Aug 29, 2005, 04:56 AM // 04:56
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#41
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Pre-Searing Cadet
Join Date: Jun 2005
Guild: KCHS
Profession: W/R
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I didn't really share my build last time...guess I could have. I've done a bit of a different thing for gaining fast adrenniline than frenzy, TF, or flurry.
Axe 16 (helmet and sup rune)
Strength 13 (minor run)
"For Great Justice"
Battle Rage
Dismember
Axe Rake
Executioners Strike
Disrupting blow (penetrating blow in PvE, or if I'm going for spikes)
Plague Touch/FS/Rend Enchantments/Rigor Mortis (depends on which secondary i take, mostly)
Res signet
That's 8x adreniline gain with "FGJ" and Battle Rage, and while in that stance, you're also running at sprint speed. Slower attack and loss of all adreniline if you use any non attack skill is the drawback of the build, but if you time things right, it's hard for anyone to throw you off. Besides most people ignore the warrior anyhow, until they see you hitting for 80+ damage every swing. Good thing is, by then they're usually dead.
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Aug 29, 2005, 07:32 AM // 07:32
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#42
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Lion's Arch Merchant
Join Date: Jun 2005
Location: Seattle, Wa
Guild: Nuclear Babies
Profession: E/Mo
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i've played with battle rage and its pretty much crap. If you've seen the spike damage from eviscerate + executoner's strike while under frenzy you can never go back to battle rage. The only time i would even think of using battle rage is with warmo with two maintained enchantments, either SoH for you and a friend or Succor for two casters. Besides which, battle rage gives enough adren that you can't use it all after 6-7 seconds, so you don't need the FGJ. Also, I'd consider running sup strength in addition to 16 axe with battle rage, the extra armor penetration on your attack skills and the extra duration on battle rage for another 1-2 attack skills is probably worth it.
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Aug 29, 2005, 07:45 AM // 07:45
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#43
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Desert Nomad
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Quote:
Originally Posted by ElderAtronach
Cast time I can see. Recharge time is irrelevant, as I said, due to exhaustion. One exhaustion cycle = 30 seconds = recharge time on meteor. Still, if you're using gale to knock them down, its usually so that the other warriors on your team can catch the target and pound the crap out of what remaining health he had left. And Gale does NOT last 3 seconds, I've been hit with it before and gotten right back up the moment my back touched the ground. Also, Shock needs a touch range, and therefore = crap for what you're trying to do.
All you need for meteor is to start casting while the target is in spell range. It doesn't matter if he's running, your meteor WILL NOT MISS once the spell finishes. It'll knock him down, and the other warrior or ranger on your team can catch him and finish him.
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Knockdown is not a snare, its disruption and gale does last longer than meteor knockdown or shock knockdown. Your experience could have been a graphical error due to 2 knockdowns happening too close together, ie not finished the standing animation when the next knockdown hit. I have seen that before and that is user error on their part. Recharge is relevant, because you causing disruption is > than them being able to act normally. Its not like warriors should be using 15-25 energy skills anyway.
Meteor does miss at long ranges against moving targets or against mid ranges with targets that have a speed boost. Go outside augry rock and play with the hydras with armor of mist or sprint or whatever and run around/out the outer parts of aggro circle. There will be meteors that miss. If you get closer than half the circle they will tend to hit more often.
Quote:
Originally Posted by ElderAtronach
You sure you're not thinking of meteor shower? Or fireball? In my experience, I've NEVER had meteor miss. Evar.
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Not enough experience with elementalist skills. I have used it and its missed and i have evaded it, its not rocket science.
Last edited by Phades; Aug 29, 2005 at 07:49 AM // 07:49..
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Aug 29, 2005, 07:47 AM // 07:47
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#44
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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Axe W/E with Shock. Or gale. I like Shock though.
Or W/E with Ward Against Foes, great skill that one.
Don't use Tiger's Fury.
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Aug 29, 2005, 08:25 AM // 08:25
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#45
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Ascalonian Squire
Join Date: Jul 2005
Guild: tre
Profession: W/Mo
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Quote:
Originally Posted by Phades
Knockdown is not a snare, its disruption and gale does last longer than meteor knockdown or shock knockdown. Your experience could have been a graphical error due to 2 knockdowns happening too close together, ie not finished the standing animation when the next knockdown hit. I have seen that before and that is user error on their part. Recharge is relevant, because you causing disruption is > than them being able to act normally. Its not like warriors should be using 15-25 energy skills anyway.
Meteor does miss at long ranges against moving targets or against mid ranges with targets that have a speed boost. Go outside augry rock and play with the hydras with armor of mist or sprint or whatever and run around/out the outer parts of aggro circle. There will be meteors that miss. If you get closer than half the circle they will tend to hit more often.
Not enough experience with elementalist skills. I have used it and its missed and i have evaded it, its not rocket science.
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tats basically how i defeated glint as well
with me(w/m) and a ranger friend disrrupting
rest of team was henchies
jus had to cast protective spirit on myself and make sure its always up
hold the egg ,stand infront of glint a few feet away and jus sidestep left and right
u do get hit ocasionally but it does miss pretty often and even if she did hit me it was only 30-50dmg at most which the healer henchie had no problem healing
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Aug 29, 2005, 08:39 AM // 08:39
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#46
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Lion's Arch Merchant
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Quote:
Originally Posted by Smokey-
I didn't really share my build last time...guess I could have. I've done a bit of a different thing for gaining fast adrenniline than frenzy, TF, or flurry.
Axe 16 (helmet and sup rune)
Strength 13 (minor run)
"For Great Justice"
Battle Rage
Dismember
Axe Rake
Executioners Strike
Disrupting blow (penetrating blow in PvE, or if I'm going for spikes)
Plague Touch/FS/Rend Enchantments/Rigor Mortis (depends on which secondary i take, mostly)
Res signet
That's 8x adreniline gain with "FGJ" and Battle Rage, and while in that stance, you're also running at sprint speed. Slower attack and loss of all adreniline if you use any non attack skill is the drawback of the build, but if you time things right, it's hard for anyone to throw you off. Besides most people ignore the warrior anyhow, until they see you hitting for 80+ damage every swing. Good thing is, by then they're usually dead.
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1.) FGJ will cancel Battle Rage so you can only use it when you fall out of Rage, which screws you hard. Conclusion: wasted skill slot
2.) Plague Touch/FS?/Rend Enchantments/Rigor Mortis will cancel Battle Rage
3.) Eviscerate > Battle Rage
4.) Eviscerate > Dismember
5.) How is that 8x Adrenaline? It's more like 3x. If it was 8x, Executioner's would charge itself. Somehow I doubt this.
6.) Res Signet is good.
7.) Take the 6 adrenaline Axe Mastery interrupt. Disrupting Chop? I can never remember the name.
8.) The icon for Executioner's Strike owns. Solid choice.
9.) The point of Frenzy is to *speed up the damage spike caused by unloading all your skills.* Battle Rage and Berserker Stance don't do this. TF just sucks. Flurry takes like a quarter of your damage away (stupid).
Last edited by Bast; Aug 29, 2005 at 08:42 AM // 08:42..
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Aug 29, 2005, 09:02 AM // 09:02
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#47
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Wilds Pathfinder
Join Date: Jun 2005
Profession: Mo/Me
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*sigh* Glint does not use Meteor...
Quote:
Knockdown is not a snare, its disruption
...
Recharge is relevant, because you causing disruption is > than them being able to act normally. Its not like warriors should be using 15-25 energy skills anyway.
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I'll concede the meteor dodging thing, and if you say you've personally dodge them, then I'll take your word for it. But the above quote, this is where I disagree. Knockdown does both snare and disrupt. It's a short snare, but it allows other warriors to catch up to the runner and bash on him. However, if you wanted knockdowns, why aren't you playing a hammer warrior? As for disruption, axers already have a great disruptor in the form of disrupting chop, which has got to be better than gale/shock.
Also, please explain to me why you think recharge at 30 seconds or less matters when we're dealing with exhaustion on a warrior. After 2 gales in a row, a warrior wearing gladiator's armor will barely have enough energy to activate frenzy or sprint. That can't be a good thing. In fact, I've never seen a W/E using gale or shock, during countless matches in arenas, tombs, and GvG over the past few weeks. I have seen a W/E hammer using aftershock -> obsidian flame as a finisher though.
If gale was so good, you'd think I would have been OMGWTFpwnd at least once from it by now. I'm not saying you can't run it, but I have yet to see any reason other than a ranged interrupt (which rangers are better at anyways) plus exhaustion and no damage as a downside.
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Aug 29, 2005, 09:47 AM // 09:47
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#48
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Academy Page
Join Date: Aug 2005
Guild: Perfectly Normal Beasts [MEAT]
Profession: Mo/Me
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Do W/Me, it is underestimated
I have made a W/Me axe build that does well in pvp. all ppl who have written about W/Me in this thread have all been thinkin of drain enchantment and other domination high energy skills; none have said anything about other skills like illusion ones.
i use the regular axe skills that any axe warrior uses to just do dmg and make deep wounds.
i do use some domination skills, but a few inspiration ones to back up the energy if i need it:
domination skills:
blackout (10 en)
hex breaker (5 en)
i spam hex breaker when i need to as well as blackout when it is necessary and to back up this usage of energy while not having to go to gladiators armor, i use inspiration spells to give me back energy and to steal it from monks and hexers like necs and mesmers.
inspiration magic:
energy drain (5 en)
ether feast (5 en)- another great source for healing other than healing sig
ether lord (possibly)- is good if u find that you are still running out of energy even with energy drain
with these ~4 skills (plus or minus 1) along with 3 or 4 axe skills and a healing sig, u can be set for tanking incredibly well and taking energy away and the ability to cast skills away from casters, making warriors much more deadly.
this can be a nice simple combo that doesnt require certain exact sequence of skills. i understand theres not very many slots for axe or warrior skills but u just hafta use your judgment on which ones to bring. and dont forget the rez sig.
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Aug 29, 2005, 09:54 AM // 09:54
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#49
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Lion's Arch Merchant
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Why would you do that?
1.) Blackout screws over your adrenaline gain.
2.) Hex Breaker is a stance, as are Sprint and Frenzy. Stance collisions ftw.
3.) Warriors don't use a lot of energy--especially axe warriors. unless they suck and use Tiger's Fury. Thank god you aren't doing that.
4.) Monks heal Warriors. Warriors don't heal anyone.
5.) Warriors kill shit. They don't drain energy with Mesmer skills. Leave that for Mesmers. They're better at it.
6.) Ether Lord sucks.
7.) Warriors don't "tank" in PVP.
8.) Gladiators Armor + Knight's Gloves or Boots + Stonefisters if you knockdown + Weapon attribute helmet is the best armor combo. Why would you use something else? Why would you use something inferior?
9.) Having 3-5 non-attack skills on a damage dealer is the pinnacle of uselessness.
Last edited by Bast; Aug 29, 2005 at 09:58 AM // 09:58..
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Aug 29, 2005, 10:30 AM // 10:30
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#50
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Desert Nomad
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Quote:
Originally Posted by ElderAtronach
Knockdown does both snare and disrupt. It's a short snare, but it allows other warriors to catch up to the runner and bash on him.
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A better "short snare" to "snare" people with and let you catch up is shard storm.
Quote:
Originally Posted by ElderAtronach
However, if you wanted knockdowns, why aren't you playing a hammer warrior? As for disruption, axers already have a great disruptor in the form of disrupting chop, which has got to be better than gale/shock.
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Its not common, but ive seen kd warriors use shock or gale. 3 consecutive knockdowns are better than 2. Only really becomes an issue under cross healing circumstances though. The same is true for disrupting chop. What are you going to use before you get the adrenalin to use it, if the need arises or if you used it on something kinda important, then something more important comes up. Also if the target is anything but /w, they will not be countering the knockdown condition passivly. While other interupts can be mitigated by anything /me.
Quote:
Originally Posted by ElderAtronach
Also, please explain to me why you think recharge at 30 seconds or less matters when we're dealing with exhaustion on a warrior. After 2 gales in a row, a warrior wearing gladiator's armor will barely have enough energy to activate frenzy or sprint.
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Ask yourself why diversion is useful. The answer is the same for gale really. It isnt as crippling on a larger energy pool, but it doesnt change what the spell does, nor does it force the user to chain cast it to be effective.
Quote:
Originally Posted by ElderAtronach
That can't be a good thing. In fact, I've never seen a W/E using gale or shock, during countless matches in arenas, tombs, and GvG over the past few weeks. I have seen a W/E hammer using aftershock -> obsidian flame as a finisher though.
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Waiting for 2 seconds when you could be meleeing for a "finisher" is not what id call very good on a warrior, more like a last resort as a byproduct of hexes, block/evade situations, or conditions.
Quote:
Originally Posted by ElderAtronach
If gale was so good, you'd think I would have been OMGWTFpwnd at least once from it by now. I'm not saying you can't run it, but I have yet to see any reason other than a ranged interrupt (which rangers are better at anyways) plus exhaustion and no damage as a downside.
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That would depend entirely on who or when you play i guess. Personally i always fought for space on the skill bar to try and get everything that helps being a warrior into the bar before thinking about the icings like gale, shock, aftershock, holy strike, ect.
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