May 11, 2006, 05:35 AM // 05:35
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#21
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Krytan Explorer
Join Date: Feb 2006
Location: Michigan
Guild: wgk
Profession: W/
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Hammer wars are far more effective in Ta
W/N
Hammer=12+3+1
Strength=12+1
Glads Armor, Stoneskin Gauntlets, Kights boots.
1.Frenzy
2.Devisating Hammer
3.Sprint
4.Crushing Blow
5.Heavy Blow
6.Irrisisable Blow
7.Plauge Touch
8.Res Signet
This is for more experianced wars seeing as it takes some timing to work correctly. the 4 attack combo will do about 550 damage against 60al(more than a monks health) give or take. Build adren on a soft target just to bug their monk. Target Monk, hit sprint. The combo is Devisating, Crushing, (now tricky....frenzy 1/4 second b4 next attack. this is the experianced part) Heavy, followed with irrisisable. look the monk is dead with 4 seconds of continious KD to prevent heals(if you time right. too soon makes heavy not KD, too late means monk get RoF off).
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May 11, 2006, 06:21 AM // 06:21
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#22
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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Trax, 15(with LT helm) or 16(+1 helm) hammer mastery is ideal on a hammer warrior. You'll be doing far more damage with that than with some more strength.
Edit: Hmm, my mistake, sorry. Could have sworn you had your hammer mastery at 14.
Last edited by Zui; May 12, 2006 at 05:53 AM // 05:53..
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May 11, 2006, 09:10 PM // 21:10
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#23
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Krytan Explorer
Join Date: Feb 2006
Location: Michigan
Guild: wgk
Profession: W/
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can you go back to 1st grade and learn to add? hammer=12+3+1=16. Strength=12+1=13..unless your a idiot and want 15 strength at the cost of 75 more health(sup str)
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May 15, 2006, 05:27 AM // 05:27
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#24
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Site Contributor
Join Date: Jul 2005
Guild: [out]
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A fairly good build overall:
The warrior:
I would swap out disrupting chop for distracting blow. The TA metagame doesn't have a lot of longer casts and distracting blow will end up serving you better. Also, if you get a warrior comfortable running frenzy instead of tiger's fury, give it a shot. TF vs Frenzy in TA is more of a matter of play experience and preference. Definately something you should experiment with though.
The Ele:
Overall fairly good, flashbots are quite effective. Ele attunement plus air attument is extremely efficient for a pure flashbot. However if you swap to etherprodigy you do gain a skill slot that can be used for some form of utility. You can run draw on the ele or some form of enchantment removal fairly easily.
The Mesmer:
Straddling E-denial and Diversion/Shame dom isn't suggested. I would either go one direction or the other. Due to the short duration of matches a full dom mesmer (not e.denial) might be your better choice.
Monk:
Fairly standard boon prot, I would drop mend ailment for mend condition and use CoP to get conditions off yourself.
You are definately on the right track with your build design and have a solid build. Now you just have to tweak the little things to get the most out of it.
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May 16, 2006, 04:51 AM // 04:51
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#25
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Lion's Arch Merchant
Join Date: May 2005
Guild: The Basin
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Warskull, could you show me an example of a mesmer skill set that goes the direction of "Diversion/Shame?"
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May 17, 2006, 11:05 PM // 23:05
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#26
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Look into the Eye.
Join Date: Oct 2005
Location: Detroit, Mi
Guild: Oh No Not These Guys [uhoh]
Profession: Mo/
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Quote:
Warskull, could you show me an example of a mesmer skill set that goes the direction of "Diversion/Shame?"
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Glyph of Renewal[e] (or mantra of recovery, or possibly shatter storm?)
diversion
shame
backfire (or blackout)
power spike
shatter enchantment
drain enchantment
res sig
I haven't messed around with shatter storm, but if you ran that you could drop shatter enchant for something else (ie inspired hex)
theres also this shutdown, which I think isn't as good, but it works well if you don't get pressured (unlikely):
glyph of energy[e]
gale
diversion
blackout
shame
shatter enchantment (or inspired hex)
drain enchantment
res sig
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