Jun 01, 2006, 12:11 AM // 00:11
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#1
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Ascalonian Squire
Join Date: May 2006
Location: Norwich, UK
Guild: The Black Discus
Profession: W/R
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w/r pvp guidance
Hello, I basically pve'd all time prior to leaving Guild Wars, I have just returned and am interested in improving my Warrior/Ranger build for PvP. Any help would be appreciated.
My w/r using Victo's Maul:
Using mixed armor,
superior vigor,
superior absorbtion,
minor tactics, strength, hammer.
Unsure of what skills would be best, but currently I use:
Charm Animal,
Comfort Animal,
Yeti Smash,
Enraged Smash (elite),
(Some other attack skills)
Troll Unguent,
Resurrection Signet,
"I Will Avenge You!".
This is how I normally set my attributes (without runes and headpiece):
Hammer Mastery: 12
Wildeness Survival: 10
Remaining points in Strength
This does not sound particularly good to me, please help.
My questions include: Is a hammer a good weapon of choice, what skills, how should I set attributes, which runes should I use?
Basically im a mess!
Last edited by Bowerbank; Jun 01, 2006 at 12:14 AM // 00:14..
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Jun 04, 2006, 11:50 AM // 11:50
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#2
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Desert Nomad
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im quite noobish myself, but from what ive managed to pick up, you'd be best of running 15 or 16 in weapon (hammer in ur case). for this ud need a helm +1 with a +3 rune in it
im not sure, but why do u have so many points in wilderness? and why use troll inguent? might be just me, but id swap that to either heal signet or endure pain
i hope someone else answers u too :P
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Jun 04, 2006, 02:34 PM // 14:34
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#3
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Academy Page
Join Date: May 2006
Profession: Mo/Me
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Umm.....
Unless your whole team is running an iway build, just one iwayer with a pet is a serious waste.
Ditch the pet and iway, put in some attack speed stance, a speed boost stance, and maybe a knockdown, or more damage.
Really all three weapon choices are good for warrior, as long as you capitalize on their strengths. They all do decent damage, the difference is in the skills you can use with them.
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Jun 05, 2006, 04:00 AM // 04:00
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#4
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Run a +1 hammer helm with a superior rune or run an LT helm with a superior rune. If you're a PvE charactar, a +2 +4, +1 hex helm, and +3 hex helm is ideal. You want stonefist/stoneskin gauntlets too.
Ressurection Signet is good. Keep it.
Troll Unugent forces you to stop attacking for 3 seconds to cast it. During this time your target is going to run away. If you really need the healing - take healing signet. Troll Unugent is begging to waste attribute points and get inturupted. Lethal damage in PvP tends towards compression, meaning that the + regen from troll if you even manage to cast it likely won't be what saves you.
Ditch IWAY too. Unless you're running an IWAY build.
Find in a way to add in Crushing Blow, and knockdowns. Knockdowns are 1/2 the reason to play a hammer warrior. Devestating Hammer or Backbreaker are great. Hammer Bash is good too - but not for starting an adrenal spike obviously. On another note Irresistible blow is awsome. I'd take that too.
Frenzy and Rush too. Frenzy for spking and to increase DPS. Rush for kiters, and to cancel frenzy.
So basicaly I'd be running somthing alittle more like(just an example, change it however you like)...
1. Frenzy
2. Devestating Hammer (Elite)
3. Crushing Blow
4. Hammer Bash
5. Irresistible Blow
6. Rush
7. Healing Signet
8. Ressurection Signet
12+1+3 Hammer Mastery
9+1 Strength
9+1 Tactics
Again, just a general example, you really have to optimize your build to work in a team situation, unless you're playing in RA.
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Jun 05, 2006, 08:20 AM // 08:20
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#5
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by Zui
1. Frenzy
2. Devestating Hammer (Elite)
3. Crushing Blow
4. Hammer Bash
5. Irresistible Blow
6. Rush
7. Healing Signet
8. Ressurection Signet
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Rush and Hammer Bash sadly don't synergise particularly well; as when you need Rush at the end of your adren spike to cancel frenzy it wont be there because Bash lost all of your adrenaline. I would suggest Sprint instead, it's getting a little energy intensive; but I think you can afford that in Arena.
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Jun 05, 2006, 08:43 AM // 08:43
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#6
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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I'll agree with that. Admittedly I rarely play as a warrior, and you certainly wouldn't want to have Frenzy up for around 3 seconds without being able to cancel it.
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Jun 05, 2006, 04:59 PM // 16:59
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#7
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Ascalonian Squire
Join Date: May 2006
Location: Norwich, UK
Guild: The Black Discus
Profession: W/R
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thanks guys ill have try of this later
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Jun 09, 2006, 02:24 PM // 14:24
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#8
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Desert Nomad
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Quote:
Originally Posted by Zui
I'll agree with that. Admittedly I rarely play as a warrior, and you certainly wouldn't want to have Frenzy up for around 3 seconds without being able to cancel it.
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a second reason for picking sprint over rush is that rush would take one adrenaline streak and you'd neeed to hit once more in order to use ur knockdown skill.
while it might not seem that bad, it sometimes is a pain..
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Jun 09, 2006, 02:39 PM // 14:39
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#9
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Re:tired
Join Date: Nov 2005
Profession: W/
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Quote:
Originally Posted by fb2000
a second reason for picking sprint over rush is that rush would take one adrenaline streak and you'd neeed to hit once more in order to use ur knockdown skill.
while it might not seem that bad, it sometimes is a pain..
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Rush makes a Frenzy -> BB -> CB -> IB -> Cancel spike 15 energy, as opposed to 20. That makes quite a big difference to a Warrior with a limited energy pool, especially with the mileage you can get out of IB just by spamming it. I would take it on a Hammer Warrior just about every time, when they don't have Bash.
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Jun 20, 2006, 11:00 AM // 11:00
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#10
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Krytan Explorer
Join Date: Jul 2005
Guild: COLD, Cold Snap
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It would be fun to try Enraged Smash but it'd require more adrenal skills to get a good spike out.
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