protectors or any other skill, I'd take out I blow for it.
Hope this helps, IMO its the best. And dont forget 16 in your weapon attribute always for a war.
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Oct 10, 2006, 09:42 AM // 09:42
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#28
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Wilds Pathfinder
Join Date: Oct 2005
Profession: W/
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Quote:
Originally Posted by Logan Raziel
Hope this helps, IMO its the best. And dont forget 16 in your weapon attribute always for a war.
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The difference between 14 and 16 really isn't that big.. 75 hp is imho
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Oct 10, 2006, 10:03 AM // 10:03
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#29
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Quote:
Originally Posted by Ajantis
The difference between 14 and 16 really isn't that big.. 75 hp is imho
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This is Team Arenas we're talking about. I can certainly see that argument being made in GvG, because it's a very valid one there. I can even see it being made in HA, which is now 6 vs 6. However, if your Warrior gets spiked and dies in Team Arenas, even if he only has 485 health, you need to replace anyone on your team with disruption, and probably your Monk too(Don't forget to replace the Warrior if he was doing somthing retarded as well).
I've always run Superior runes on my Warriors and most of the time even on casters in Team Arenas. Never had an issue, ever. I don't know of anyone [descent] who ever has, either.
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Oct 10, 2006, 01:53 PM // 13:53
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#30
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Desert Nomad
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Quote:
Originally Posted by Zui
This is Team Arenas we're talking about. I can certainly see that argument being made in GvG, because it's a very valid one there. I can even see it being made in HA, which is now 6 vs 6. However, if your Warrior gets spiked and dies in Team Arenas, even if he only has 485 health, you need to replace anyone on your team with disruption, and probably your Monk too(Don't forget to replace the Warrior if he was doing somthing retarded as well).
I've always run Superior runes on my Warriors and most of the time even on casters in Team Arenas. Never had an issue, ever. I don't know of anyone [descent] who ever has, either.
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I always run sups in TA. Occasionally if I'm not sure of the talent of my players around me I'll play with a major instead because I'm not sure how much damage I'll be taking (monk only).
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Oct 10, 2006, 06:12 PM // 18:12
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#31
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Ascalonian Squire
Join Date: May 2006
Guild: Rally Opposing Fears [ROFL]
Profession: Me/E
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The difference in 14-16 really adds up when every blow you do is more damage, and the amount of crits are higher, and the crits hit for more, especially on a hammer war. Just think of the number of swings a war takes in a match, and if they really can spike out your war in TA...then yeah your team has major problems.
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Oct 28, 2006, 08:15 PM // 20:15
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#32
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Desert Nomad
Join Date: May 2005
Location: Toronto, Ont.
Guild: [DT][pT][jT][Grim][Nion]
Profession: W/
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I've always liked
Burst of aggression
shove
crushing
hammer bash
wild blow
sprint
heal sig
rez
or you can always take heal sig out for something else
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Oct 30, 2006, 04:19 PM // 16:19
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#33
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Ascalonian Squire
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Quote:
Originally Posted by Narutoscryed
at the moment i am using what is propably the same hammer build that alota folks use
W/E
Devistating hammer (elite)
Crushing Blow
Heavy Blow
Berserkers Stance
Sprint
Bulls Strike
Shock
Rez
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Hi. This is one nice damage build for hammer war.
Devastatin Hammer
Crushing Blow
Fierce Blow
Heavy Blow
To The Limit
Rush
Frenzy
16 hammer, 8 tactics, rest in strenght.
Basically, you stand near someone. Use To the limit, then you pump up some more adrenaline (very little is needed), and you unleash 1,2,3,4. I usually use Frenzy when unleashing combo, but you may use it anytime you think its appropriate to build up adrenaline or finish someone.
The biggest counter for this build is ofc Draw cond or RC or very smart monk.
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Oct 31, 2006, 11:39 PM // 23:39
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#34
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Frost Gate Guardian
Join Date: Apr 2006
Guild: Xxx The Final Thrust Xxx
Profession: W/
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Quote:
Originally Posted by JR-
He also occasionally runs Skull Crack... Sundering is statistically worse than Vampiric, it cannot be argued any other way. You stated that you liked it because it is expensive, and Paladin uses it. That is two of the most ridiculous reasons I have ever heard. Honestly.
And please to try to not turn every thread you start into some kind of e-peen competition.
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Lol pwnt! Anyway i have sundering/vamp/furious/ele dmg for all types of weapons for my wars, i usually just switch to what imfeeling like.
Anyway, vamp does do more damage, but IMO, its better for pressure. I think a constant +3/5 damage every swing is better for pressure. For spiking i would normally switch to sundering, i thinkthe occasional 20% AP on a spike is better than +6/10 damage from vamp.
Of course that is just my opinion so think what you will about it.
P.S. to Ziek,
I notice you arent playing with CDZ anymore. They probably got pissed about losing to KGYU b/c you wanted to swing at a warrior with ur Oni Blade while you were monking. (remember you got blocked and killed then they killed the GL) GG buddy, guess you arent as famous as you think.
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