Jun 06, 2005, 03:11 PM // 15:11
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#21
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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8s resses work quite often in tombs as not all the teams are that great. Do they really suck that bad in GvG?
Last edited by Vindexus; Jun 06, 2005 at 03:13 PM // 15:13..
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Jun 06, 2005, 04:43 PM // 16:43
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#22
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Site Contributor
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Quote:
Originally Posted by Vindexus
8s resses work quite often in tombs as not all the teams are that great. Do they really suck that bad in GvG?
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They suck bad enough to make them unusable by monks. You've always got a mesmer or warrior keeping an eye on you, and it just takes 1 click of a button to interrupt it and punish you for it. If you're a wa/mo, you could get away with it, since people aren't always actively scanning the battlefield and noone has his crosshairs on the wa/mo.
Last edited by Red Locust; Jun 06, 2005 at 06:45 PM // 18:45..
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Jun 06, 2005, 04:49 PM // 16:49
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#23
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Krytan Explorer
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I would never use an 8s ress as monk because in that 8s of you not healing chances are other members of your team are already dying. Usually I will use Vengence to stop prop up my team and stop them from collapsing if we lose one player, then after that one of the W/Mo's with Restore Life will ress them.
-Virt
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Jun 06, 2005, 05:05 PM // 17:05
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#24
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Frost Gate Guardian
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Quote:
Originally Posted by Navaros
that is exactly what i want. sick damage. i want anyone who gets hit by my sword to be dead. i don't want them to be able to run away or escape. i want it so that if i get near them, they are dead, period
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I have an Air Ele --- I want anyone hit by my lightning strike to be DEAD.
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Jun 06, 2005, 06:14 PM // 18:14
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#25
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Wilds Pathfinder
Join Date: Mar 2005
Location: www.talkingtonoobs.com
Guild: Final Dynasty
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Quote:
Originally Posted by Red Locust
They suck bad enough to make them unusable by monks. You've always got a monk or warrior keeping an eye on you, and it just takes 1 click of a button to interrupt it and punish you for it. If you're a wa/mo, you could get away with it, since people aren't always actively scanning the battlefield and noone has his crosshairs on the wa/mo.
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On monks it's a given that they suck. But are they really that bad on W/mo's?
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Jun 06, 2005, 06:20 PM // 18:20
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#26
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Frost Gate Guardian
Join Date: Jun 2005
Location: Scott Township, PA
Guild: Iron Rangers
Profession: W/Mo
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I would take out galraths slash, and replace it with hundred blades. Judge's insight plus hundred blades ought to do you good.
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Jun 06, 2005, 06:50 PM // 18:50
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#27
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Frost Gate Guardian
Join Date: May 2005
Location: dayton ohio
Guild: University of Dayton Flyers
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this is my warrr/monk build
this is what i have for my pvp W / Mo
stat points
lvl 10 smite
lvl 10 str (1 from minor str rune)
lvl 13 sword (+1 +2 from helm and sup sword rune)
lvl 6 or 7 tactics (+1 from minor tactic rune)\
**note ** i have done the 2x 15 attr quests too
my gear
all armor is 80 def +20 vs physical attack
+6 mana from gladiators armor and then gloves are damage reduction....heard that one piece of damage reduction is all thats needed so i have the knights gloves....i have +1 sword from helm + a superior rune of vigor in it for life then minor runes of str and tactics + a major swordsmanship rune
weap = a 15-22 damage sword with that has a pre and post ehhancemnts of ....increased bleeding and enchaments last 11% longer
shld = 16 def + 45 life while enchanted
so i have (while enchanted) = 480 life( from the additions and subtractions of superior and major runes) and 26 mana
skills i use
1) hamstring( cripple for 13 secs)
2) sever artey (bleed for 21 secs)
***3) pure strike +35 damage cannot be blocked or evaded)
***i use galash slash sometimes in place of this for action disrupt...but hardly need.....
4) final thrust(+35 damage doulbe if foe beloew half health)
5) "to the limit" shout ... at current skill lvl i get a max of 4 hits of adren from area foes
6) Judges insight ( 16 or 17 secs for holy damage and +20 % armor pene)
7) shld of judgement ( does 35 damage + knockdown when foe attacks melee hits me)
***8) healing scourge ( to cast on first called target to take down healer some...then gang bang healer
*** sometimes i replace healing scourge with bathazors spirit if i wanna be gutsy and attack head on cause whenever i take damage i gain mana and adren...which for my skills i need
i have fast adren gain + nice elite skill that cause foe to get knock down +30% armor penetration and converted into holy damage = godly damage + the life degens of sever artey
so after all this...i know hammers can do more damage...but i feel this is a good set up......i have done alot of playing with this warrior/mok and i think i final got it done....
so let me know if u all like this build...
ty
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Jun 11, 2005, 09:30 AM // 09:30
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#28
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Forge Runner
Join Date: Apr 2005
Profession: Mo/Me
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Quote:
Originally Posted by Santanus_Perro
flurry
sever artery
gash
judges insight
galraths slash
savage slash
final thrust
rez signet
you want damage you got it, sever artery w/ gash lowers their hp by 20% for x seconds, plus they keep bleeding-use judge insight to get armor penetration and then hit them with the big boys--galrath slash, savage slash (great skill because they will be trying like mad to use skills to heal, do damage, anything to get you off of them), and then final thrust if you got them down under 50%
attributes in swordsmanship (13-14 is plenty), strength & smiting--make sure you have some extra energy (23-25 should be enough)--spam flurry, it does wonders for building up adrenaline
this is a good organized team build for w/mo, lousy for random pvp arenas as you can't be assured anyone else is going to help you survive, so you get rid of judges insight, and go healing breeze, and put attribute points in to healing rather than smiting
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i've been using this build quite a bit lately and it hasn't been working for me as well as i hoped. i took Flurry out because i couldn't figure out how to spam it properly without fubaring up my mana for Judge's Insight
the main that really annoys me is that during the time i have to stop in order to cast Judge's Insight, the enemy ends up getting a good distance away from me. i replace Flurry with Signet of Judgement; but stopping to cast that hasn't worked too well either. perhaps i should use Sprint instead?
another thing that peeves me a lot is that 90% of the time just before i am about to connect with Final Thrust, the enemy's HP jumps back up above 50% that is so freakin' annoying. are there any good tricks to prevent that from happening in a build like this?
what is the very best sword for an RP character to have in order to use a build like this? i'd like to know the exact item name because i'm gonna need to buy one of those
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Jun 11, 2005, 09:51 AM // 09:51
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#29
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Pre-Searing Cadet
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Quote:
Originally Posted by Navaros
the main that really annoys me is that during the time i have to stop in order to cast Judge's Insight, the enemy ends up getting a good distance away from me. i replace Flurry with Signet of Judgement; but stopping to cast that hasn't worked too well either. perhaps i should use Sprint instead?
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You could always try Hamstring...
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Jun 11, 2005, 02:14 PM // 14:14
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#30
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Ascalonian Squire
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Sending a warrior after a Ranger is a waste of time until late in the match. Any decent ranger is atleast gonna have whirling defense/serpants quickness, and throw dirt. If a ranger only has 2 of those, you're looking at 27 seconds before you even start damaging him. Not to mention he'll probably just cripple you, then run 40 feet away... Just not worth the time. God knows if hes using Oath Shot. That and they have decent armor. . .
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Jun 11, 2005, 04:53 PM // 16:53
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#31
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Krytan Explorer
Join Date: Mar 2005
Location: Michigan
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Quote:
Sending a warrior after a Ranger is a waste of time until late in the match. Any decent ranger is atleast gonna have whirling defense/serpants quickness, and throw dirt. If a ranger only has 2 of those, you're looking at 27 seconds before you even start damaging him. Not to mention he'll probably just cripple you, then run 40 feet away... Just not worth the time. God knows if hes using Oath Shot. That and they have decent armor. . .
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Are you serious? There is no way a ranger will have whirling defense or throw dirt, these type of defensive moves have no place on a non-priority target like a ranger, and will only waste skill slots until the soft targets are dead, at which point it's only delaying the inevitable. And, in Tombs, no one will send "one warrior" anywhere, if a ranger is the focused target, you're going to have more than one, as well as various mages.
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Jun 11, 2005, 06:25 PM // 18:25
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#32
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Krytan Explorer
Join Date: Jun 2005
Location: America
Guild: The Kansas City Hotsteppers [KCHS]
Profession: R/
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Quote:
Originally Posted by Minwanabi
Are you serious? There is no way a ranger will have whirling defense or throw dirt, these type of defensive moves have no place on a non-priority target like a ranger, and will only waste skill slots until the soft targets are dead, at which point it's only delaying the inevitable. And, in Tombs, no one will send "one warrior" anywhere, if a ranger is the focused target, you're going to have more than one, as well as various mages.
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Quoted for truth. I only started feeling like an effective ranger after I learned to drop every defensive skill that couldn't help a teammate. Throw dirt and traps are so much more useful than any of the evasion skills in tombs. If you encounter a ranger that uses whirling defense and oath shot to recharge it, they are best ignored. It might be a little unsettling to go into battle without your uber survival skills, but you get used to it.
Note that there are exceptions. If you're a ritualist, you'll want whirling and oath shot to keep your ritual casts from being interrupted. It's also a good choice for "combat trappers." But for a general ranger build that has no long casting or easily interrupted skills, you want offensive skills as priority. Even applied poisoners should carry around a debil shot and/or distracting shot to hit a monk whenever they come around to one in targetting.
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Jun 11, 2005, 11:36 PM // 23:36
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#33
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Krytan Explorer
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Quote:
Originally Posted by Minwanabi
Are you serious? There is no way a ranger will have whirling defense or throw dirt
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This makes me curious. Why would a Ranger not carry throw dirt? It can be used to blind multiple warriors that are ganging up on a teammate.
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Jun 11, 2005, 11:50 PM // 23:50
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#34
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Krytan Explorer
Join Date: May 2005
Location: PVP Ranger: Does Stuff Fast
Guild: XXX
Profession: W/Mo
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Yeah... pretty much already mentioned by some posters. Swords are meant to be combined with tactics for a tanker. You're looking for a killer, axe's are the way to go. Sword's can't kill very well 1v1 (I'm trying to be gentle here... i could be alot more honest). They do have potential but hardly anyone uses it since their skill palet is locked on sevre artery, gash, and final thrust. Axe on the other hand, may not survive as long as a well built sword, but even a decent axe player can kill tons better than an awesome swords.
Some skill tips: Cleave and penetrating blow, both require low adreniline for a instant +20ish dmg attack. Great for damage output.
Combos: Dismember would have to be the lighter to the fireworks. Once you deep wound your opponent, you can go two places from there. Cripple the weak, and weaken the strong. They work in a chain effect, it's very nice.
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Jun 12, 2005, 03:44 PM // 15:44
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#35
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Krytan Explorer
Join Date: Mar 2005
Location: Michigan
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Quote:
This makes me curious. Why would a Ranger not carry throw dirt? It can be used to blind multiple warriors that are ganging up on a teammate.
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The problem with this is that condition removal is sooo cheap, extremely fast, extremely spammable, and heals as much as an orison, so long as you're specced something in protection, that conditions last no longer than 1-3 seconds. If it's a heavy condition team, the monks will be spamming mend condit and ailment, so it'll be gone probably after 2-3 seconds, if it's not a condition heavy team, it won't last more than one swing of a warrior's weapon, since as soon as I see that little gray bar, I use mend condition. It heals for as much as an orison, it's just as fast, and it recharges just as easily. Not that blind is a bad condition, it's great, but it'll never be around long enough to anything but buy yourself a swing or two from a warrior.
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Jun 13, 2005, 08:20 AM // 08:20
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#36
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Forge Runner
Join Date: Apr 2005
Profession: Mo/Me
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Quote:
Originally Posted by citizen059
You could always try Hamstring...
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problem is that Hamstring takes 10 mana to cast. and when i need to use it, it would be just before Judge's Insight, which also costs 10 mana to cast. as you can see, this would cause a big mana problem
think i'm gonna bite the bullet and switch to axes since the consensus seems to be that they kill other players the fastest
so now my questions are:
1. should i use a chaos axe for PVP, and are there gold chaos axes? otherwise, what is the best axe to use?
2. please give me the best axe build to kill other players in the fastest way possible with a Warrior/Monk
Last edited by Navaros; Jun 13, 2005 at 08:23 AM // 08:23..
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Jun 13, 2005, 04:21 PM // 16:21
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#37
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Forge Runner
Join Date: Mar 2005
Location: Chicago, IL
Profession: W/N
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I use axes religiously and let me tell ya, Chaos Axe is like a Storm Bow.
It LOOKS COOL but I actually salvaged a 6-26 Chaos Axe so that I can place it's crippling upgrade onto a 6-28 Summit Axe.
Just bring the most damaging axe. Chaos is just a big "hey I look cool" announcement. [though I want to find a 6-28 chaos axe and upgrade it ]
Piercing axes [the pickaxe] has a "murderous" look to it says some of my Guild Members so you could bring those, just be careful with tactics skills like "Shield's Up" and the like. It is piercing instead of slashing damage.
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Jun 13, 2005, 04:46 PM // 16:46
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#38
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Frost Gate Guardian
Join Date: Jun 2005
Location: Organic Soup
Guild: Of the Day
Profession: Me/
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Although it might be disappointing to realize this, you as a warrior are just a moving lower-level DOT in many cases.
Personally, I don't worry so much about spike damage, but just try and keep the DPS up as I move accross the landscape to be most effective.
As far as rangers go: I put a few conditions on them, and then when they start running or throw dirt I slap a 15 second pacify on them and go find somebody else.
That way we are both out of the running for awhile.
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Jun 14, 2005, 11:46 PM // 23:46
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#39
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Forge Runner
Join Date: Apr 2005
Profession: Mo/Me
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still looking for a good, fully-described axe build. please?
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Jun 15, 2005, 04:10 AM // 04:10
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#40
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Frost Gate Guardian
Join Date: May 2005
Location: Florida
Guild: na
Profession: R/E
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Quote:
Originally Posted by Navaros
still looking for a good, fully-described axe build. please?
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Axe - much as possible
Strength - ^^^
Random - whatever is left.
Power Attack
Dismember
Penetrating Blow
Executioners Strike
Battle Rage
Energy Filler
Energy Filler
Energy Filler
This is the build I currently use as an axe warrior. It's all sustained endless dps.
Charge up the 4 adrenaline needed for battle rage and you will be at +25% mobility and 2x adrenaline charging indefinitely. Then hit them with Dismember (Im using a long deep wound mod on axe) and they'll stay wounded. Then just cycle through power attack, penetrating, and executioners untill Battle rage is about to wear off and then restart it once you have cleared all your adrenaline so you don't drain yourself. Battle Rage also helps you finish off those annoying <15% hp runners who try to buy themselves time for their monks to heal them. Finishing one off can make all the difference in the world.
Last 3 slots I use for anything my team and I need specifically for our group. I limit it to energy based though so I have my melee mostly partitioned to adrenaline and energy is off to itself so I'll always have the energy needed to cast something when i absolutely HAVE to.
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